Wii Version of Twilight Princess to Require Wiimote 134
1up is reporting that the Wii version of Nintendo's Legend of Zelda: Twilight Princess will require the use of the Wiimote. The GameCube controller for the Wii will not be usable for the Wii version of the game, despite the fact that the game will also be coming out on the Cube. This has provoked discussion that the Wii version of the game may include extra content or gameplay elements, which will make it unplayable with the GameCube controller. From the article: "Many had hoped Nintendo would allow for dual Wii and GameCube support ala a number of upcoming Wii releases, but Nintendo appears confident enough in its design that hardened fans will have to pick up the GameCube release if they're that hardcore. You still have time to decide which one sways you, as both versions will be launched simultaneously during Wii's launch date this fall."
Wii version bad for the game, bad for the wii (Score:4, Informative)
* Bad for the game: Twilight Princess is a GameCube game, plain and simple. It was developed around a solid traditional foundation, with traditional and cleanly defined control options. The Wii controller is simply unable to completely emulate the functionality that the game was designed around. Even if it could emulate all of the functionality, it's not really adding anything to the game. All it's doing is tacking on more convoluted ways of doing things you could already do with the GameCube controller.
* Bad for the Wii: Again, Twilight Princess is a GameCube game. Gamers might be more forgiving of the fact that the Wii version has GameCube graphics if not for the fact that it has GameCube gameplay as well. The Wii seems to be rife with these kinds of games at the moment -- games that only use the motion-sensing capability of the controller to emulate actions that you could do with a regular controller. When you change the controller without changing the game, you do a piss-poor job of proving the point of your hardware. The Wii is supposed to offer new possibilities, not repackage the past with a shiny new bow.
The same article also says the game plays rather poorly with the wiimote, and that the controls seem to be a bad imitation of fine gamecube controls. The worst part is the lack of camera control on the wii version. Looks like I'll be picking up the GameCube version for sure.
Re:Wii version bad for the game, bad for the wii (Score:5, Insightful)
See I don't believe this. That article seems to be about the version shown at E3. The fact is by the time the game comes out E3 will have been about 6 months before. In the mean time I have heard that the controls on Excite Truck and it's visuals have improved. I've heard the same about Red Steel and Metroid Prime Three.
I really think that they would have fixed that kind of stuff since then. Nintendo doesn't tend to do that half-assed tack-on-features stuff for something so important as core game play on one of their AAA titles.
Re:Wii version bad for the game, bad for the wii (Score:5, Insightful)
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i think 'armchair' journalists are doing more harm than good, whether for or against any particular product.
with the amount of testing that is required to meet a console specs just to pass certification, it is very unlikely that nintendo is going to let any launch titles, let alone their BIG first party launch title be
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Funny, I think that people who don't read 'armchair' journalists with the requisite grain of salt are the ones doing harm. More perspectives and voices in the news is fantastic, just don't give most new sources much credence.
If you read something in five 'armchair' sources, you can start to assume that the event they are describing probably happened but never believe the details. The same goes for rep
Re:Wii version bad for the game, bad for the wii (Score:2, Insightful)
I couldn't imagine the controls not being perfect. In on the DS, Super Mario 64's camera is fantastic. It just sounds to me that someone is upset their precious PS3 or 360 may become obsolete, and they can't really tolerate that sort of fear. But that's not exactly what were talking about, eh?
What more than likely happened here was he didn't want to embrace something new. He was used to the old way of doing things - and therefore had trouble adopting a ENTIRELY new control schem
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There have been a lot of games released since Ocarina where you can accurately target di
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Re:Wii version bad for the game, bad for the wii (Score:4, Informative)
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Re:Wii version bad for the game, bad for the wii (Score:5, Insightful)
Frankly, this sounds to me like an old dog who doesn't want to learn a new trick. The game could blow with the Wiimote or it could rock...only the final release will tell.
Refer to Super Smash Brothers (Score:2)
If Nintendo didn't have confidence in their own controller for one of their flagship titles, that would bode ill for every other game on the system.
For what little it's worth, Nintendo has said it's not using the Wiimote's motion sensing features for the first Wii Super Smash Brothers. Comments to the effect that it didn't add much to the game, etc.
Flagship title? Check.
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Re:Wii version bad for the game, bad for the wii (Score:4, Insightful)
* Bad for the game: Twilight Princess is a GameCube game, plain and simple. It was developed around a solid traditional foundation, with traditional and cleanly defined control options. The Wii controller is simply unable to completely emulate the functionality that the game was designed around. Even if it could emulate all of the functionality, it's not really adding anything to the game. All it's doing is tacking on more convoluted ways of doing things you could already do with the GameCube controller.
* Bad for the Wii: Again, Twilight Princess is a GameCube game. Gamers might be more forgiving of the fact that the Wii version has GameCube graphics if not for the fact that it has GameCube gameplay as well. The Wii seems to be rife with these kinds of games at the moment -- games that only use the motion-sensing capability of the controller to emulate actions that you could do with a regular controller. When you change the controller without changing the game, you do a piss-poor job of proving the point of your hardware. The Wii is supposed to offer new possibilities, not repackage the past with a shiny new bow.
I actually think that this is one of the worst arguments I have seen.
The Gamecube version was basically completed sometime around April of last year; at some point between then and when it was announced for the Wii it became a Wii game. It would be reasonable to assume that the game was intially delayed, they started adding Wii controls (in case you played the Gamecube version on the Wii) and the control scheme started to mature to the point that it was worth creating the game primarily for the Wii.
If you assume that it became primarily a Wii game in December/January then it had 3-4 months of focused development before E3 (most E3 demos are based off of a couple month old build that has been heavily tested to avoid bugs and crashes). What we know is that 4 months into a 10 month development the controls were not perfect (shocking, I know).
Ultimately, Nintendo will have solid controls ready for launch because I have never owned a Nintendo game with sloppy controls.
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I love the Power Glove. It's so bad.
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Re:Wii version bad for the game, bad for the wii (Score:3, Insightful)
Re:Wii version bad for the game, bad for the wii (Score:4, Insightful)
Super Smash Bros will use the classic controller, as I'm sure other games will. The man behind the series realized motion sensitive gaming doesnt make this particular game more fun, only adds a needless gimic.
It takes a great group to take risks, (Motion sensitivity, Touch Screens on the DS etc) but it takes a wise company to know when those features aren't necessary. The DS suffered from it initial, everything needing to be touched in some way, even if it only detracts from the game play; but by now they seem to have it down very well, and only use the touch screen when it directly enhances game play.
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I don't know what you're talking about. All I know is that if I can use the Wii-mote in SSB, then I dang well want to. What could be more fun than actaully punching your buddy on the couch next to you?! All I know is I can't wait to beat the tar out of Wario with EVERY other character. Because I
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And it could be a great thing. It's just that we have to wait and see. Declaring the regular controller as obsolete is a bit shortsighted though.
Personally, I've yet to try it myself, but just from looking at it there are *SOME* games that it would be kinda fun on. The idea of a Wii controlled
Re:Wii version bad for the game, bad for the wii (Score:4, Insightful)
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I'm ready to say good-ridance to the WW camera... it was surprisingly hard to use.
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Post less, work on your social skills, take a breath before going into your rage, or that heart attack will catch up with you before long.
In short, Relax, its just a game.
What can't a "regular controller" do again? (Score:2)
The Wii seems to be rife with these kinds of games at the moment -- games that only use the motion-sensing capability of the controller to emulate actions that you could do with a regular controller.
I am not understanding this point; maybe it's just been stated clumsily.
A "regular controller" uses buttons that are mapped to [whatever action]. What's the set of actions that cannot be mapped to a button press and analog stick set of controls, again? The motion sensor gives us another way of controlling a
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Ironic actually. (Score:1)
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in other news (Score:5, Funny)
best headline ever.
Re:in other news (Score:1)
Re:in other news (Score:2)
USB Human Interface Device (Score:4, Informative)
The original Xbox controller is a USB human interface device (HID). Widely available adapters (such as EMS USB2) make the PS2 Dual Shock controller appear as a USB HID. If a game doesn't support generic USB HIDs, then it's either the game developer's fault (for not checking for USB HIDs in the game's input code) or the console maker's fault (for not providing any driver for USB HIDs to developers, in an attempt to increase attach rate by promoting sales of new controllers).
Re:USB Human Interface Device (Score:1, Redundant)
But why is it the case? (Score:1, Redundant)
The PlayStation 3 console runs a Linux operating system. In order for what you said to be true, one of the following has to be the case:
Which is more likely?
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My question is: (Score:2)
My comment was intended not solely to state a tautology ("it is either A or B") but to start a discussion ("is it A?"). I guess I forgot to make the implied question explicit:
On video game consoles with a USB port, is the lack of support for USB HID gamepads in games more likely the fault A. of the game developers or B. of the console makers?
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It's the console makers in the case of the Xbox. The original Xbox's kernel ignores any USB device that doesn't match one of the expected vendor/type IDs. All the third party pads copy the IDs of the original MS pad. The 360 when running with cabled controllers does exactly the same. The only way to support devices that MS didn't include sup
Re:in other news (Score:4, Funny)
I'm going to go out on a limb and predict that the first tag that shows up on this non-story is "duh."
Re:in other news (Score:4, Funny)
Is it just me or does everybody forget to close that tag?
Re:in other news (Score:2)
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breaking news (Score:5, Funny)
Re:breaking news (Score:1, Funny)
Sonic doesn't require a Genesis controller (Score:3, Interesting)
It's different when a system has backward compatibility. You'd be surprised at how few PS2 games need the pressure sensitive buttons; most work fine with a PS1 digital controller or a PS1 Dual Shock controller. Heck, the Sonic the Hedgehog games for Sega Genesis can reportedly be played with an Atari 2600 controller [netjak.com], as the Sega protocol is just a compatible embrace-and-extension of the Atari parallel joystick protocol.
Shigeru Miyamoto (Score:4, Interesting)
I've heard that Shigeru Miyamoto, creator of Mario Bros, once praised Naoto Ohshima and the Sonic Team for being able to do what he never could: produce a successful platformer that used only one button. It is, litterally, the Apple of the videogame world. It cuts the platformer genre down to its simplest form: run, and jump. It does away with the traditional "run" button of Mario, and instead uses an exponential accelleration system to compansate, so when walking short distances (like jumping from platform to platform), you're moving slowly, but hold the controlpad over, and you will run faster and faster. If you think about it, during normal play, Sonic isn't really any faster than Mario... it's the exponential accelleration that gives Sonic the kick that made it famous.
This is the main reason why I think the first Sonic game is the strongest in the series (as well as Sonic CD and the original GameGear Sonic). Sonic 2 had great level design, but the addition of the spin dash completely destroyed the purity of the original Sonic's control setup. If you got going really fast in the original, it was a rush, because you had to get to that speed by your own doing... with Sonic 2 and on, going from zero to fast was just too easy to make it that thrilling anymore.
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I also perfer Sonic 2's level design and entire feel better. To me Sonic 2
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The true challenge is playing Sonic 2 with the paddle. Turning the wheel would cycle between the D-Pad up, neutral, and down positions, and the button could be used to jump or do a spin dash. The only way to go forward was to spin dash, then you had to know the level very well and jump at just the right moments to avoid hitting a wall and stopping. If you did hit a wall, you got stuck because there was no way to turn around or jump over the obstacle. I never got even half way through the first level...
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well shoot! (Score:1, Funny)
Already own a GC and plan to buy a Wii.. (Score:1)
If the Wii has any additional gameplay elements or improved graphics/sound I would say no question get the Wii ver.. However if it's exactly the same I'd lean towards the GC ver. My logic behind this is that the core of the games controllers were designed first and formost w/ the GC controller in mind.
I really hope we ge
Re:Already own a GC and plan to buy a Wii.. (Score:1)
Re: Zelda Wii Supports Widescreen. (Score:1)
It was also confirmed the Wii Version will run in 480p, but I'd be amazed if TP didn't run in 480p on the GameCube.
Two versions now? (Score:2)
What was going to happen was, The Wii would know it was TP (thanks to the B/C) and add in new Wii-Mote functions for the game.
So now are we going to get two versions of the exact same game?
Re:Two versions now? (Score:2)
Re:Two versions now? (Score:1)
Let's just hope that Nintendo doesn't remove the component out after a year or two because "nobody's using it."
Re:Two versions now? (Score:2)
To be honest I really don't think there were that many compelling reasons for component out on the GC. I've always used S-Video, which in my experience is perfectly ad
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It's no wonder that few people use(d) the digital out on the Gamecube since Nintendo never put the component cable in stores. The only place they sold it was on their website, a fact I only found out after two years of looking in stores and being told by several places that they couldn't even order the thing for me. When I discovered where I could buy the thing, I was s
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Anyone with an HDTV would potentially want to use it. I've been using it for a couple years, and I can say that even though it's not HD, any game that has the "Progressive Scan" icon on it looks quite a bit better on my TV. Even for games where that weren't specifically developed to use progressive scan, (the majority of them weren't) the color is more accurate with digital out. Personally, I was pretty disappointed when they took the digital out off the the GC. Made
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I've noticed that every one of my Nintendo 1st/2nd party games prompt for Progressive scan when I boot up, even if it doesn't have it listed on the box. It's a shame though, more games don't support Widescreen. If F-Zero GX can maintain all that at 480p widescreen and stay locked at 60 fps... There's no reason why most games can't.
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People aren't changing their living room layouts, they aren't buying new furniture to ac
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for the most part I agree with what others have said though, this game was designed 98% with the gamecube in mind so they are really going to have to prove
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They never actually said that. A European gaming mag reported that last December, but Reggie issued a denial, and then Nintendo (finally) announced at E3 that there were going to be both Wii and Gamecube versions of the game.
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And now for something completely different (Score:1)
Other differences (Score:4, Interesting)
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Control scheme that bad? (Score:2, Insightful)
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Metroid Prime.
Are you kidding me?
SM64 was a wonderful introduction into 3D gaming. I remember when I came home with my brand-new N64 and started up the game. I had it figured out within a few minutes, and soon it felt like I had never done anything else. I was just running around and trying stuff and feeling good for hours before I even was interested in starting the game in earnest.
As a goodbye to my GC I'm planning on playing a few classics I never had time for and am currently in the middl
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The camera's a pretty big pain in the ass at times, especially after getting used to games that have come out since then and improved on things like that, but I've never had a problem with any of the other controls, neither when it was new nor when going back and playing it again more recently and comparing it to newer games.
And I kind of liked that there were multiple things to do in each level; a lot of them were a pretty decent size, so putting stars in different parts of them made people explore diffe
So what? (Score:1)
I don't see why any of this is a problem. I fear that half the people here imagine having to swing the wiimote around frantically just to get Link to walk from one side of the room to another. You'll be using the nunchuck add-on to move, in other words a regular analog joystick as seen on the N64 and GC. To attack with the sword, you again, just use a regular button on the wiimote.
It's only when it comes to firing the bow, fishing and things like that then you'll start to really use the wiimote's featur
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Aehm, that really wouldn't be a good idea. The Correct Solution[tm] would have been to simply allow the Wii version to be played with a Gamecube controller. Nobody expects that the smaller Gamecube disc will hold new textures and stuff, but I definitvly expect that Nintendo
Of course it does. (Score:4, Insightful)
Hello? It's Zelda. Zelda, Nintendo,
They could eben push out variant cover cased versions of the game that only run on Wii's with the matching case color and still make a better revenue even though it costs more than a single version to produce. If I'm a Wii fan and I'm buying a new Zelda Iteration for my new Nintendo Iteration it better be built for that exact Nintendo, using all the neat new features to the max. Especially the Wiimote.
So the GameCube is getting it's own version? Nice move and good for the GameCubers I'd say.
So what's all the fuss about? You want a 'universal binary'? Stupid idea. Wii'ers will think they're getting a dumbed down version and GameCubers will think they're getting
Bottom line:
Yes, they're selling seperate versions of the new Zelde, one for each plattform - and you (yes, you) will love them for it. As usual, Nintendo has everything under control. Everythings cool, calm down.
I want a Wii, but it has one major flaw...... (Score:2)
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Oh my gawd... (Score:1)
But quite seriously, I'd assume they'd be using the wiimote for some sort of pseudo sword combat system... doesn't seem like it's that much of a suprise.
--Nick
Nintendo has some balls...who woulda thunk it? (Score:2)
Man, Nintendo's balls have dropped over the past few years with Reggie at the forefront. I thought the guy was a douche at first, but I really think he knows what he's doing.
Old news, new day. No change in forecast (Score:2)
This is neither bad nor good. Though there's some tilt.
It's still definitely a good thing for the company and developers because now they can see how easily a game X is made into a "wii" game. It's also a good
I don't care (Score:1)
Re:So Much For My Wii Purchase (Score:4, Interesting)
Of course, that's what I said about the 'Gameboy DS' - and I was completely wrong about that.
Re:So Much For My Wii Purchase (Score:2)
And yet my favorite games on NintendoDS are still Castlevania, MarioKart, Mario64 and NewSuperMarioBros, all of which make little to no use of the touchscreen (a little menu and map, nothing that couldn't be done on a normal non-touchscreen handheld).
I hope for the best with the Wii, but from what I have seen so far I have still quite a bit of doubt if the Wiimote will actually work as a generic game input devi
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Give "Kirby's Canvas Curse" a look. Quite possibly the most revolutionary platformers since the genre went 3D. the entire game uses nothing but the stylus, and in its most basic and truest form. Absolute blast of a game. It's a tough call between New Super Mario Bros. and Kirby's Canvas Curse, though, both games are excellent, in fact, Kirby might have an edge, just because it's so unique and fun.
Similarly, the actual gameplay of Metroid Prime Hunters wasn't bad at all... it's just that the level design,
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I had similar issues on my Phat with stylus games (except brain age) where you have to support the game one handed. Metroid needed to be played 'Dual digital' or whatever it was called, or it was unplayable. The DS-Lite is smaller, and lighter, and helps in this reguard.
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Revolutionary platformer, yes, its certainly a new kind of game (even so there are some small parallels to Lemmings and other critter games), however I don't think its an especially good game, its boring and challangeless, I played through half the game and then simply gave up, because there was nothing to care about, no challange, no exciting levels, it all just feld way to passive and uninterest
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