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Wii Version of Twilight Princess to Require Wiimote

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."

30 of 134 comments (clear)

  1. Wii version bad for the game, bad for the wii by ZakuSage · · Score: 4, Informative

    According to n-sider,

    * 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.

    1. Re:Wii version bad for the game, bad for the wii by MBCook · · 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.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Wii version bad for the game, bad for the wii by aywwts4 · · Score: 5, Insightful

      Good point, Back in the day, when these kind of events were populated by industry representatives instead of bloggers who talk about games, Magazines would seldom if ever mention tech demos in a negative light, instead trying to focus on the positive and what the game could possibly become. Any responsible journalist should know these games have six months of development ahead of them, but bashing a game still under testing gets more 'diggs' to your 'blogg' Especially since most of the insults boil down to the controller setup, which is quite possibly the easiest thing to continue to tweak and refine right up until the day it ships.

      --
      Web Developers: Celebrate to our roots! Animated Gifs and Tiled Backgrounds, dont let our history die!
    3. Re:Wii version bad for the game, bad for the wii by Babbster · · Score: 4, Insightful

      Besides, isn't one of the "tests" for the Wiimote going to be how well previous game styles translate to the new controller? 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.

      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.

    4. Re:Wii version bad for the game, bad for the wii by Anonymous Coward · · 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.

    5. Re:Wii version bad for the game, bad for the wii by techstar25 · · Score: 2, Insightful

      You could make that same argument for every game that will be released for the Wii. Apparently someone at "n-sider" is still living in 2001. The whole point of the Wii is that it will change EVERYTHING. And we'll have to change the way we think about gaming. For those who still need their controller, there will be a PS3. Nintendo is moving forward. At some point you have to cut the umbilical cord (throw away the old controller) and just go for it. It's taking a lot of balls to make that decision, but they are standing by it. Good for them.

    6. Re:Wii version bad for the game, bad for the wii by Redlazer · · Score: 2, Insightful
      I totally agree with you.

      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 scheme. What i would be much more interested to hear, is what people who have never even touched a video game controller would think - of course, with the necessary practice, as with anything new.

      -Red

      --
      Guns don't kill people, "with glowing hearts" kills people.
    7. Re:Wii version bad for the game, bad for the wii by Anonymous Coward · · Score: 4, Insightful

      Why not be smart and rent both first? When have reviewers ever been right, particularly before a game is out?

    8. Re:Wii version bad for the game, bad for the wii by abandonment · · Score: 2, Insightful

      you have a good point - it is so easy to write about the potential downside of any new product, particularly when you have no 'real' experience in what it takes to create a successful product.

      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 anything but killer.

    9. Re:Wii version bad for the game, bad for the wii by aywwts4 · · Score: 3, Insightful

      Well no they aren't cutting the umbilical cord so to speak.

      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.

      --
      Web Developers: Celebrate to our roots! Animated Gifs and Tiled Backgrounds, dont let our history die!
    10. Re:Wii version bad for the game, bad for the wii by Gulthek · · Score: 2, Insightful

      i think 'armchair' journalists are doing more harm than good, whether for or against any particular product.

      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 reputable sources, except that you can drop the required number to three.

    11. Re:Wii version bad for the game, bad for the wii by antifoidulus · · Score: 3, Informative

      No, they didn't. They used a gamecube case, thats all. The insides were the Wii.

    12. Re:Wii version bad for the game, bad for the wii by svnt · · Score: 2, Funny
      Ultimately, Nintendo will have solid controls ready for launch because I have never owned a Nintendo game with sloppy controls.

      I love the Power Glove. It's so bad.

    13. Re:Wii version bad for the game, bad for the wii by twistedsymphony · · Score: 2, Insightful

      Yeah, Except for the fact that Nintendo didn't make the powerglove... Mattel did.

  2. in other news by minus_273 · · Score: 5, Funny

    Xbox 360 version of kameo ro require 360 controller. PS3 version of heavenly sword to require ps3 controller..

    best headline ever.

    --
    The war with islam is a war on the beast
    The war on terror is a war for peace
    1. Re:in other news by grammar+fascist · · Score: 3, Funny
      best headline ever.

      I'm going to go out on a limb and predict that the first tag that shows up on this non-story is "duh."
      --
      I got my Linux laptop at System76.
    2. Re:in other news by spezz · · Score: 3, Funny
      ...the first tag that shows up on this non-story is "duh."

      Is it just me or does everybody forget to close that tag?

    3. Re:in other news by aichpvee · · Score: 3, Insightful

      Actually, this is a really annoying thing with systems that are backwards compatible with previous controllers. I'm thinking particularly of Silent Hill 2 on PS2 that won't even start without a Dual Shock 2 plugged in, even though the only use it makes of the pressure sensitive buttons is to do a "hard" attack, which could have been done just as easily with a tap vs hold approach. For a game like Mad Maestro! (which is still the ONLY game that I've played where pressure buttons really are required for the gameplay) it makes sense, for games like Silent hill it's just feels like a gimmick and is lame. Konami got it right with MGS2 where there were features that used the pressure buttons (throwing magazine clips further if you pressed harder) but weren't really required to finish the game and fully enjoy it.

      It's like someone else said about DS games abusing the touch screen even when it detracted from the game. And for what it's worth, when I played Silent Hill 2 my roommate's only Dual Shock 2 had broken analog sticks and the original Dual Shock's handles are a slightly more comfortable shape. When dealing with PS* controllers I'll take any added comfort I can get because they're cramp-inducing even at the best of times.

      --
      The Farewell Tour II
  3. breaking news by startled · · Score: 5, Funny

    "Game released on console to require that console's controller"

  4. USB Human Interface Device by tepples · · Score: 3, Informative
    And the 360 and PS3 don't support at all their previous controllers.

    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).

  5. Re:So Much For My Wii Purchase by DesireCampbell · · Score: 3, Interesting

    Indeed. I had my doubts about how "revolutionary" this controler would be. I always thought I'd never really like it - and everyone else, while thinking the idea novel, would quickly show disdain for the device and be critically panned and fall behind Sony and Microsoft in sales.

    Of course, that's what I said about the 'Gameboy DS' - and I was completely wrong about that.

    --
    Whoo, signature!
    DesireCampbell.com
  6. Sonic doesn't require a Genesis controller by tepples · · Score: 2, Interesting
    "Game released on console to require that console's controller"

    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, as the Sega protocol is just a compatible embrace-and-extension of the Atari parallel joystick protocol.

  7. Other differences by Bongo+Bill · · Score: 3, Interesting

    Wasn't there more differences between the two versions of Twilight Princess than just the control scheme? I remember hearing that only the Wii version would support a widescreen aspect ratio. I was considering getting the Wii version just for that, but if it requires you to use a control scheme other than the one for which the game was designed, then I'll have to wait and see....

    --
    ...but is it art?
  8. Re:So Much For My Wii Purchase by 7Prime · · Score: 2, Insightful

    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, and the decission to make it more of an FPS than an adventure game ruined it for me. I'm kinda hoping that they someday port Metroid Prime 1 to the DS though, because it might be really cool with the stylus. Also, Animal Crossing is pretty nice with it's use of the stylus.

    Oh, and Mario64, I've finally come around to greatly preffering the thumb stick method... sure it's not quite as solid as the A-Pad, but once you get used to it, it's a fine alternative.

    There will always be games that are better suited to different control setups, which is why the Wii is including GCN controller support. The bottom line is, though, we don't even know what's out there yet that can be done with this thing. The mastery of the controller is probably not going to be evident in this first batch of games, but I expect solid results as well.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  9. Control scheme that bad? by person132 · · Score: 2, Insightful

    Besides the obligatory "zOMG U haff 2 u53 the w11m0t3 4 a w11 game!!!!!11", Do you really think the Wii control scheme will be worse than the GCN controller? I doubt Nintendo would let any of their games, least of all Zelda, ship with controls that were in any way bad. I can honestly say that I have never played a Nintendo game with BAD controls. The Wiimote controls weren't simply tacked on in the last few weeks before release; Nintendo has been working for months on adding the Wiimote (I doubt there was much more development of the main game), and the quality of the controls really matters. Zelda, as a Wii launch title, will one of people's first experiences with the Wiimote, and I doubt Nintendo will let people down. I'll be buying the Wii version just for the novelty, personally.

    1. Re:Control scheme that bad? by Knuckles · · Score: 2, Interesting

      Super Mario 64.
      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 middle of Metroid Prime. I love it. Yes, it feels kind of awkward in the beginning, but it handles superbly once you stop treating it as a FPS. There's a reason why Nintendo calls it a first-person adventure game. I think the rather indirect controls, HUD delay and so on perfectly translate that you are stuck inside a big robot, which of course doesn't feel like running around in a ninja suit.

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
  10. Shigeru Miyamoto by 7Prime · · Score: 3, 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.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:Shigeru Miyamoto by Turn-X+Alphonse · · Score: 2, Interesting

      In ways I agree but in other ways I disagree. The spin dash added an extra move which changed the gameplay for the better in ways. It stopped you having to run back to gain speed to make loops in some cases, which made the whole game flow a bit better. It was also possible to use it to make puzzles (aka not getting squished) a bit harder and need better timing (instead of pure luck or waiting and hoping you were fast enough walking).

      I also perfer Sonic 2's level design and entire feel better. To me Sonic 2 is the peak of Sonic before it started to get silly (although I admit I like the original sonic adventure). I like one but theres some levels which just feel out of place (Spring yard and scrap brain for example).

      One thing people forget about Sonic is it doesn't feel like anything else. Mario seems gritty (yes I know, magic mushrooms etc.) and has a very "drug enduced but simple" style. Where as Sonic's always been "Screw it, this looks fun and cool lets put it in". So instead of "wow it's a mountain" you get cool stuff like dancing flowers, totem poles and weird animal robots (Which they not destroyed just to make Gundam refrences in Sonic games.. great idea guys..). Sonic was onnly ever 50% gameplay if you watch carefully. The loops and spins added very little to the game but they define what Sonic is.. Makes you wonder if Sonic really was just a "Platformer" or if it was one of the earliest "true" artistic games.

      --
      I like muppets.
  11. Re:Two versions now? by a_nonamiss · · Score: 2, Interesting
    Seriously, how many people did use it?

    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 me glad I was an early adopter and had one with the option.

    As far as numbers go, depending on what you read, HDTV penetration is anywhere from 25% to 35%, with that number expected to reach 50% by the end of next year. It wasn't a very big market when GC was released, but I'd say that it's a worthwhile option now.
    --
    -Arthur
    Cave ne ante ullas catapultas ambules
  12. Of course it does. by Qbertino · · Score: 3, Insightful

    What is this all about?
    Hello? It's Zelda. Zelda, Nintendo, ... ring a bell?
    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 ... a dumbed down version.

    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.

    --
    We suffer more in our imagination than in reality. - Seneca