I felt that Zelda had the worst controls of any of the Wii games that I played. While not totally broken, the controls were unintuitive and often confusing. For example, unlike the demo shown at the press conference, arrows are not shot by pulling the remote from the nunchuck. Instead targeting is performed by the remote, and arrows are shot by pressing and releasing the A button. The hookshot worked in the same manner. Targeting, as most of the games shown at E3, was very sensitive. Movement was controlled with the control stick. Item switching was done by pressing the appropriate direction on the D-pad. The inventory was one of the more annoying things to activate, and the remote had to target a small icon in the corner of the screen marked inventory. The positioning of the D-pad relative to the A button makes switching between them somewhat uncomfortable. The B trigger was used for sword slashing, yet special sword moves were performed by jerking the nunchuck attachment. Overall, button assignment felt haphazard and hard to remember, being split across the two hands. It is my hope that these controls will be modified before the final release. Otherwise, I’ll probably stick to the standard controller.
The actual demo took Link through an obstacle course of sorts, allowing players to test out the various controls and items, including the newly introduced electromagnetic boots. After this, a short dungeon was presented, at the end of which players finally had a chance to battle against the Balrog-like creature shown in previous Zelda trailers. The boss battle was pretty interesting as it required players to use several techniques in sequence. First the head of the monster had to be shot by an arrow. This would stun the creature so that it wouldn’t swipe Link with its chains. Next, Link had to go behind the monster and grab his chains. However, Link isn’t strong enough to pull the chains by himself and must use the metal boots to give himself enough traction. Pulling the chains caused the enemy to fall down, after which Link had to attack his head using his sword. Once this sequence was completed twice, the demo was completed.
The graphics were no different than the GameCube game, which means that they were very nice for a GameCube game, but nothing to write home about in comparison to a next gen game. The game, as all of the other Wii games, was running in 480p widescreen mode, which is sure to please a lot of people. Nintendo still hasn’t shown us a lot of what the game will entail, mostly focusing on how the game will be played. Judging from the trailers, Twilight Princess is sure to be an amazing game. Just don’t expect the Wii controls to add too much to the experience.
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"Further proof that people don't like having to learn anything. 'It's too hard! I actually have to aim!'"
Why should anyone learn anything when they can get the same game with controls they're already used to on a console they already own?
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Originally posted by: pap64
THE GAME WAS AN EARLY E3 DEMO THAT WAS RUNNING ON VERY EARLY WII HARDWARE. GET IT THROUGH YOUR THICK SKULLS ALREADY.
QuoteI was thinking the same thing.
Originally posted by: ShyGuy
I don't know if I like this Aaron guy...
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Originally posted by: Avinash_Tyagi
isn't that the point of movement based controls?
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Originally posted by: mantidorQuote
Originally posted by: Avinash_Tyagi
isn't that the point of movement based controls?
The point of any game or console is to have fun, people sometimes forget that realism =/=fun.
On that note I also think that realism =/= inmersion. I can get more inmersed in a Tetris game than in call of duty any day.
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Originally posted by: ShyGuy
Ah, it's Megabyte.
Anyway, I've always preferred my game previews to be objective and my reviews to be subjective. I realize this is an impression, I guess I would just prefer a preview. Hold the judgements until the game can be tested in a finished state in a proper enviroment.
My first impression of Einstein is he has goofy hair and a big nose, I guess he must be a loser.
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Originally posted by: pap64
And don't give me any of the "The game has been development for over a year" bullcrap. Just because the game appeared at E3 it doesn't mean that the game is FINISHED.
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Originally posted by: pap64
I've seen Twilight Princess videos from a lot of websites. I have a 6 minute video from IGN where the player plays a LInk, goes through the dungeon and fights the boss just fine. I didn't see any awkward moments in between gameplay and the only thing I noticed that felt weird was the fairy cursor flying around
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The game was FINISHED over a year ago. It didn't appear at E3. It appeared at LAST YEAR's E3.
Seriously, since Nintendo split the game into two versions, I don't see why they ever bothered to delay the GameCube one.
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Originally posted by: BloodworthQuote
The game was FINISHED over a year ago. It didn't appear at E3. It appeared at LAST YEAR's E3.
Seriously, since Nintendo split the game into two versions, I don't see why they ever bothered to delay the GameCube one.
How many times do I have to debunk this CRAP. They are just now tying the level design together. The game wasn't delayed because of Wii controls. Do you really think that they decided to delay their biggest money-maker for 2005 just for these slight differences? I guess if I believed that, I'd be pissed too.
I see the Wii controls as another acknowledgement that the GameCube is dead, and if they have to release Zelda this late, they decided they needed to take advantage of the new system somehow.
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Originally posted by: Bloodworth
No, it doesn't take a team that massive to just work on controls. The reason for the delay is that they are hardcore, dead-set on making a game better than Ocarina of time, and if TP was released last year, they wouldn't have accomplished that. Don't forget, Ocarina of Time was delayed more than a year too.
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Originally posted by: VGrevolution
Does anyone have any facts to back up their claims that all the time from the delay was spent on just the Wii controls? Or is it all baseless whining which seems to be a common trend now? We know for sure that there was a big graphical change for the "dark" world, why can that not be taken into account in addition to the Wii controls before people jump to conclusions on what they have been doing that whole time?
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You can't just switch the control input over from two-axis analog over to multiple six-axis accelerometers balancing on a laser pointer.
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development is at the point where the game's outline is very close to being nailed down. The main flow of the game is getting a few tweaks, and changes are being made to some of the many branching storylines that always make up a Zelda adventure.
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there's a feeling that we absolutely can't "lose" to Ocarina.
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bringing the wolf to life in the most authentic way possible has been an immense, new challenge for the Zelda team.
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as we've had many discussions over many months, that blueprint has kept evolving.
QuoteYeah, I think all first party GameCube games have progressive scan, right? I think the Wii version just has widescreen..
Originally posted by: Professional 666
Who the heck said the GC version WON'T have p.scan?
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Originally posted by: Bloodworth
And my earlier comment regarding the level design is based on statements made around March (published in the May issue of Nintendo Power). These comments should be proof enough that there's a lot more happening with Zelda than just adapting to a new control scheme.
QuoteI don't think that's really indicative; the major reason that Nintendo did that was to sell more Wii systems. If the motion sensing capabilities were included in the GCN disc, then that wouldn't sell Wiis. GameCubes are so cheap now that if anyone didn't have it and wanted Zelda, they would just buy one and not consider a Wii. Maybe they would pop it in later on, but many wouldn't. By having a separate disc for the Wii, they will ensure that Zelda does in fact sell Wiis, as the exclusive content is only available on a Wii disc.
and Nintendo themselves are pretty much telling us how many resources they put into the Wii version by telling us we need to pay seperately for it.