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Matt Casamassina of IGN had this to say:
Twilight Princess may have started as a GameCube title, but it finished a Wii one. There remains this faction of gamers that refuses to accept the possibility. You know who you are. You continue to argue that because the controls were originally designed for the GameCube pad there is no hope for the Wii build. You say that your arms will get tired using the Wii remote. You speak of mirrored worlds and right-handed Link. And you know what? It's all crap. If you have the means to buy Twilight Princess for Wii and you still get it for GameCube, you are a fool. And I state that without meaning to suggest that the GCN iteration is flawed - it isn't. It's an amazing swan song for Nintendo's older system, so if you've got no other option you're still golden. But that said, it's not as good as the Wii incarnation. In fact, were it up to me and not Nintendo (and in my dreams, it is), I'd have scrapped the GCN build altogether, forcing everyone to exclusively buy the Wii version. Honestly, Nintendo gave you five good years with GameCube; it's time to move on.
GoNintendo reported:
Obviously the most important part of my first day of play with Twilight Princess had to due with the controls. Ever since the first day we found out that Twilight Princess was coming to the Wii, everyone was questioning how the control scheme works out. Then just a few months back, we come to find out that the Wiimote would now be used for sword swings and aiming, instead of the version that was present at E3. Many grew worried that this new control scheme would be too hard to use, make them too tired, or detract from the gameplay. These were all very valid questions…we have been waiting so long for Twilight Princess that we didn’t want the experience ruined by shoehorned controls once the game finally released. The control topic is one I discussed in detail with a number of journalists at the event. I felt it was extremely important to get others viewpoints instead of just my own when it came to the Wii’s control success rate. The honest overall opinion of myself, and the journalists that I talked to is this. If you play Twilight Princess on the Cube, we feel that you are missing out on an amazing experience.
You will absolutely not get tired while playing Twilight Princess on the Wii. Well actually, let me rephrase that. If you are going to go all out, standing up while playing, and swinging the out of the Wiimote, then yes…you may get tired. On the other hand, I didn’t sit there playing it with the most minor movements possible. I found a very happy medium on my own. I never held back from swinging too hard or too light. I just did what felt natural for what was going on in the game. Swinging the Wiimote and Nunchuck to perform Link’s attacks adds such a visceral experience to the game…it truly does further the entire Zelda experience. Before I continue on with the control explanation, I want to make sure that you have a basic idea of what buttons/movements do which actions in the game.
To start with the very basic, your A button acts as your context sensitive button, as well as your roll maneuver. Context sensitive in the fact that you use it to talk to NPC’s, read signs, pick up pots, and so on. The directional pad is used to assign your items/weapons to. The left, right, and down directions are slots you can fill, while the up direction is used to talk to Midna. The minus button is used to enter your item wheel, which you then use the Wiimote to point at, and assign your weapon/item by pressing the corresponding directional pad button. The plus sign brings you to your equipment such as shield, heart container info, and so on. The B trigger uses the item/weapon you have selected. You press the directional button for the item you would like to use, and it is then switched to the B trigger. The item that was previously in the B trigger slot is brought up to your directional pad. On the Nunchuck you use the analog stick to move, the Z button to target, and the C button for a first person view. The 1 and 2 buttons are used for map access. One button enlarges the map, and one button hides/reveals a mini map. Finally we have the real meat of the game, the Wiimote and Nunchuck motion sensing. You swing the Wiimote left, right, or however you want to swing Link’s sword. If you press forward on the analog stick while swinging, Link will do a forward sword thrust. If you lock on with Z, and then press A while an enemy is on the ground, Link will do his downward sword thrust. If you move the nunchuck in a circular motion, or just side to side, Link will do his spin move. You have to wait a few seconds after each spin move attack for your sword to rebuild it’s power. You are given an audio cue on the Wiimote speaker when you are able to do another spin attack.
Speaking of the Wiimote speaker, the audio cues that come out of it actually do add another element of fun to the game. You will hear Midna laugh from the speaker when she has something to tell you. You will also hear link unsheathe his sword, the famous “Zelda discovery” noise, and a few other noises along the way. I don’t know what it was about the speaker cues that really drew me in, but I cannot deny that I really did enjoy them. The only negative thing I can say about the speaker is that it really isn’t great quality. The best example I can give is comparing the speaker quality to what you would find in one of those “see and speak” books. You know the ones I mean…the books where you press the picture of the character to hear them talk. I also discussed speaker quality with a few other people, and the general feeling was that while the quality wasn’t what one would hope for, it added to the fun factor, while not detracting from it due to audio quality.
Using the Wiimote to control Link’s sword attacks is just too much fun. It worked for me 100% of the time. I never had an instance where I took a swing with the Wiimote/Nunchuck, and it didn’t register. The only thing that cause me any issue was within the first 5 minutes of receiving a sword. If Link has his sword sheathed, the first swing of the Wiimote will have him take it out, rather than swing. I didn’t even realize that I didn’t have the sword out at first…but once I noticed that there were no issues. It is the same issue that happens in all the 3d Zeldas. You have to have your sword out before you attack, and if you don’t, you have to go through the animation before you start your fight. So at first I thought that the Wiimote wasn’t picking up my movement correctly, it was actually my own ignorance causing the problem. Wiimote sword functionality is extremely impressive, and you might find it hard to believe how much it adds to the game. I seriously cannot see myself playing the Cube version and enjoying it nearly as much. I know that it is the same core game…and I would enjoy the story just as much…but the physical connection of actually feeling like Link is absolutely priceless. In my mind, the Wii version is the definitive version.
Adding even more to the Wiimote experience is the aiming functionality. This actually takes skill, and really makes you feel as if you are aiming. The first opportunity to really fire a weapon is when you pick up a slingshot in your hope town. While you can lock onto enemies to fire, you can also do your freehand aim for a more precise shot. At first it took me a few minutes to get the feel of the aiming. Within fifteen minutes I was picking off birds in the distance, tiny black specks being shot down with the slingshot. If you are worried about not having a steady hand, you shouldn’t be. You can adjust the sensitivity in the options menu to better suit your aiming capabilities. You should be able to find your most precise aim settings with no problem.
From what I am allowed to talk about under this embargo lift, the game absolutely amazed me. I didn’t think there was any way the game could live up to the hype, and the time it took for it to come out. Now keep in mind I didn’t play the entire game, but if it keeps up at the pace it was at for my playtime, then the game has succeeded for me on every level possible. As I said, there are lots of things I haven’t told you guys about because of an embargo on more info until next week. Believe it or not, all I have told you about in this article is only from the start of the game, up to the first dungeon.. This is not fanboy hype…this is not a Nintendo diehard slobbering all over anything Nintendo. These are my honest impressions of the game. If there was something that didn’t work…something I didn’t like, I would tell you guys. I would never try to get you interested in a title for the sheer fact that it was made by Nintendo. While I cannot give you details on anything past the first dungeon yet…I can tell you that my entire playtime made me a firm believer that this Zelda is the definitive title in the series.
With that out of the way... yes, I am getting the Wii version, and I can't imagine why anyone would prefer the GCN version unless they were highly opposed to purchasing the Wii, which is an unspeakable SIN to video gaming.. |
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