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."
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.
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.
Other differences (Score:4, Interesting)
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.
Re:Two versions now? (Score:3, Interesting)
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.
Re:Control scheme that bad? (Score:3, Interesting)
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.
Re:Shigeru Miyamoto (Score:3, Interesting)
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.