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Extensive Twilight Princess Previews 117

Posted by Zonk
from the omg-droolz dept.
All this week, and last week, Nintendo has been inviting game journalists up to their manse to have some extensive hands-on time with Legend of Zelda: Twilight Princess. At 1up Jeremy Parish has an extensive look at the game, with screenshots, impressions of the Wii control scheme, and a detailed look at the title's first few hours. From the article: "The bulk of swordplay, however, is controlled by moving the entire Wii Remote. Contrary to common opinion, this doesn't entail making massive swiping motions. Although it's certainly possible to wield the remote like an actual sword, a simple flick of the wrist will cause Link to attack. How you move the controller also has no bearing on the kind of strike you make. By default, Link sweeps horizontally; for a vertical slice, you must first lock on to a target. And a swing executed while pressing forward on the analog stick results in a stabbing thrust." Other features on the game include pieces from GameDaily, Kotaku, Gamespot, IGN, Gamasutra, and Game|Life. If you've been wondering about whether or not the controller is going to be tiring, then Chris Kohler's assurances for the worried gamer will be especially appreciated..
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Extensive Twilight Princess Previews

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  • The vast majority of the previews of Twilight Princess that just came out today have been overwhelmingly positive, some people thought the new control mechanic would be bad but so far everyone seems to like it. Some people are even saying this game is better than Ocarina of Time.
    • by Fozzyuw (950608)
      If you've been wondering about whether or not the controller is going to be tiring, then Chris Kohler's assurances for the worried gamer will be especially appreciated..

      Is there anyone else who just finds the idea of gamers being worried about being tired from playing games kinds of ironic if not just shameful? hehe

  • by Lethyos (408045)

    It looks like Link got himself a weird sort of Light Cycle [1up.com]!

  • Too bad not in HD (Score:3, Insightful)

    by Salvance (1014001) * on Saturday November 04, 2006 @02:13AM (#16713723) Homepage Journal
    This game looks fantastic! Its just too bad the Wii doesn't support defs above 480p like everyone was hoping. It's also a little disappointing (but not surprising) that the controller doesn't convert the type of motion you perform to the screen. Oh well.
    • Re: (Score:1, Interesting)

      by Anonymous Coward
      It is only too bad for a small fraction of the population though. Personally, I can understand why they shunned the HD aspect, it would have added an otherwise unnecessary cost to the production when the Television market is still largely dominated by TV's that are not Hi-Def. Thats why they took it out of the Gamecube, it isn't profitable and as a marketing aspect, its impact is still very limited. Overall, it is a very smart move by Nintendo because that aspect alone helps them to be able to provide the W
      • by justchris (802302)
        Ummm, I wouldn't speak too soon. Upscaling picture with the Wii will likely be a bad idea. Upscaling has a delay in the picture, and that delay, couple with motion sensing tech, could be a game breaker.
    • Re: (Score:2, Insightful)

      The only thing I'm disappointed about is that it's less than 3 weeks until launch, and I still have no clue when I'll be able to get Wii component cables. Supposedly they'll be available at least off the online Nintendo store, and probably at Nintendo world in NYC, but other than that, no idea. Can't preorder them either. That's irritating, I want them that Sunday, monday at the latest.
    • by Guppy06 (410832)
      "the Wii doesn't support defs above 480p like everyone was hoping."

      Who, praytell, is this "everyone" you speak of?

      "It's also a little disappointing (but not surprising) that the controller doesn't convert the type of motion you perform to the screen."

      You were looking forward to spinning until you were too dizzy to see straight to do the spin attack?
      • by AnonChef (947738)
        "It's also a little disappointing (but not surprising) that the controller doesn't convert the type of motion you perform to the screen."

        You were looking forward to spinning until you were too dizzy to see straight to do the spin attack?
        Hmmmm... yes
    • by c_forq (924234)
      too bad the Wii doesn't support defs above 480p like everyone was hoping.

      Actually I was hoping it would be that way. Keeping the definition low means that I don't have to worry about not being able to read text on my non-HD TV (like the problem with Dead Rising). I think it also makes the Wii the console of choice for young, new, and creative talent - for they don't have to spend as much of their budget on graphics.
    • by RyoShin (610051)
      While I am also disappointed that it doesn't completely emulate the swing, I'm not surprised. After all, Twilight Princess was made with the Gamecube in mind, and only ported and enhanced (and mirrored) for the Wii.

      Plus, this is first generation software. Developers are still getting used to the different control scheme and seeing what they can do. While games during this generation will likely do the same action(s) regardless of swing motion, around the third generation (and definately by the end of the Wi
      • by jackbird (721605)
        The Red Steel gameplay footage I've seen does feature this, although it seems limited to 2 or 3 canned motions. Cooler is the gimmick that your pistol matches the roll angle of the controller in your hand, so mid '90s John Woo style stances are possible, but only if you want them.

        The real fun begins when Lucasarts gets a lightsaber game released.

        • by RyoShin (610051)

          The real fun begins when Lucasarts gets a lightsaber game released.

          Ooooh yeah. There are roughly 200 million people out there who would love to mess around with a lightsaber, both kids and adults alike.

          Give it a good story, make it so that the lightsaber is the main weapon (but other weapons are available), and use motion sensing for stuff like Force powers, and you have an instanst platinum game.

          You know Lucas Arts is at least thinking about it, and would be stupid not to make it. I can't wait.

    • I was thinking that it wouldn't make TOO much of a difference, but after taking a look at the screenshots, I'm kind of disappointed. I mean, it doesn't really look any better than FFXII, which (despite being beautiful) is a little painful to play on a large screen.

      Hopefully it won't matter in more cartoonish titles, but I can still see this being a big pain point for the Wii when it comes to the huge amount of "better looking = better" gamers out there.
      • I wouldn't expect it to look leaps and bounds better than FFXII, it's at heart a gamecube game. Which means a little prettier than the PS2 w/o the load times(gah, PS2 load times, I can't go directly from the cube to the PS2, like say from Fire Emblem to Disgae 2... therein lies the path to madness.) or frame stuttering(Shadow of the Collosus, Resident Evil 4...).

        I don't find FFXII to be painful to play on a 108" diagonal screen(apart from the afforementioned load times, but that has nothing to do with reso
        • They're all, imo, fucking tools.

          The problem is that they're a HUGE part of the current set of gamers out there. Now, if Nintendo's aim of getting non-gamers gaming works out, this won't be too much of a problem. If it doesn't? Well...
          • I dunno how huge it is, honestly, or how important it is. I would guess not very. There are a metric fuck-ton of people who cut their teeth on the Atari 2600, NES, MSX, Sinclair and the like who still have warm fuzzies for certain games on those systems. Hell, most of the people I know in geekdom got into it because of now-ancient computer games that they'll still get slightly misty about. I wouldn't place them in that group.

            Honestly, the PS generation didn't come into it's own until FFVII, which was on
    • by JFMulder (59706)
      While I love that my 360 plays games in 720P, it's not a must have feature for a game console. I'd rather have 480P with prettier pixels then 720P with less pretty pixels. I wonder if a 480P Wii can produce an image with pixels as "detailed" as a 720P 360. I mean, could you have a game as beautiful as Gears of Wars on the Wii if it played in 480P? That's a question I'd really like to be answered. If that's the case, Nintendo could make a game as cool looking as Gears of War AND have a unique control scheme.
  • I can't remember a better launch. There are a lot of systems, a killer ap, a diverse set of titles... The only thing missing is the ad campaign, but looking at their current DS push, Nintendo's ad agency is much more savvy than they were at the start of the GameCube's life. They are spending money advertising games that were released last year. It was not so long ago that Nintendo would barely spend money for upcoming games.

    A good start does not guarantee future success, but it sure as hell can't hurt.
    • by Salvance (1014001) *
      Nintendo has few enough Wii's to sell that they really don't need to focus much on advertising. Heck, Walmart has already sold out of preorders [gamespot.com]. Wii may have a strong enough product that word of mouth carries it until their production kicks up, and given their competition they can use the cost savings whereever they can find them.
      • by jackbird (721605)
        What about last week's entire episode of South Park being a commercial for the Wii?
        • Re: (Score:1, Funny)

          by Anonymous Coward
          Yeah, I'm sure that Nintendo paid for that bit where Richard Dawkins bends the transexual over the bed and screws him/her from behind. Complete with "fuck my monkey hole" dialogue. Pure Nintendo PR.

          The gory exploding heads thing - pure Nintendo yet again. ...

          Maybe you should watch the fucking episode before you criticise it. Don't forget that someone of your age should get parental permission first.
  • i read the first few sentences of that article, and while i am pleased that he thinks the game is a good one, i'm quite annoyed that he starting talking about how many dungeons the game had, and stuff like that. i sure hope anyone else wanting to be surprised didn't read this article thinking it wasn't going to give anything away. i know i did.
    • by Shados (741919)
      Yeah, they should give a spoiler warning. That information however, is quite relevent: The amount of dungeons in Wind Waker was half of the reason it sucked so bad...
      • by Tofof (199751)

        Yeah, they should give a spoiler warning.

        They did. While they discuss a few things, like the fact you have to make use of a multiple-targeting feature to defeat an early boss, they don't actually reveal anything about the plot of the game that the screenshots or E3 didn't already. It's a six-page preview - do you expect it to be completely without substance?

        From TFA, at the bottom of the second page, before they go into detail about the plot of the game:

        And it truly is -- which takes us into spoil

    • The first two pages covered the basics of the game. At the bottom of page two they warn you that the next few pages will reveal spoilers for the game. But you know what, the game averages 70 God damn hours of play time. If even if you've read every review and every spoiler for the game there is no way you could not be surprised given the sheer length of the game.

      Next time skip the reviews and just buy the fucking game. You're going to buy it anyway.
  • by chowdy (992689) on Saturday November 04, 2006 @04:19AM (#16714271)
    Must...freeze self... thaw me ... when the Wii is out.
  • Have a look at the Underworld in Ultima V, and you'll see something huge. Or medieval Germany from Darklands.
  • by JaredOfEuropa (526365) on Saturday November 04, 2006 @06:05AM (#16714577) Journal
    How you move the controller also has no bearing on the kind of strike you make. By default, Link sweeps horizontally; for a vertical slice, you must first lock on to a target. And a swing executed while pressing forward on the analog stick results in a stabbing thrust."
    That is just really, really disappointing. Actual swordplay would have been fun, and at last it is possible with this kind of controller. Instead we end up with the same boring dice roll kind of fighting, which is probably easier with a regular controller.

    Too bad, they missed a good chance to innovate.
    • by k_187 (61692)
      since the game was originally designed for the gamecube, and was supposed to come out 6 months ago. I'll give them some slack.
      • by JFMulder (59706)
        I don't agree. This is supposed to be Nintendo's flagship title that shows up the inventiveness of the Wii. And so far I've seen nothing in Zelda Wii that would want me to buy the Wii version over the Gamecube version. The Wiimote feels tacked onto this game and not made for it. That's what happens when you retool your game for something it wasn't clearly designed for. Apart from Wii Sports, I haven't seen anything that is really an inventive use of the Wiimote. I mean, we don't know how swordplay will be h
        • by FroBugg (24957)
          Actually, we know a great deal about how swordplay will be handled in Red Steel. Gamespot has a video of someone playing through the first level or so, with extensive commentary on how both the gun and swordplay work. That game probably has the depth you're looking for.
        • by k_187 (61692)
          See, I think that it was supposed to be Nintendo's flagship title to show off the Gamecube. I don't think it was deigned to show off the Wii. They put in the Wii functionality after its release date got so close to the Wii's ship date. That's why I think the Wii stuff is tacked on. Sounds like its a difference in semantics. Twilight Princess is a Gamecube game w/ some extra wii stuff thrown in, not the other way around.
    • by Rayonic (462789)
      Actual swordplay would have been fun, and at last it is possible with this kind of controller.

      That's a common myth. The Wiimote looses its position if you point it too far away from the sensor bar. You've still got the other sensors, but that's not enough for accurate swordplay.

    • Since your controller doesn't stop in midair when your sword in the game makes contact with another sword, of course anything resembling actual swordplay isn't there. And if you look at the swordplay in Red Steel, it amounts to drawing gestures on the screen. Pathetic.
      • by Jackmn (895532)
        Since your controller doesn't stop in midair when your sword in the game makes contact with another sword, of course anything resembling actual swordplay isn't there.
        You could have the position of the wiimote represent the desired position of the sword, and have the difference between the desired and actual positions affect the amount of force behind the sword. A transparent model of the sword could be used to provide feedback as to where the desired position is.
        • The thing couldn't keep a desired position of an arbitrary sword; the gyro feedback is about as advanced as the motion sensor on the dreamcast fishing rod (though it does cover each axis of freedom); it can sense when you make a sudden movement in an axis and that is about it. The rest is essentially arcade lightgun technology, leaving you with a glorified mouse pointer.
          • by mmalove (919245)
            Wii! Wiiiiiiiiii! /swing /hack /slash /poke

            Oh wait, this really isn't a virtual sword, it's a wireless mouse. /move along

    • by lazyl (619939)
      Instead we end up with the same boring dice roll kind of fighting, which is probably easier with a regular controller.

      Did you not actually read the article?
  • It looks like this confirms the "full switch to right-handedness" of the game. With no option to swap for lefties (unless I missed that somewhere else in the article), that's going to steepen the learning curve for us southpaws.
    • by SoapDish (971052)
      The fact that the control scheme doesn't match the sword motions will probably help left handed people learn to play.

      I agree that using the opposite hand would be much harder if you had to do the actual motions.
    • I dunno about that...I'm left handed, and it's much more natural for me to hold the nunchuck in my left hand. I'm terrible at manipulating thumbsticks and moving a character around with my right hand. However, hitting buttons and pointing isn't nearly as hard, so the Wiimote can be used in my right hand without much difficulty. Oddly enough, it's easier for me to play Hunters using right hand stylus mode, even though I'm left handed, because even though holding the stylus with my right hand is a bit awkw
    • by Chris Burke (6130)
      It looks like this confirms the "full switch to right-handedness" of the game. With no option to swap for lefties (unless I missed that somewhere else in the article), that's going to steepen the learning curve for us southpaws.

      The thing is, since the actual motion you perform doesn't translate into sword motion, it's just the same horizontal, vertical, thrust sword moves Link has had in previous games, I don't see why the switch to right-handedness was even needed.

      Did it bother anyone that in Wind Waker yo
  • Everybody should read iawata asks part 2 for twilight princess wich was posted this week. In it they state that they were rushed for time and that they could have delayed it another 6 months but they did not want to delay it more. They did the best they could while actually releasing the wii version in a reasonable amount of time. But of course all the fanboys make stuff up and will not read all the impressions of the game and the interviews with the developers. All the people who have played it agree o
  • by mcmonkey (96054)
    Just give me more videos of cute chicks playing tennis on wii.com [wii.com]
  • Come to 123 main street, at midnight of Nov. 1. Oh and don't plan on leaving, unless you sign a release agreement. What was that? Oh? Yes, there's something about your soul in the agreement. Oh, and remember that this IS an important title for the wii, your release agreement hinges on the success of the title. Have a good day.
  • Maybe I'm getting too old, or maybe I have a short attention span, but 70+ hours seems like a LONG time to play a game.

    I'm old (over 30, under 40) and have maybe 2-3 hours of "free" time in the evenings. On the weekends, maybe a few hours more. Assuming I did little else other than play Zelda, guesstimate 10 hours of play per week. That's two SOLID months of "free" time sucked up by Link! Toss in some family obligations, playing other games, watching some TV, going outside (*shudder*) - and it could eas

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