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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."
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Wii Version of Twilight Princess to Require Wiimote

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  • by ZakuSage ( 874456 ) on Wednesday August 16, 2006 @08:03PM (#15923599)
    According to n-sider [n-sider.com],

    * 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.
    • 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.

      • by aywwts4 ( 610966 ) on Wednesday August 16, 2006 @08:29PM (#15923730)
        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.
        • Re: (Score:3, Insightful)

          by abandonment ( 739466 )
          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
          • Re: (Score:3, Insightful)

            by Gulthek ( 12570 )
            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 rep
      • 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 schem

      • I agree with you. It seems very unlikely to me that Nintendo would have even bothered to port it to Wii if Miyamoto wasn't reasonably convinced it would work with the controller. We would have gotten it a year and a half ago if that were the case. That said, I'm glad EB has a nice returns policy - if it really does play terribly, I'll just bring it back and exchange it for the Gamecube edition.
        • While I'll be getting the Wii version myself, I think it's unfortunate that they aren't including a GameCube play option. I'm a little burnt out on the N64-style Zelda controls, especial with Wind Waker where it seems like they were trying to avoid the kind of clunky feeling of having to lock-on to an enemy to accurately target it but it wound up with too many cases of the enemies queuing up for their turn at a beating.

          There have been a lot of games released since Ocarina where you can accurately target di
          • I found the targeting ability in Wind Waker made it way to easy to kill even the boss characters. The fact that you could easily strafe around a kill them without being hit most of the time made it a little too easy. It only got hard when there was more than 3 knights attacking you, which wasn't very many points in the game, and you could often lure they away from the group one at a time, and easily do away with them. I found that the enemies had above average AI (as far as most games go), which made the
      • Hey, anyone remember the original Star Craft visuals shown at E3, using the Warcraft 2 engine?
      • by XpL1CiT ( 992964 )
        If this was the PS3 or the Xbox360, you would probably be bashing it.
    • by Babbster ( 107076 ) <aaronbabb&gmail,com> on Wednesday August 16, 2006 @08:29PM (#15923731) Homepage
      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.
      • 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.

        For what little it's worth, Nintendo has said it's not using the Wiimote's motion sensing features for the first Wii Super Smash Brothers. Comments to the effect that it didn't add much to the game, etc.

        Flagship title? Check.

      • The newest big Zelda game shouldn't be used as a test for something.

    • by Anonymous Coward on Wednesday August 16, 2006 @08:35PM (#15923756)

      * 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.
      • Re: (Score:2, Funny)

        by svnt ( 697929 )
        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.

    • 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
      • by aywwts4 ( 610966 ) on Wednesday August 16, 2006 @11:42PM (#15924615)
        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.
        • 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.

          I don't know what you're talking about. All I know is that if I can use the Wii-mote in SSB, then I dang well want to. What could be more fun than actaully punching your buddy on the couch next to you?! All I know is I can't wait to beat the tar out of Wario with EVERY other character. Because I

      • You speak as if the "Wii-mote" is somehow intrinsically better than a "regular" controller. They're input methods. We don't have to somehow accept the inevitability of the Wii-mote. It might suck for all we know.

        And it could be a great thing. It's just that we have to wait and see. Declaring the regular controller as obsolete is a bit shortsighted though.

        Personally, I've yet to try it myself, but just from looking at it there are *SOME* games that it would be kinda fun on. The idea of a Wii controlled
    • by Anonymous Coward on Wednesday August 16, 2006 @10:01PM (#15924152)
      Why not be smart and rent both first? When have reviewers ever been right, particularly before a game is out?
    • There's no lack of camera control... according to people who played the E3 demo, you hold Z and move the remote to move the camera. It's just that the people at n-sider never bothered to ask and just assumed that since a 2nd analog stick was missing, the camera control must not be there.

      I'm ready to say good-ridance to the WW camera... it was surprisingly hard to use.
    • 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.

      I am not understanding this point; maybe it's just been stated clumsily.

      A "regular controller" uses buttons that are mapped to [whatever action]. What's the set of actions that cannot be mapped to a button press and analog stick set of controls, again? The motion sensor gives us another way of controlling a

      • The point is that the controls worked well with Wind Waker, and all the Wiimote seems to be doing with TP is to emulate these controls poorly.
    • Nintendo most likely feels the need to embrace the motion sensing functionality whole heatedly in order to save face. Think about it, Zelda:TP is their number one launch title; it wouldn't instil much confidence if Nintendo didn't have faith in their own controller. As a direct result of Nintendo's decision a large number of informed gamers may end up buying the GC version over the Wii version. It is quite possible that this will be picked up and used as evidence that gamers don't have faith in the Wiimo
  • by minus_273 ( 174041 ) <aaaaaNO@SPAMSPAM.yahoo.com> on Wednesday August 16, 2006 @08:04PM (#15923610) Journal
    Xbox 360 version of kameo ro require 360 controller. PS3 version of heavenly sword to require ps3 controller..

    best headline ever.
    • Except that the 360 and ps3 controllers aren't that much different from their predecessors.
      • And the 360 and PS3 don't support at all their previous controllers.
        • by tepples ( 727027 ) <tepplesNO@SPAMgmail.com> on Wednesday August 16, 2006 @08:40PM (#15923782) Homepage Journal
          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).

          • Uh huh, I know. You can't use your XBox controller on Xbox 360. You can't use your PS1 or PS2 controller on PS3. Therefore, 360 and PS3 don't support all their previous controllers.
            • You can't use your PS1 or PS2 controller on PS3.

              The PlayStation 3 console runs a Linux operating system. In order for what you said to be true, one of the following has to be the case:

              1. PS3 Linux does not allow homebrew programs to run at all.
              2. PS3 Linux allows homebrew programs to run but does not allow them to read USB HID gamepads through the system's USB port.

              Which is more likely?

              • In the future, unofficial homebrew applications or 3rd party accessories may allow it to happen. Does PS3 support it now? No.
              • I haven't seen anywhere where Sony has said that standard PS3 games will run on top of a Linux kernel, just that they would be shipping a version of Linux on the harddrive, presumably with some sort of desktop functionality. I can't imagine that it will be the primary platform for commercial games to run on, though that would be really cool.
              • by timster ( 32400 )
                PS3 Linux is going to be exactly like PS2 Linux. Lots of ballyhoo and hype, but in the end it will amount to almost nothing of interest to anyone.
    • by grammar fascist ( 239789 ) on Wednesday August 16, 2006 @08:12PM (#15923638) Homepage
      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."
    • Re: (Score:3, Insightful)

      by aichpvee ( 631243 )
      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
      • As an FYI (not being a smart alleck), the Gran Turismo games are infinitely better with touch sensitive buttons. Still, going along with your post, they were not required.
      • In MGS2 and 3, the most crutial use of pressure sensitivity is where when you bring out a non-automatic gun, you can simply ease up on the pressure on the square button and bring the gun down. If you keep the pressure up and then let go, it will fire. This makes things so, so much easier when trying to stealth kill/tranque people. In Twin Snakes, this mechanism is lost, and makes the game's controls considerably more sloppy then then MGS2 or 3.
  • by startled ( 144833 ) on Wednesday August 16, 2006 @08:17PM (#15923666)
    "Game released on console to require that console's controller"
    • by Anonymous Coward
      Film at 11.
    • "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 [netjak.com], as the Sega protocol is just a compatible embrace-and-extension of the Atari parallel joystick protocol.

      • Shigeru Miyamoto (Score:4, Interesting)

        by 7Prime ( 871679 ) on Thursday August 17, 2006 @03:51AM (#15925315) Homepage Journal

        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: (Score:3, 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
      • It can be played with an Atari 2600 controller. The connector is identical, the one button on the 2600 joystick is read as button B by the Genesis. I did some experimenting with a 2600 controller on a Genesis at one point (and the other way around too). The only problem you'll run into is you won't be able to actually start the game, because the 2600 controller doesn't have anything that will read as the start button to the Genesis. I guess if you use a regular controller to start it and then plug the 2
        • The true challenge is playing Sonic 2 with the paddle. Turning the wheel would cycle between the D-Pad up, neutral, and down positions, and the button could be used to jump or do a spin dash. The only way to go forward was to spin dash, then you had to know the level very well and jump at just the right moments to avoid hitting a wall and stopping. If you did hit a wall, you got stuck because there was no way to turn around or jump over the obstacle. I never got even half way through the first level...

      • by Ant P. ( 974313 )
        The 16-bit Sonic games work fine with Master System controllers as well... and vice-versa.
  • well shoot! (Score:1, Funny)

    by Anonymous Coward
    and here I thought I would be able to use my Atari Joystick!
  • so which version should I get? Is nintendo hoping I purchase both by not allowing GC controllers (since we already know you can plug a GC controller into the Wii) to work w/ the Wii ver?

    If the Wii has any additional gameplay elements or improved graphics/sound I would say no question get the Wii ver.. However if it's exactly the same I'd lean towards the GC ver. My logic behind this is that the core of the games controllers were designed first and formost w/ the GC controller in mind.

    I really hope we ge
    • I'm actually a little worried about Wii... I don't know if I'll like the controller, and if it'll work well in my cramped gaming space with my shitty 14" television. I think I'll end up buying Twilight Princess for the GameCube, and then decide if I want to buy the Wii. I used to be excited about the Wiimote, but now I'm having doubts.
    • Zelda Wii will support 16:9 widescreen, since the hardware will be able to render more of the playing area without crippling the framrate. That and the controller swap are the only confirmed differences, I've read about so far.

      It was also confirmed the Wii Version will run in 480p, but I'd be amazed if TP didn't run in 480p on the GameCube.

  • Ok, I haven't been keeping up with the TP news but last I knew the game was gamecube 100%, there was no Wii version of the game coming out.

    What was going to happen was, The Wii would know it was TP (thanks to the B/C) and add in new Wii-Mote functions for the game.

    So now are we going to get two versions of the exact same game?
    • Yes, personally I think that makes the Wii SKU the one to get, for a variety of reasons: the fishing game (promises to be better on the wii), and Wii's better native support for 480p widescreen displays.
      • ...Wii's better native support for 480p widescreen displays.

        Let's just hope that Nintendo doesn't remove the component out after a year or two because "nobody's using it." :)
        • Yes, I hope so too, but in reality they were probably right about the digital out on the Gamecube. Seriously, how many people did use it? While I'll acknowledge there were some people, they really need to acknowledge that they were in a tiny minority (1%? 2%?) It almost certainly made more sense to remove it to facilitate price drops.

          To be honest I really don't think there were that many compelling reasons for component out on the GC. I've always used S-Video, which in my experience is perfectly ad

          • Yes, I hope so too, but in reality they were probably right about the digital out on the Gamecube. Seriously, how many people did use it?

            It's no wonder that few people use(d) the digital out on the Gamecube since Nintendo never put the component cable in stores. The only place they sold it was on their website, a fact I only found out after two years of looking in stores and being told by several places that they couldn't even order the thing for me. When I discovered where I could buy the thing, I was s

          • Re: (Score:3, Interesting)

            by a_nonamiss ( 743253 )

            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

            • by trdrstv ( 986999 )
              "any game that has the "Progressive Scan" icon on it looks quite a bit better on my TV"

              I've noticed that every one of my Nintendo 1st/2nd party games prompt for Progressive scan when I boot up, even if it doesn't have it listed on the box. It's a shame though, more games don't support Widescreen. If F-Zero GX can maintain all that at 480p widescreen and stay locked at 60 fps... There's no reason why most games can't.

            • I really don't buy those numbers. Firstly, a 32" CRT/LCD Widescreen HDTV (and smaller) doesn't qualify, although I'm certain that such devices (and similar ones) make up the majority of HDTV sales figures. In order for HDTV to REALLY matter, people have to start changing the way that they watch video. HD isn't relevant unless you have a BIG screen 40" is really on the small side, 50-60" is pretty much what's needed.

              People aren't changing their living room layouts, they aren't buying new furniture to ac

      • oh I'm not denying that the Wii version will be more fun with that (just the bow and arrows and fishing looked great with it) I just didn't know if they were going with two different versions or sticking with what they said when they announced Wii exclusive features (that it would know it was in a Wii and enable those options or you could select them).

        for the most part I agree with what others have said though, this game was designed 98% with the gamecube in mind so they are really going to have to prove
        • I just didn't know if they were going with two different versions or sticking with what they said when they announced Wii exclusive features (that it would know it was in a Wii and enable those options or you could select them).

          They never actually said that. A European gaming mag reported that last December, but Reggie issued a denial, and then Nintendo (finally) announced at E3 that there were going to be both Wii and Gamecube versions of the game.
          • ah ok, thank's for clearing that up. Like I said, I didn't fallow much news about the game, I just knew they kept saying it was coming out on the Gamecube and there was absolutly no plans in changing it to a Wii only title.
  • In other news, Phantom Hourglass will require you to own a Nintendo DS to play. ... ok, not so completely different.
  • Other differences (Score:4, Interesting)

    by Bongo Bill ( 853669 ) on Wednesday August 16, 2006 @10:42PM (#15924354) Homepage
    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....
    • by Avacar ( 911548 )
      I seem to recall there were some moves you could pull off easily with the Wii controller setup (shield bash, specifically) that wasn't in previous Zelda games, and had not been mentioned for the GC version. That isn't to say it isn't in the GC version, but we won't know for certain until the game comes out.
  • 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 wa
  • I don't see why any of this is a problem. I fear that half the people here imagine having to swing the wiimote around frantically just to get Link to walk from one side of the room to another. You'll be using the nunchuck add-on to move, in other words a regular analog joystick as seen on the N64 and GC. To attack with the sword, you again, just use a regular button on the wiimote.

    It's only when it comes to firing the bow, fishing and things like that then you'll start to really use the wiimote's featur

    • by Yvan256 ( 722131 )
      Although why they couldn't stick both a GC disk and a Wii disk inside the same box and charge the price of a normal game is beyond me.
      I buy the game, keep the Wii disc and sell the GC disc which is an original, hence no pirating nor illegal copy. Nintendo sells one less game. Repeat a million times, Nintendo loses a few million dollars. Easy enough to understand.
    • by grumbel ( 592662 )

      Having two versions just lets Nintendo promote the Wii a little more by having a 'killer app' on it. Although why they couldn't stick both a GC disk and a Wii disk inside the same box and charge the price of a normal game is beyond me.

      Aehm, that really wouldn't be a good idea. The Correct Solution[tm] would have been to simply allow the Wii version to be played with a Gamecube controller. Nobody expects that the smaller Gamecube disc will hold new textures and stuff, but I definitvly expect that Nintendo

  • Of course it does. (Score:4, Insightful)

    by Qbertino ( 265505 ) <moiraNO@SPAMmodparlor.com> on Thursday August 17, 2006 @09:21AM (#15926103)
    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.
  • Can you imagine using that remove on any TV smaller then 32 in sitting right in front of it? I mean, Wii's remote is a _great_ idea, but I'm not so sure the world is ready for it. With few living rooms having a 50+ inch TV (and I wouldn't be surprised if as HDTV rolls in, that will still be somewhat uncommon), I don't think it'll make for a great playing experience. And sitting 10 feet from a 50" would make it kind of small for a pointing device if a game needs precision..... Although I've never used it
    • I agree that the Wiimote will likely be much more fun on a large screen. But I remember the videos from E3, when all this "Wiimote" hoopla started, and they were using a pretty basic tv to demo it. I'm sure this point is something that Nintendo has considered. I'd make a stretch and say that they used a smaller TV at E3 (may she rest in peace) precisely because of their target market. Lowest cost console, lowest hardware performance, lowest hardware requirements. Makes sense to me.
  • A video game requires a controller... this is a new low, slashdot.

    But quite seriously, I'd assume they'd be using the wiimote for some sort of pseudo sword combat system... doesn't seem like it's that much of a suprise.

    --Nick
  • Nintendo must be EXTREMELY confident in how Zelda plays with the Wiimote combo to pull a stunt like this. I mean, it would be no extra effort on their part to enable the Gamecube controller controls. They must be using this title to prove their point. I have a lot of faith in Nintendo, lets hope they know what they're doing.

    Man, Nintendo's balls have dropped over the past few years with Reggie at the forefront. I thought the guy was a douche at first, but I really think he knows what he's doing.
  • When the game was first mentioned, this was said very firmly. The wii version would only be Wiimote compatible, the gamecube version will be playable on the wii with the GCN (gamecube) controller. I'm assuming that at some point we'll also receive news that the GCN version is going to be two discs.

    This is neither bad nor good. Though there's some tilt.

    It's still definitely a good thing for the company and developers because now they can see how easily a game X is made into a "wii" game. It's also a good
  • which goddamn controller it uses, would they just release the fucking GC version already, I've had it preordered for over 2 years now.

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