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New Twilight Princess HD footage (of amiibo use)

Garlador

Member
No, he meant on-disk locked content. But I guess each one has a way to call these practices.

And? NIntendo has done that for decades.

Pokemon Red and Blue have Pokemon locked-on-cart that you can't ever get unless you acquire or find someone with the opposite game to trade with, and that was way back in the late 90s.
 

Z3M0G

Member
I had strong initial reaction to tapping amiibos to refill arrows and hearts... but in today's gaming world, people want "cheats" like that and will pay for them...
 

Vena

Member
The Sheik/Zelda and Link usage is entirely throw-away. The question with the Ganon amiibo, which tends to be the usual question with amiibo, is whether or not it was an excuse to make the change vs. a change made and then put behind the amiibo. This is generally not something one can answer (Zelda's functionality is obviously just an excuse for amiibo functionality, though). From there it just depends on your cynicism/outlook on what answer you choose.

The Wolf stuff, though, was fairly evidently made for the Wolf since its a packed-in product and the product is otherwise cheaper without its inclusion.
 

Shaanyboi

Banned
The Sheik/Zelda usage is entirely throw-away. The question with the Ganon amiibo, which tends to be the usual question with amiibo, is whether or not it was an excuse to make the change vs. a change made and then put behind the amiibo. This is generally not something one can answer (Zelda's functionality is obviously just an excuse for amiibo functionality, though). From there it just depends on your cynicism/outlook on what answer you choose.

The Wolf stuff, though, was fairly evidently made for the Wolf since its a packed-in product and the product is otherwise cheaper without its inclusion.

Could be a life-saver in Hero Mode.
 

Shaanyboi

Banned
Why play hero mode in the first place if you're gonna use that
If Hero Mode in this is anything like WWHD, it's more a matter rebalancing the overall game itself than a pursuit of any kind of die-hard challenge. Use the Ganondorf Amiibo if you want the real challenge.
 
New graphic comparison. https://www.youtube.com/watch?v=2vTqY2B_feM

Seems enemies go poof faster after they die.
GameXplain should' ve made the comparisons at the same time of day.

In the Wii U part using the bow you can see far structures into the horizon giving the impression of better draw distance. But maybe that's because it's morning in the original version and the mist (as intended by devs) reduces the draw distance.

The other thing to point out is some of the "buts" i have with this remaster in terms of visuals. The main complains i remeber in this regard were:

1) Some Ordon village character models were grotesque. This HD version doesn't remedy this.

2) Hyrule Field vegetation and textures looked horrible even back in the day. And again the HD version doesn't do much in this aspect.

The textures have indeed been improved greatly but save for the Hyrule field (grass specially) the interiors looked fine even on launch day. Dungeons were even impressive looking.

The only chance for me to get the game, is if there's improved Wii Remote support (not likely) and if there are vast gameplay and pacing improvements.
 

georly

Member
Is it confirmed anywhere (other than the amazon posting) that hero mode is a real thing? And that we're sure ganondorf amiibo isn't the hero mode?

Like, what if ganondorf amiibo is the ONLY way to unlock hero mode?

And if there still *IS* a hero mode, what makes everyone think hero mode and ganondorf mode stack?
 

Scrawnton

Member
Will Hero Mode be unlocked from the beginning?

It was in Wind Waker HD but it wasn't in A Link Between Worlds; however, since this game is a rerelease and people want the harder challenge from the get-go like Wind Waker, I'm assuming it'll be from the start UNLESS Hero Mode has a secret mirror mode attached to it.
 

JaseMath

Member
Not wowed by the upgrade, but looks good nonetheless. Honestly, it looks exactly like my rose-tinted glasses remember it looking.
 

Rurunaki

Member
As a person that has skipped Gamecube and Wii.. I look forward to playing this.. I do, however, like challenge so I guess Ganondorf amiibo is a must for me.
 

Revven

Member
Is it confirmed anywhere (other than the amazon posting) that hero mode is a real thing? And that we're sure ganondorf amiibo isn't the hero mode?

Like, what if ganondorf amiibo is the ONLY way to unlock hero mode?

And if there still *IS* a hero mode, what makes everyone think hero mode and ganondorf mode stack?

Why would you doubt an Amazon description in the first place, though? Especially when said Amazon description described it the way it works in WWHD (you can turn Hero Mode on/off at will and it's unlocked from the start). Plus, them taking it down only lends credence to Hero Mode being there. I doubt Amazon would make a mistake like that, it's not like they're some unknown French retailer. The other information from that description so far has turned out to be true, why doubt the Hero Mode part of it? Because the other instances of news haven't mentioned it and instead the Ganondorf amiibo has been talked about?

They've strung us along before with actual modes not being revealed until closer to release. And it's clear the messaging is focused on the amiibo right now. If they announce Hero Mode is in the game, they lose potential sales of the Ganondorf amiibo as people will think it won't be worth it (unless of course they announce it stacks with Hero Mode).

As for "why does everyone think they'll stack", because logically it makes sense. With Hero Mode there, the amiibo becomes invalidated if it doesn't stack an additional 2x damage onto it.

When Nintendo does an actual blowout of information about the game itself and Hero Mode isn't part of it, that's when you can start assuming Amazon FR got it wrong/made a mistake. Right now everything has been about the amiibos, not the game itself.
 

TheMoon

Member
Will Hero Mode be unlocked from the beginning?

Yes.

Nothing official regarding Hero Mode is out there but this will be the case, 100% guaranteed. Just like first person gyro aim for the bow was guaranteed and voilà, here it is. WWHD features will all be in this one, too.
 

Revven

Member
Yes.

Nothing official regarding Hero Mode is out there but this will be the case, 100% guaranteed. Just like first person gyro aim for the bow was guaranteed and voilà, here it is. WWHD features will all be in this one, too.

Pretty much the other reason in my mind. Nintendo's not that dumb to not make TPHD be parity in features to WWHD.
 
It looks good. Not great, but good. Certainly feels like is lacking something I expected from a graphical upgrade. I'm getting it, though. It's been ages since I last played TP, and it will be a nice chance to play it again.
 
TP is the result of a director who lost control of the project and thus Aonuma and Miyamoto had to swoop in a cobble together a game that at least flows. That's why stuff we saw in the early trailers cannot be found anywhere. That's why TP feels like a game of lost ambition, e.g. the resistance group being little more than signposts for the later dungeons.

Oh man, that resistance group. The first time you meet them they're all on their high horses and laugh you off. I thought it was going to be the start of a really neat subplot of having these "rivals". People who aren't your enemies like all enemies in Zelda, but not people who are friendly like nearly every NPC in Zelda. Having this gray-area of recurring who aren't openly hostile but genuinely don't like you, with adventure expertise that matches or surpasses your own, sounded like a really fresh take on the typical Zelda story.

Unfortunately no, they're just static signposts and they befriend you extremely quickly. Yawn. It's a minor thing ultimately, but it's really emblematic of the failed potential of the game as a whole.
 
You know, I never remembering getting game over in TP. In fact it's pretty easy to never get hit, you have so many options to fight, I doubt the extra damage will actually do much.

The bosses were easy, except the spinning disk one because it's was a bit awkward to control. Well for me it was.
 
No, it's not "severe" at all, but it isn't perfect. To be honest, I don't remember the original question containing the word "severe", I just remembered the "lack of" part... I suppose that's where the confusion arose.
To be fair, I did say "severe," but it was also like 4:30am for me, I should have said it looks like trilinear filtering instead.
 

RagnarokX

Member
I mean, for the first time I guess I can see how this can be kinda annoying. But if you know what you are doing all of this takes less than 30 minutes. Not too bad to get between dungeons on a replay.




Thankfully they are barely in the game.

Eh, I don't see why it would be worse first playthrough. You're never lost in TP. The game always tells you where to go and what to do. The reasons the between dungeon tasks suck is because they don't challenge you at all and are fairly menial. It's not like they are time sponges because they require multiple tries.

That's why it would be an improvement if they made the tasks actually challenging. If it was possible to fail a task it would actually be fun no matter how many times you play because each time you play you are proving your skills.
 

Nerrel

Member
I don't really see the lighting improvements people were speculating about earlier, especially not when comparing the gamexplain videos side by side. Still no ambient occlusion or anything.

In the Wii U part using the bow you can see far structures into the horizon giving the impression of better draw distance. But maybe that's because it's morning in the original version and the mist (as intended by devs) reduces the draw distance.
Not the best angle in this old Dolphin shot, but the original has the same structures visible at that spot as far as I remember:
14634935903_2c5f4630fa_o.png

It may just appear new if you've never seen the game in HD before. What is new is the atmospheric haze in the background. That may be the first genuine new enhancement outside of texture upgrades I've seen so far.

The real improvement is that you can use gyro targeting for faster kills.

Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.
 

KingSnake

The Birthday Skeleton
Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.

Yeah, I forgot about the Wii version.
 

Revven

Member
re: the Ganon amiibo

I think the increased damage is cool, but why not just do a low heart run

Low heart runs are still very low risk of dying because of how little damage the enemies do + their AI in general and attack patterns. More often than not, when you're doing a three heart run it's because you know the game well enough that you won't get hit often and thus when you do actually get hit in TP it barely matters, even in a three heart run. A three heart run isn't actually very hard in the original TP and imposing a challenge on yourself isn't necessarily a way to "fix" the game's natural difficulty: the game is still balanced the same way (in terms of difficulty).

Having a difficulty option offered by the game is better than imposing challenges on yourself to increase difficulty. The fact you even need to impose a challenge, something that the game doesn't control, shows there are problems with TP's natural difficulty curve.

Of course now people can impose a three heart run with 2x damage (maybe even 4x) and it'll certainly be way riskier than the standard TP three heart run would be.
 
Not the best angle in this old Dolphin shot, but the original has the same structures visible at that spot as far as I remember:


It may just appear new if you've never seen the game in HD before. What is new is the atmospheric haze in the background. That may be the first genuine new enhancement outside of texture upgrades I've seen so far.
Wasn't implying there is farther draw distance. It was criticism of the Gamexplain video, because it might cause confusion to people that don't know some aspects of the game. In the morning the draw distance is reduced due to the mist. Also i was talking about the structures further away, beyond the bridge, those aren't visible in the Dolphin shot.

Regarding the Haze effect, maybe im not seen it because im using youtube.

i guess Twlight was indeed a lot more demanding than Wind Waker since it seems the lighting model couldn't be upgraded. i wonder if going 720p instead would have allow them to implement the more advanced lighting model.

Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.
No Wii Remote is such a waste of potential. They could have implemented directional readings for the sword swing and aiming felt so satisfying with the remote. Also a more or less 1:1 fishing rod with Motion +.
 
Compared to the GC, yes, but gyro aiming is a fair amount slower and less responsive than IR aiming. Not that that's necessarily a terrible thing, because the Wii remote was almost too fast and sharp to convincingly feel like aiming a bow and arrow.

As someone with shaky hands, I have to disagree. Gyro is much better for me due to it being much more stable. When I tried it with the IR pointer the cursor would move all over the place. I had to disable it and use the non-motion controls.
 
Low heart runs are still very low risk of dying because of how little damage the enemies do + their AI in general and attack patterns. More often than not, when you're doing a three heart run it's because you know the game well enough that you won't get hit often and thus when you do actually get hit in TP it barely matters, even in a three heart run. A three heart run isn't actually very hard in the original TP and imposing a challenge on yourself isn't necessarily a way to "fix" the game's natural difficulty: the game is still balanced the same way (in terms of difficulty).

Having a difficulty option offered by the game is better than imposing challenges on yourself to increase difficulty. The fact you even need to impose a challenge, something that the game doesn't control, shows there are problems with TP's natural difficulty curve.

Of course now people can impose a three heart run with 2x damage (maybe even 4x) and it'll certainly be way riskier than the standard TP three heart run would be.
A 3 heart run is actually fairly challenging on the original TP if you also try to speedrun it at the same time. If you go super slow and careful then of course its pretty easy to avoid most enemies, but going fast will add quite a bit of extra challenge. Especially Palace of Twilight will damage you a lot that way, since the shadow creatures are actually very quick.
 
"When the going gets tough, the tough tap amiibo".

jgAOyLs.gif


I wish I was born a dog. Humanity is doomed.

These marketing scripts are only getting worse.
 
No Wii Remote is such a waste of potential. They could have implemented directional readings for the sword swing and aiming felt so satisfying with the remote. Also a more or less 1:1 fishing rod with Motion +.

This would have been a complete waste without combat AI tuned to directional input.
 

Scoops

Banned
This actually looks pretty good now. Better then the reveal.

I mean it's obviously a Wii up-port but it at least looks fun to play now. The first reveal looked to drab to enjoy.
 
9rz95Dh.png


Structures are the same as on vanilla. Not that it matters here, as the backdrop (including the bridge) has no collisions and is not the same environment you can actually explore. The real Hyrule Field is separated from this area by a loading zone.
 

balgajo

Member
All I wanted was better lightning, a better render for Link's hair and nose(to ressemble more the artwork) and hyrule field without loading. Nothing so far. Judging by the development time I thought we would get more new stuff. Though TP is my third favorite Zelda game(after Oot and MM) and I already put $50,00 in my eshop account.
 
This would have been a complete waste without combat AI tuned to directional input.
There's no need to tune anything because directional swings exits in the game as it is. What the Wii Version lacked was the reading of the direction detected by the accelerometer to trigger the correct sword animation.

Back in the time Nintendo probably did this to not alienate any users and make sword swinging as effortless as posible. Less high profile games detected swing directions perfectly, so it wasn't a tech limitation what motivated Nintendo to implement those controls.
 
There's no need to tune anything in the game because directional swings exits in the game as it is. What the Wii Version lacked was the reading of the direction detected by the accelerometer to trigger the correct sword animation.

That's because the "directional swings" only exist as a series of combos that are identically animated and executed each time they're input (and there are only three directions: horizontal swing, vertical swing, and stab), just like every other 3D Zelda game that isn't Skyward Sword.

Not to mention that they make almost no difference on the play experience since the best move in all scenarios is the stab anyway.

Skyward Sword had directional input because there were nine possible directional sword inputs, every swing was individually animated and executed regardless of sequence, and all of them mattered.
 
Low heart runs are still very low risk of dying because of how little damage the enemies do + their AI in general and attack patterns. More often than not, when you're doing a three heart run it's because you know the game well enough that you won't get hit often and thus when you do actually get hit in TP it barely matters, even in a three heart run. A three heart run isn't actually very hard in the original TP and imposing a challenge on yourself isn't necessarily a way to "fix" the game's natural difficulty: the game is still balanced the same way (in terms of difficulty).

Having a difficulty option offered by the game is better than imposing challenges on yourself to increase difficulty. The fact you even need to impose a challenge, something that the game doesn't control, shows there are problems with TP's natural difficulty curve.

Of course now people can impose a three heart run with 2x damage (maybe even 4x) and it'll certainly be way riskier than the standard TP three heart run would be.

Tried to do a three heart run in TP but stopped because the game just would NOT stop giving me pieces of heart. Because TP started having 5 heart pieces instead of 4 per full heart, there's more of them scattered in the game and there are many that are given to you even when you don't want them.

The only way to have guaranteed a 3 heart run would've been to grab a guide and memorize the heart piece locations so I could make a point of avoiding them. But that was just way too much work for what should've been a more enjoyable run in the game so I dropped it.
 
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