The sad part is that, while that may be true, Wind Waker HD still looks way better.
Lol, not for my standards. Not by a long shot. I'll take a visually detailed game with 'outdated' textures over a simplistic game that 'still holds up' any day.
@Dezzy: The Gamecube did but the Wii version didn't. I played the Wii version after playing the Gamecube version but I did miss the full camera moving of the c-stick.
That makes no sense. The Wii didn't just take the 4:3 picture and stretch it. It just rendered it at 16:9 instead. Those are 2 different things.
The funny thing is that this is exactly what the Wii did. It was also done with a lot of DVDs and other standard definition sources when they ran at 16:9. Same number of pixels as 4:3. It's also why there was never any performance hit for running at 16:9. The image wasn't distorted obviously but it was stretched.
Wii Games were always a little bit blurred in widescreen mode. Of course on a huge 1080p set it was blurry regardless so 16:9 was still better.
The funny thing is that this is exactly what the Wii did. It was also done with a lot of DVDs and other standard definition sources when they ran at 16:9. Same number of pixels as 4:3. It's also why there was never any performance hit for running at 16:9. The image wasn't distorted obviously but it was stretched.
Wii Games were always a little bit blurred in widescreen mode. Of course on a huge 1080p set it was blurry regardless so 16:9 was still better.
What, seriously? That's the silliest thing I've ever heard. I'd just assumed that because the Wii was more powerful, they'd have used that power to properly render the scene at a different resolution. What's the point of even having the console do that? You could surely just do that on the TV end?
Well if that's right, I apologize to whoever I incorrectly corrected on that.
What was the limitation that forced them to do that then? Cos it makes no sense in terms of the software. Just keeping the people who didn't have widescreen TVs yet happy?
@Dezzy: Of course the Wii had a proper 16:9 mode, i.e. nothing was optically stretched. But in order to do that, the Wii rendered a 4:3 picture with non-square pixels and the TV had to stretch it to 16:9. That was very common at that time since 480i/p was simply a 4:3 resolution.
Of course the GameCube was able to that, too. F-Zero and Star-Fox Adventures have also exactly this mode.
Nintendo simply chose just to give the Wii version this feature for marketing reasons.
@skywake said that the 16:9 version didn't have more pixels than the 4:3 picture and he is absolutely right. Therefore the picture was very blurry. However, it was a real 16:9 picture with the right ratios and everything.
BTW, did any of you guys notice the glorious return of the beta overworld theme in the latest trailer? A rather whimsical, adventurous theme. It was only used on a few press events but it seems Nintendo has remade it for the HD version. I wonder if they'll even include it in the game? Anyway, here's another fan version.
Currently on the plate:
Mount and Blade: Warband – Napoleonic Wars
Chivalry
Super Mario 3D World – Finishing the last few levels.
Mario Kart 8
What was the limitation that forced them to do that then? Cos it makes no sense in terms of the software. Just keeping the people who didn't have widescreen TVs yet happy?
TV compatibility would be my guess. I'd assume that there would have been some early "widescreen" sets that supported 16:9 @ 640x480 but not 854x480. "Full widescreen" standard definition wasn't really a thing, even DVDs only went upto 720x480.
Some playlists: Top All Time Songs, Top Last Year
"Don't stir the pot" is a nice way of saying "they're too dumb to reason with"
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Topic: The Legend of Zelda: Twilight Princess HD - OT
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