This port in general seems to be a bit less polished, at least compared to the Wind Waker HD.
Maybe it was a teeny bit rushed?
It isn't rushed. It had been completed for quite some time, and they started the work quite long ago. I think the decisions have more to do with development funds.
Since the polish in WW:HD mainly was a lighting change and resolution upscale, that's not anything to go by.
@jariw: Oh well, I actually mean that some of the good things from WW did not return in this one. Like the reworked music, first person movement (which would actually work wonders here, sice there's more "fps" sections), the simplified menus. Etc.
In this one movement and camera controls can be as stiff and awkward as they were in the original, menus are convoluted and work in weird ways (for example, you can't see other floors on the dungeon's map or combine items unless you pause, Zr sometimes does different things, to save you must press down on the Dpad), you can't use the Dpad to navigate the item menu, etc.
I constantly summon Midna by accident too.
It's just little things that add up. Nothing too major.
The issue I was having with this game with stiff analog movement of Link (which I thought was the game's fault, and that I had just chalked up to an issue in the original game that I hadn't noticed before) actually turned out to be an issue with my Gamepad, which I discovered after I had the same problems running around in Inkopolis that I was having in Zelda TP. After fixing the issue, I have to say the game controls beautifully. My bad.
Recently finished: Zelda: Echoes of Wisdom, Splatoon 3: Side Order, Donkey Kong Country Returns HD
Currently playing: Zelda: Skyward Sword HD
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Link will sometimes decide you want to go in a direction you actually don't, I think it has to do with the camera. It's not super common, but it can happen.
In this one movement and camera controls can be as stiff and awkward as they were in the original, menus are convoluted and work in weird ways (for example, you can't see other floors on the dungeon's map or combine items unless you pause, Zr sometimes does different things, to save you must press down on the Dpad), you can't use the Dpad to navigate the item menu, etc.
You can combine things without pausing. I did it all the time while running around. Drag one of the combine items to the button where you want it. Drag the other combine item to the left-most button (where the combine text shows up).
Other dungeon floors can be displayed without pausing if Link stand still. When Link starts running again, it auto-displays the current floor/position.
The D-pad can only be used for the selections on the screen where the clothes and save functions are. Other places can't use the D-pad since it toggles the map and brings up that same screen. FWIW, the sticks and D-pad actually works pretty similar to Splatoon.
It's such a sad statement of affairs that the conversation in this thread is about the Wii U's hardware and not Twilight Princess' design and contents.
I personally see very little point in running a 1080p game on 480p, even if the increased color depth give some visual boost.
What colour depth advantage does the gamepad have?
It's using Wii U version's 24-bit with true alpha channels AFAIK. You should at least be able to see the difference on things such as fences with transparency, or the bridge leading out from Link's home village. And the increased color depth from the Wii version's 16-bit should be apparent in the darker areas at least.
It's a bit hard to explain, but some times when things are bright red (and other intense colors like blue), they display properly on the TV but when you look at them through the gamepad they become extremely pixely, as if the other colors couldn't blend well around them.
Next time you load up this game, try to look closely at the edges of the Z in "Zelda" on the tittle screen and you'll notice it.
If you have ducktales remastered, it's the easiest way to see it, Scrooge's sprite becomes a mess, but only the parts of it that are blue and red.
What's with the inferior performance on the gamepad in this game. It's really noticeable. I would've thought the output should be the same on any screen.
It's using Wii U version's 24-bit with true alpha channels AFAIK. You should at least be able to see the difference on things such as fences with transparency, or the bridge leading out from Link's home village. And the increased color depth from the Wii version's 16-bit should be apparent in the darker areas at least.
I'm not sure what you mean. How does that not also happen on a TV? And where are you getting the 16-bit thing for the Wii? How did the Wii not have true alpha channels? The masses of grass in Xenoblade Chronicles would seem to disprove that.
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Topic: The Legend of Zelda: Twilight Princess HD - OT
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