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Topic: The Legend of Zelda: Twilight Princess HD - OT

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jariw

Haru17 wrote:

Is it just me or are the area transitions messed up in the port? The music seems to come in and out pretty abruptly...

I don't know how the transitions was in the original, but I can't say I noticed anything particular there.

Meowpheel wrote:

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

Haru17

Meowpheel wrote:

Haru17 wrote:

Meowpheel wrote:

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?

GCNMR.

Goblins can not marry rats?

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Eel

Oh. Never played it on the GameCube.

@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.

[Edited by Eel]

Bloop.

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Haru17

THAT'S WHY YOU SHOULD PLAY THE ORIGINAL GAMECUBE VERSION,

'CAUSE IT"S THE BEST GAME THAT'S EVER BEEN MADE!

NOT LIKE THIS XENOBLADE: WILD HUNT: THE X GAMES NEWSCHOOL GARBAGE!!!

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mjharper

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.

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Eel

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.

It's more common while climbing vines.

Bloop.

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Eel

Oh I do find it a lot harder to do the quick spin attack.

While in other games I can spam it, here it usually ends with him spining around slashing at thin air.

Bloop.

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jariw

Meowpheel wrote:

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.

jariw

TeeJay

@jariw: That sounds like it only works if you're not using Off-TV play.

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jariw

Detective_TeeJay wrote:

@jariw: That sounds like it only works if you're not using Off-TV play.

I personally see very little point in running a 1080p game on 480p, even if the increased color depth give some visual boost.

jariw

TeeJay

@jariw: No TV?

I use Off-TV Play exclusively.

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Haru17

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.

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Dezzy

jariw wrote:

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?

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jariw

Dezzy wrote:

jariw wrote:

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.

[Edited by jariw]

jariw

Eel

All I notice when playing on the gamepad is that it kills bright red, it suddenly looks blocky and ugly.

In general, not necessarily just this game.

[Edited by Eel]

Bloop.

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Haru17

Meowpheel wrote:

All I notice when playing on the gamepad is that it kills bright red, it suddenly looks blocky and ugly.

In general, not necessarily just this game.

Could you explain that a bit differently? I don't quite understand.

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Eel

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.

[Edited by Eel]

Bloop.

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SMM2 Maker ID: 69R-F81-NLG

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Dezzy

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.

jariw wrote:

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.

[Edited by Dezzy]

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