At best you get more intimate camera angles inside cramped rooms that makes it feel immersive but at worst you'll be fighting with the camera like in so many other games, as it's simply too customizable. The new camera system is the usual game-camera where you freely steer it around the character, but maybe too freely.
It feels like the C-stick was the gateway to three different camera-settings. Zooming all the way in you get to the POV look mode. If you zoom out it increases FOV and gives a more isometric look that can be genuinely helpful. On GameCube you would steer the camera around Link with good sensitivity and minimal acceleration. Simply playing GC and Wii U versions back to back it's a pretty obvious change.
It moved quickly form side to side and to me felt pretty responsive. Origianlly it controlled more like a character in an on-rails shooter, but being manually able to turn it around. A deceptive but slightly noticeable change. There better not be additional glitches or changes to the detriment on Wii U.Īnd to address those concerns, I've found there's a few slightly annoying changes in the Wii U port.Ĭertain mechanics were changed.I want the game to put me on edge, by being more difficult.Which version do I choose? I have a few desires. This puts me in a dilemma, which I've spent the first three hours of both games trying to come to terms with, but find that I can't decide. But of course, having now become a tradition, Nintendo (or Tantalus, the developers of the HD port) went ahead and flipped the world like in the Wii version, only for Hero Mode. That fundamentally changes the dynamic of the game, so you need to spend rupees on drinkables to restore hearts manually and ultimately manage with the health you have left. Simply put, Hero Mode spawns no hearts from the environment and enemies do twice the damage. It was when I remembered the inclusion of Hero Mode that I bought the Wii U version. I was dead-set on just booting up the GC release in HD and playing that before I remembered how easy the game was. The addition of Hero Mode is a god-send, but I have mixed feelings on it. A lot of it is subtle, and some of it is advertized. In the HD Remaster there's more changes than I thought. The levels are only meant to be seen this way. Going back to the HD Remaster I realized how much unnecessary space there is and that scenic compositions are less impactful by adding 40% extra space in the sides to shots. More than anything it reminds you that this content was originally crafted for the 4:3 view. You would think going from Widescreen to 4:3, on a Widescreen monitor no less, only feels like a downgrade but it doesn't. I don't know if that makes sense or if it's because unmirroring it allows me to re-experience a lot of it for the first time because my muscle memory is gone. While traversing Hyrule un-mirrored takes some adjustment, I do feel that it's more naturally architectured. I don't know if there's any biases to how we process the "left-to-right" visual cues in gaming, but I like to think so, or maybe the memories of the Wii version are messing with me. The graphics are the same as the Wii, the content is the same but un-mirrored giving you the original intended adventure. GameCube's version of Twilight Princess is only feasible at 4:3. They forced Link to become right-handed to the point of making mirroring the entire game-world, gave it wide-screen support some superficial motion-controls. The Wii release made adjustment to a mostly finished game to make it functional with the Wii's scheme and the product became a system-seller for its launch-window. Even thought my nostalgia from 2006, the memories of bringing my Wii to my grandmas' house during christmas, getting it as a present, me and my cousins being engrossed in it the whole day until we beat the first dungeon, I went back to the GC release and it's better to me. I prefer the GameCube version as a game for a lot of reasons.