Twilight Princess GC

Discussion in 'General Gaming' started by Topic Archive, Dec 14, 2006.

  1. anyone else pick this up? I feel that the wii version outputs a bit crisper video, personally, its nice to play with a regular pad though
     
  2. Micjohvan

    Micjohvan Familiar Face

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    No but I plan on it. Is it on par with the Wii version other then the slight variation in graphics? They didnt do anything stupid like remove stuff from the GC version did they?
     
  3. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    I have the GC US version at hand. just reached the first temple, within the hour. Fairly straight-forward controls for the most part. Compared to the Wii version, the camera control is a nice feature.

    After playing for a bit, 16:9 becomes desirable in order to inspect everything.. too bad I have a 4:3 screen :)

    The only difference I have noticed so far between the US and JPN GC versions is that the nintendo logo is blue in JPN and classic red in the US version.

    Link can also run n hack, as with the Wii version.

    At some parts, lighting is impressive, yet at others fog and dullness prevails. Textures are messy for 2006 standards, and stretched - then again, the GC's RAM is also a limit.

    I m running the game in pro-scan and it's as good as can get on my PC monitor. ( I have a modified component cable that draws HV sync directly from the DAC)

    I m not touching the game any further however, since a) I have to get cracking with lots of obligations and b)I d rather experience the game on the Wii as a whole.

    Funny how link holds the fishing rod in his right hand while the sword in his left. If i recall correctly, in the n64 version he held the rod on the left hand, as did the sword.
     
  4. Yakumo

    Yakumo Pillar of the Community *****

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    Can anyone do side by side shots of the two versions? I'd love to see how different they look. how is the water on the Cube version?

    Yakumo
     
  5. Importaku

    Importaku Import Maniac

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    The games look identical to me graphics wise i cant seem to spot any differences.

    Well apart from the gamecube version is reversed to the wii one, had a few fun moments trying to find places.

    Im still shocked on how much of it there is & how beautiful it looks, the facial animation is incredible & all done in real time theres no shitty fmv in there.

    People slag off the gc saying the graphics are sub par, but if it can create games as beautiful as this then screw next gen im more than happy to stay on gc.

    Oh & one final thing the japanese gc box is beautiful it has this lovely metallic effect.
     
    Last edited: Dec 14, 2006
  6. Yakumo

    Yakumo Pillar of the Community *****

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    Yeah, I thought he box was very nice too. So does the water look the same in the Cube version as it does on the Wii also does it have all those lovely lighting effects?

    To me the Wii is like a supped up Dreamcast graphic wise :smile: I've seen the 360 and PS3 in action many times and while they do look cleaner than what I've seen on the Wii, the Wii is good enough to satisfy me !

    Yakumo
     
  7. Importaku

    Importaku Import Maniac

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    from what i have played on the gc version it looks identical to me lighting & everything. & yest the water looks the same too (^_^)

    I love the twilight light bloom effect it makes everything look mysterious.
     
    Last edited: Dec 14, 2006
  8. I'll take some shots in a lil bit using component/progressive on both and switching between inputs

    k maybe they arent so diff as my initial impression led me to believe, two comparison shots at http://jurai.free.fr/Zelda/

    i flipped the wii ones so that the display would match the gc one
     
    Last edited by a moderator: Dec 14, 2006
  9. MottZilla

    MottZilla Champion of the Forum

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    Looks to me like they are basically identical. They didn't even bother to make the Wii version use higher resolution textures or anything.
     
  10. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    using hi-res textures is a pain in the ass when you ve already completed a project. Imagine to have to UWV wrap everything etc. Anyone with 3DS max or maya experience knows what I mean
     
    Last edited: Dec 14, 2006
  11. Yakumo

    Yakumo Pillar of the Community *****

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    Well, for a Game Cube game is sure looks good ! I wonder why the Wii version is reversed?

    Yakumo
     
  12. APE

    APE Site Supporter 2015

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    Graphics aren't the end all be all for me, but some of the low rez textures are in very obvious places that annoy me in places. Overall it's a very nice looking game.
     
  13. sayin999

    sayin999 Officer at Arms

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    It's due to the fact that link is left handed and all the battles and such were to take place from this perspective. When they went to port the game to wii, the realized that all the gameplay elements were designed based on link using his left hand, so they reversed for right hand on the wii.
     
  14. d4s

    d4s Robust Member

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    i've heard it's due to the fact that link wields his sword with his left hand, while most people are right-handed. that'd probably feel a bit weird on the wii. appearantly, mirroring the whole game was easier than making link right-handed.

    i took my gc with the japanese version of the game over to a friends house the other day and we compared both versions side by side.
    actually, the gamecube version looked better because he didnt have an rgb-cable for his wii yet. he was pretty pissed. ;)
    apart from that, it's really the same game with the same graphics, no visible enhancements for the wii-version.
     
  15. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    They thought that since most players are right handed, link should be too, while swining the sword.

    For this reason instead of re-doing the link model, motion capture and IK, they just issued a (where x render -x ) to invert the X axis on the fly. The data and files stored in the disc should be in the gamecube's left handed form, but everything is just calculated ( in -x compared to what you input) and rendered on the opposite.
     
  16. subbie

    subbie Guardian of the Forum

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    Well I got it yesterday for cube. I must say I am a little disapointed visualy. I more like the clean look of Wind Waker.

    The only nice thing is the lighting and I am very impressed with how they did that (ie go into the first cave with the latern and light a few post, it gives an awsome glow/shadow effect on the enemy).

    Also, holly crap is it disoriented to play at first if you ever played the Wii version or watch videos of it. Who knew swaping the X axis would really fuck things over that much.
     
  17. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    subbie, I agree. Wind Waker was a clean-shave compared to a stubble that TP is.

    TP should be optimally realized on a 360 a la Kameo imo to fully depict the art-style they wanted to push.
     
  18. MottZilla

    MottZilla Champion of the Forum

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    You're right about that. After playing Twilight Princess last night I think their vision for the visuals was held back by the GC. It certainly would have impressed if it had been released earlier. But now with over a year of 360 games and for me playing them about 6 months of more, LoZTP isn't visually stunning but it passes. The main problem really would be things like ground textures that look really bland and blurry. But other areas look quite nice. It certainly reminds me of playing OoT so many years ago.
     
  19. Importaku

    Importaku Import Maniac

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    Optimized like Kameo WTF!!! please tell me your joking (^_^)

    Kameo looks like shit, the textures are horrible & make everything look like its made out of shiny high res plastic.

    If you had said gears of war then fair enough.
     
    Last edited: Dec 15, 2006
  20. Barc0de

    Barc0de Mythical Member from Time Immemorial

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    By Kameo, i meant the technical achievement that hides behind it, i.e the engine. The art direction and amount of gloss/reflection/refraction etc are all variables.

    (To rephrase: Kameo's engine would be a good candidate in my opinion to handle the sort of art direction they were looking for, even if not as cartoony and kiddy as Kameo - The ice-surfaces, geometry count, surface maps etc, are very well handled imo in the Kameo engine)

    In my view, Viva Pinata sits very near Gears of War, from a graphical technic aspect. That one is kiddy/cartoony and the other is not is irrelevant.
     
    Last edited: Dec 15, 2006
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