Showing posts with label Twilight Princess HD. Show all posts
Showing posts with label Twilight Princess HD. Show all posts

Friday, June 28, 2024

Tantalus Developed Luigi's Mansion 2 HD

Luigi going through some sandy hallway with his Poltergust

Luigi's Mansion 2 HD was released on Nintendo Switch just yesterday and of course people have already seen the credits roll, confirming that the remaster was developed by Tantalus Media. The Australian studio is best known on this blog for their work on Twilight Princess HD and Skyward Sword HD.

Together with GREZZO they have supported the Zelda main team with such side projects, where both now have also worked on the Luigi's Mansion franchise in some form, since GREZZO has remade the first game on the Nintendo 3DS.

For a while I was worried that GREZZO is making the Luigi's Mansion 2 remaster as well, because I wanted some more top-down Zelda goodness from them, after their Link's Awakening remake became my absolute favorite Zelda game. And I got my wish, so I'm happy that these two studios are taking turns here. But of course there are Zelda fans who would have preferred to get Twilight Princess HD instead.

As for The Wind Waker HD and Twilight Princess HD on Switch, I believe that they became a victim of the postponement of Tears of the Kingdom. Originally, Nintendo planned to release the big new Zelda in 2022, but then they had to move it to 2023. In 2024 we're already getting the next Zelda game with Echoes of Wisdom, so there wasn't any real need for some filler releases. And Nintendo doesn't want to distract you from a new Zelda release with some remasters, which is why they have likely cancelled any plans of porting over the ones from Wii U. If there ever were any to begin with.

However, if Tears of the Kingdom's development had finished in time, we could have gotten The Wind Waker HD and/or Twilight Princess HD in 2023, just to have something for Zelda in that year. That wasn't meant to be, where Tantalus was available to develop else something else in the meantime... like Luigi's Mansion 2 HD.

But they are also available again now, where they might work on getting much requested Zelda HD ports out on the Nintendo Switch in early 2025. There won't be anything new in the foreseeable future for the Zelda franchise. They are apparently working on a remaster of Breath of the Wild for the next system (see U-King-O), but it will take many years to make new open world game. So, 2025 could become the year of remasters for Zelda.

I've said this before, but it still makes sense for Nintendo to port over the Wii U games onto the Switch, because on the next system they won't get away with mere ports, especially in the case of Twilight Princess. Time is ticking here.

As a side note, they did the Metroid Prime Remastered credits thing again, meaning that they only list the people who have worked on the remaster and not the original Luigi's Mansion 2. "Based on the work of the development team from the original Nintendo 3DS version."

Well, I get that the credits are already long enough as they are, but it's still disrespectful towards Next Level Games and everyone who has put their blood, sweat and tears into making this game. This new trend needs to stop. Credit where credit is due.

Saturday, May 14, 2022

Tantalus Currently Not Working on Twilight Princess HD

Twilight Princess HD banner artwork

With the delay of the sequel to Breath of the Wild to Spring 2023, it seemed like a no-brainer that Nintendo would want to port over The Wind Waker HD and Twilight Princess HD to the Nintendo Switch, so that Zelda fans would get something in the year 2022. However, you might already have had your doubts, because this wasn't announced right away together with the delay and Nintendo has a lot in their pipeline for the rest of the year with Fire Emblem Warriors: Three Hopes, Xenoblade Chronicles 3, Splatoon 3, and new Pokémon games.

Now, Tom Crago, the CEO of Tantalus Media, was asked in a podcast whether Nintendo has approached them for such a port or not, where the answer was a straight "no". See NintendoEverything for the full story.

Tantalus has made both Twilight Princess HD and Skyward Sword HD, where they seem like the obvious choice for the job. But of course The Wind Waker HD was made by Nintendo themselves and there is no need to remaster anything in this case, so they might just work on this in-house. However, Nintendo should have all hands full with the sequel to Breath of the Wild, where you would think it's best to let an external company do the job once more.

What would be important about such ports is that they get the same frame rate power-up as Skyward Sword HD, where the game runs now in 60FPS without any noticeable drops. This was still an issue with both The Wind Waker HD, for example during battles on the ocean, and Twilight Princess HD, for example in the swamps of Faron Woods. If they get ported over to Nintendo Switch, there will be no excuse for this at all after the smooth Skyward Sword HD, so simple ports wouldn't cut it.

And naturally, if only Nintendo were to work on such ports, we couldn't expect a remaster of Link's Crossbow Training as part of the collection. And we all know that this would be the true star. Well, not really, but it would make for an excellent extra, same as Bowser's Fury with Super Mario 3D World.


Friday, January 15, 2021

Super Mario 3D World: New Stamp Usage

Super Mario 3D World + Bowser's Fury will release next month on Nintendo Switch as the next enhanced port of a Wii U title. I'm on the fence about this title, where I had quite a lot of fun playing the game on Wii U and could see myself playing through it again on Nintendo Switch, but the last world, especially the Champions' Road, made completing the game and collecting all the Miiverse stamps a little bit too crazy for my taste.

Speaking of the Miiverse stamps, the Miiverse sadly is no longer... So, what purpose will the stamps even have in the port? Well, it turns out that Nintendo had a really cool idea for those:

Mario swimming through a tunnel decorated with block and squid stamps

You can actually use them to decorate the environment when you're taking screenshots in some sort of camera mode. This is really thoughtful and the stamps even have been colored for this, where in the original they used to be black and white.

Why is this of interest? Well, the Zelda series also had a Wii U game with Miiverse stamps in it – The Legend of Zelda: Twilight Princess HD. And ever since Nintendo had started porting Wii U games to the Nintendo Switch, there has been the question of what would happen to the Miiverse features, if they were to port The Wind Waker HD and Twilight Princess HD as well...

Now, at least for the Miiverse stamps we could have an answer: just use them for something else. And it would be really nice, if they kept them in a potential port, because collecting the stamps was a lot more fun than finding dozens of chests with only some Rupees in them.

(Check out my Stamp Location Guide for the many pointless Rupees that have been replaced. It's documented all inside.)

This only leaves the Tingle Bottles in The Wind Waker HD... But I'm sure that Nintendo will find an alternative use for them as well or replace them with a new Tingle feature.

Wednesday, June 10, 2020

Zelda HD Collection?

Logos of four Zelda HD remasters


This idea has been on the mind of many Zelda fans ever since the Nintendo Switch became a thing: a collection of Zelda HD remasters, which ports both The Wind Waker HD and Twilight Princess HD over from the Wii U and adds more to the list.

Ever since the rumors in March that Super Mario could be getting a similar collection this year for its 35th Anniversary, I've been considering the same for Zelda and putting some more thoughts into this. Such a "The Legend of Zelda HD Collection" could come to Switch next year and potentially include the following four titles:

  • The Wind Waker HD
  • Twilight Princess HD
  • Link's Crossbow Training HD
  • Skyward Sword HD

As for The Wind Waker HD and Twilight Princess HD, it's only a matter of time before these two HD remasters will be ported to the Switch, just like the rest of the Wii U library. Enough time has passed to not make it feel completely ridiculous for every Wii U owner. And for Nintendo it's easy money, but it also makes sense to bundle them somehow, because we would steep into ports of ports with these titles. There has to be a limit of what Nintendo can sell as a standalone full price title and putting them together wouldn't feel like the cheapest effort of making good money with video games ever, even though they probably would sell just fine on their own...

Additionally, both games made good use of the Wii U GamePad for maps and alike, which would all be lost in the Nintendo Switch versions. So, they might even end up as inferior versions when compared to their Wii U counterparts. But if you put them together on one cartridge, no one can really complain about the value.

And Link's Crossbow Training HD would be a fun bonus for the whole package. It's not a game that you would ever expect to return on its own, where even on the Wii it was just meant as an addition for the Zapper. Here half of the work was already done by Tantalus with the remaster of Twilight Princess, where its assets for the updated graphics could be used to remaster Link's Crossbow Training as well, since the game was pretty much just a mini-game add-on for Twilight Princess, re-using its environments, enemies and so on.

Finally, there's Skyward Sword HD, which always felt like the natural choice for an HD remaster on the Switch with its Joy-Cons and all. In the past I was convinced that this would be released as a standalone title, simply because that's how it was for The Wind Waker HD and Twilight Princess HD. But there are three good reasons here, why this might change with Skyward Sword...

1) The game is pretty much the anti-thesis to Breath of the Wild, which has become by far the most successful entry in the series. Aonuma even admitted that the starting point for the development were the shortcomings of Skyward Sword with its restricted world and lack of exploration. So, to put focus on such a different 3D Zelda game, which does the complete opposite of the Zelda game that made many people buy a Switch in the first place, might not be the best idea at the moment. But putting this in a collection of various older Zelda titles would easily prevent any wrong impressions.

2) Even if you try to reduce the motion controls of Skyward Sword as much as possible, getting the sword combat to work without the Joy-cons would probably be very difficult or unsatisfying. As a result the game would only be playable with Joy-cons and not in handheld mode, which could be a big reason for people to not buy the game, especially for owners of a Nintendo Switch Lite. But bundled with The Wind Waker and Twilight Princess, which both work with traditional controls, these people would still have something to play.

3) The Zelda series has gotten a new brand styling with Breath of the Wild, where everything is made in a flat design. The logos of both Breath of the Wild and Link's Awakening are in plain white against a background, for example. However, for an HD remaster of Skyward Sword this would probably feel odd and not like a good fit. It should keep the logo and menu design of the original, similar to The Wind Waker HD and Twilight Princess HD, since it's really just supposed to be a remaster and not a new thing.

A "Zelda HD Collection" could be sold in the new brand styling, however, where the cover and the main menu are in the same style as Breath of the Wild and Link's Awakening, while it keeps the logos and everything else of the HD remasters the way it was. Problem solved.

With all of this in mind, it really feels like a good idea to put these three or four titles all together in one package. It would be an amazing way of celebrating the 35th Anniversary of Zelda, while dodging any complaints that would come with re-releasing these titles on their own for the Nintendo Switch.


No Ocarina of Time & Majora's Mask HD?


Well, some fans would probably want the two Nintendo 64 titles as well and you can't blame them, but this would really be too good to be true all at once, which is why they weren't considered for this list.

For making the above collection Nintendo could hire Tantalus again, the studio responsible for remastering Twilight Princess on the Wii U. They could apply their expertise on both Link's Crossbow Training and Skyward Sword, where the latter would already generate enough efforts for this project, and then put everything together.

Ocarina of Time and Majora's Mask on the other hand would need full-fledged remakes, something done from scratch again, where this would increase the effort for such a collection significantly. Probably even to the point where Nintendo would need to hire another studio in addition. But GREZZO was already busy with remaking Link's Awakening, where the Oracle games should come next and not the N64 games again.

Remakes of the N64 titles were already done for the Nintendo 3DS by GREZZO in the last decade and doing this yet again might be a little bit too early, both for the developers and for the customers. Nintendo is even still selling New Nintendo 2DS systems and both of the previous remakes. And if Nintendo 64 games get added to Nintendo Switch Online eventually, you will be able to play Ocarina of Time and Majora's Mask on the Switch anyway...

Also, keep in mind that we're talking about games here, where each remaster and remake so far has gotten a dedicated standalone release with years of development. Even if the Super Mario HD collection turns out to be true, this still might be a little much to ask from Nintendo's forces. The above vision is already optimistic as it is, so it's best not to expect anything more than that.

And new remakes of the Nintendo 64 games shouldn't be something that's done on the sidelines. They deserve releases on their own, starting with Ocarina of Time, with gorgeous graphics, new features and alike. This is something that I can see happening in the future, but not necessarily on the Switch where such remakes for the GameBoy Color Zelda games should have priority.


Global Collectible?


Let's say such a collection happens, it would be nice if all these games were to offer a collectible that spans all titles. Something to unlock artwork and additional goodies in the main menu, similar to the Credits in the Metroid Prime Trilogy.

This would go hand in hand with the fact that both The Wind Waker HD and Twilight Princess HD had special Miiverse features that would be in need of replacement on the Nintendo Switch, since the Miiverse is history now. In case of The Wind Waker HD these were the Tingle Bottles, while Twilight Princess HD had the stamp collection.

It would be a shame, if Tingle wasn't to get something new to replace the Tingle Tuner a second time and if all those chests in Twilight Princess contained a ton of useless Rupees again... So, an idea would be to have something here that lets you unlock things globally in the HD collection.



This could be something simple as scrolls, like "Ocean Scrolls", "Twilight Scrolls" and "Sky Scrolls". They could contain a bit of lore as an extra and would give you access to artworks and other goodies. Maybe additional scrolls could be unlocked via amiibo to also give you stuff from other Zelda games.

With Skyward Sword HD they could even tie this into new features. For example they could expand the sky world a little bit and add more to its islands. Or they could let you go on a full night-time exploration later in the game, where you're hunting for Poes or special Goddess Cubes or something similar, which in return rewards you with the new global collectible.

And in Link's Crossbow Training HD they could add new secret targets throughout all the levels, maybe one per level, which will score you with these scrolls.

In any case it would be nice to have something that spans all games in the collection, as an incentive to play them all.

Thursday, February 23, 2017

Let's Update Twilight Princess HD

With remakes and remasters Nintendo usually tries to improve the games in various aspects. However, there still might be some things that they could and should have done to really create the ultimate version of the game. That's certainly the case with Twilight Princess HD, where an update could have been a solution. It's unlikely that at this point Nintendo would release one, but the point of the "Let's Update" series is to think about, how the games can be improved by feasible means. All of this is meant hypothetical.


Controls and Interface
  • All menus are navigable with Analog Stick or D-Pad on the GamePad
  • Classic horse control option
  • 1st person camera control option
  • New Wiimote and Nunchuk controls

The controls of Twilight Princess HD combine the motion aiming of the Wii version with the more comfortable joypad controls of the GameCube version, which is certainly nice. However, some of the advantages of the original controls were lost with the HD version.

It's noticeable, how there's no separate camera control option for 1st person mode. If you like the normal camera controls with the right analog stick to be inverted in some way, it might be a problem in 1st person. In fact you can't get the camera controls to work like they were on the GameCube, but a simple option would fix that.

The new horse controls are also far from an improvement. The steering is terrible and the horse gets stuck everywhere. While we cannot expect them to add the new Breath of the Wild horse AI, in the very least they should offer the option to have the horse controls like they used to be, because that was already much better.

Not necessary, but still nice to have would be a third control scheme that supports the use of Wiimote and Nunchuk, so you can play the game like on the Wii, if you really want to. And that way the HD version really offer everything from before.


Bomb Bag Bug Fixed

In case you didn't know, there's actually a bug in the HD version of the game, where you might not get one of the three Bomb Bags. Apparently this can be triggered by getting the Bomb Bag from the sunken Goron last, so make sure to visit him before doing anything at the Rapid Rides! Of course an update of the game would ideally fix this bug.


Ghost Lantern


If there's ever going to be a vote for the most useless item in the Zelda series, the Ghost Lantern certainly would be one of the strongest contenders. The fact that Nintendo just added this item with the HD version doesn't make it any better. But it would have been so easy to make this item really useful.

As one of two new abilities of this item, you can now swing the Lantern to reveal Poes during the day. Whenever you're at a location, where a Poe would be in the proximity during the night, swinging the lantern by pressing the button again will make it appear right away, so you don't have to wait for the next nightfall. Experienced players, who already know all the positions, can use this for their advantage. But also new players could use this, if they spot a Poe during the night, but can't make it in time.

As soon as you have collected all 60 Poes, the Lantern will start glowing everywhere. So, it will basically become a lantern that works without oil as an upgrade. You can't light torches with it, however, because we don't want the Oil Lantern to become redundant. Both lanterns will also shine in a different light.


Ordon Gear


In all versions of Twilight Princess some gear found early in the game gets lost lost later on. You can't get the Wooden Sword back, the Ordon Clothes will be replaced by the Hero's Clothes and the Ordon Shield can't be replaced, if it ever burns up. Since Breath of the Wild will put some big emphasis on equipping Link in many different ways, it might be nice to have some more options in Twilight Princess HD, too.

So, with this update there will be one additional slot for shields, armor and swords each on the Collection screen. Both the Wooden Sword and the Ordon Shield will become purchasable in Sera's Sundries in Ordon Village after beating the Forest Temple. You can now have both the Ordon and the Wooden Shield in your inventory and you can replace them at any time, in case they burn up. You will also be able to wear the Ordon Clothes at any time. If it wasn't for the Ganondorf amiibo, they could have made it so that in the Ordon Clothes you receive double damage for a challenge, but this way they would simply give you a different look for Link, whenever you want one.

At least the Wooden Sword could offer a challenge. Next to the lower damage it will also burn up, if you hit fire enemies like the Torch Slugs or Fire Keese.


Twilit Challenge


This would be the same thing as the Boss Challenge in Ocarina of Time 3D or the Lightning Round in Skyward Sword, probably closer to the latter. It simply would be a feature, where you can replay all the bosses in the game. In fact Twilight Princess is the only 3D Zelda game, where you can't replay any of the bosses (except for the final ones) on any means. And since the bosses here can be quite epic and fun, that's a shame. So, let's just add a boss battle mode!

It doesn't need any reward, it could just be for the records. The only question is, where you would put it in the game. I would suggest Link's bed, if he had one... Knowing Nintendo, they would probably tie it to some Ganon amiibo, but let's not go there. It potentially could also be done by Madame Fanadi, who's a character that can be fully ignored otherwise. I've actually didn't visit her a single time on my last playthrough.

In addition this "Twilit Challenge" mode would let you play the Shadow Insect hunts again, similar to how you could replay all Silent Realms in the Lightning Round. It would start with obtaining the Vessel of Light, which now holds the full 16 Tears of Light again. So, in this mode you can still find the four Shadow Insects that got removed in each Twilight area. This way the Shadow Insect hunts still remain shortened for those, who don't like these quests, while the people, who did enjoy them, can still play the full package in this new game mode.

Wednesday, February 22, 2017

Twilight Princess HD: Hero Mode Diaries


When Twilight Princess HD got released about a year ago, I fully completed Normal Mode and left Hero Mode for a later date, where I could enjoy the game on a large TV, since I was only using the Wii U GamePad at the time. Well, by now I got a 49'' TV with nice UHD upscaling, so I finally was able to play it all again with many new angles.

I wasn't a big fan of the remaster early on, because it felt kind of pointless with the Wii version still available on Wii U and not like a huge graphical improvement. But seeing Twilight Princess HD on the big TV certainly has changed my mind, because it looks all very sharp and clear. I even compared back-to-back with the Wii version, which now looks like some pixelated mess in comparison. So, the HD version certainly has some value and I hope that Skyward Sword HD will follow on the Switch. But that's a different topic.

Well, right now I'm on a journey to complete all 3D Zelda games again in order, before Breath of the Wild gets released, and things are looking very good with Twilight Princess HD off the table. It was also the last major part of my Zelda backlog, where I'm now finally back to the point, where I have completed the entire series (with the exception of that Endless Cucco Rush in A Link Between Worlds), right in time for the next big Zelda game.

Luckily, myself from March 2016 gave me a little headstart here, where I had prepared a Hero Mode save file up to the point, where you're about to enter the Forest Temple. That took about one hour of tutorial stuff out of the equation, which was very nice to have. I could get right into the action. The game feels very "piped" and even has some parts that feel completely meaningless, especially those sewer passage under Hyrule Castle, because you can't ever return there. So, it's good, if you can skip some of it.

Overall the game gave me a very different replay experience, when compared to Majora's Mask and the Wind Waker HD before it. With those two games it was all about the "explore and scavenge" parts, while the dungeons felt like an obstacle for the actual fun. It was kind of the opposite with Twilight Princess just now, where the dungeons are the real meat. Most of them are also quite linear, but the design is great and they are fun to play. The sidequesting on the other hand lacks the motivation.

This may partly due to the terrible minigames, which can kill a good part of the replay value for 100% runs. Especially everything around the Zora's River is pretty bad. Well, I've actually grown fond of Rollgoal by now and used it to chill after the Cave of Shadows, so that didn't even frustrate me anymore. Trying to catch the Hylian Loach on the other hand did, because the landing window is just way too small. In the end I had to spam the A button while reeling to get the fish on board. And both the Rapids Ride and Fruit Pop Flight minigames suffer quite from some terrible controls combined with a "don't hit any walls" mechanic in an area, where it's quite hard to avoid walls.


At least with the Fruit Pop Flight I'm usually eager to go for that perfect score once per savegame, because it's doable with a little practice, but this still took me about an hour. It also would be so much better with actual 3D, because it sometimes it's hard to judge, where exactly the balloons are floating in the air. And I just can't stand the Rapids Ride, it's too easy to get caught up somewhere and lose lots of points due to one mistake.

It's not the only thing, where the controls are pretty bad, because the horse is beyond terrible in this version. It feels like you can't go straight, after you've made a little turn somewhere. On the GameCube I used to enjoy riding through Hyrule Field. There's this one circuit, where you can go through all fields without every hitting a loading screen, because it loads in the background. I used to ride this in circles again and again, because it felt great. But not on the Wii U version, the horse just gets stuck everywhere. It looks like they did a much better job with the horses in Breath of the Wild, so it's weird, how badly they screwed this up here.

Anyway, other than some messy controls and unfun minigames, the sidequest stuff doesn't feel as captivating. I like the bigger caves and minidungeons, but the dig caverns and Poe Souls and countless scattered treasure chests don't motivate me enough (though it did get better thanks to the Miiverse Stamps). Well, the Wind Waker also has some bland and repetitive things, but at least there it has a structure, which keeps you going. With Twilight Princess you also get access to most of these activities at once after obtaining the Master Sword, but here it's all over the place and you are bound to the game's daytime system, because Nintendo had failed to do anything about the Poes only appearing at night. And the Poes can be quite annoying to fight...

This leads me to the most interesting topic: Hero Mode. I combined it with the Ganondorf amiibo for quadruple damage and I have to say that damage-wise it felt like the right difficulty. Like in Tri Force Heroes one heart would be the minimum damage and you can rack up damage very quickly, so you have to be careful all the time. Unlike Hero Mode in the Wind Waker HD, where it's only somewhat challenging in the early game, it scales really nicely in Twilight Princess HD kept me on the edge for entirety of the game. For example King Bulblin in Hyrule Castle would do a staggering 12 hearts of damage with a single hit.

It gets a little bit too much here and there, for example falling off a cliff takes away four hearts. That's an instant Game Over early in the game, as if you were playing Zelda II - The Adventure of Link. I even died in the Forest Temple due to the long monkey "liana" at the end, because you have to time this jump correctly and it's easy to screw this up. Thanks to Link's Awakening I still have the "I cannot ever die on a savegame" mentality, so even if Twilight Princess doesn't count your Game Overs, I still never go for the "Retry" option, but I return to the title screen and go all the way back to where I died. But this mentality might change with Breath of the Wild and the new auto saving system.

There was another cheap death scene, when you go bug hunting in Kakariko. Whenever I tried leaving the exploding house, the fire hurt me with four hearts of damage, which also kills you at the time. If it wasn't for a fairy that I still had from the Forest Temple (I didn't even know that fairies worked while being in wolf form in the Twilight Zones), I wouldn't have been able to make it without taking away the Ganondorf amiibo effect.

Another big part of the difficulty is that you can't find any hearts to heal yourself. (That's not exactly true, by the way, the three fangirls in Hyrule Castle Town, as well as the Yeto & Yeta "love scene" still make hearts appear. But otherwise all hearts are gone.) And fairies are super rare, they only can be found at the end of dungeons and in the springs after completing segments of the Cave of Ordeals. I've even beaten the first segment early on, as soon as I had the chance, just to have some fairies available in Ordon Spring. And with that there finally was a good reason to go back to Ordon Province for a change. Also, Ooccoo was a lot more useful this time around, because you could use the warp function to go heal yourself at any time in a dungeon.

Anyway, it also made me use the Hero's Bow and Bomb Arrows much more than in the past, which might be a good preparation for Breath of the Wild. I usually had this mentality in Zelda games, where I don't want to deplete resources like arrows, unless it's completely necessary. But that's silly, because you're getting plenty of it in every corner, especially if you really need it. And Breath of the Wild seems like a game, where you want to make full use of your available resources to survive.

Apropos preparing for Breath of the Wild, another important part was going through the Cave of Shadows again and prepping my Wolf Link amiibo with a "20 hearts on the 40th floor in Hero Mode" record. However, it turned out that there is no such thing - whenever I scan the amiibo, it still only shows the floor number and the hearts total, but not the Hero Mode flag (unlike in the probably misleading result screen at the end of the cave). So, "20 hearts on the 40th floor" already was the best possible setup and I basically reset my save data on the amiibo for nothing.

It even shocked me at first that the second section of the Cave of Shadows opened up immediately. My plan was to secure a 19 hearts save on floor 6, which I then could use on my journey back to floor 40, where I would go for the 20 hearts by healing myself at the end. But then I feared that I wouldn't be able to do that. However, I still had to get to floor 20 once in order to unlock the rest of the cave, so I could get my 19 hearts save there. I also learned that you can use the new Toon Zelda amiibo to heal yourself an additional time, which came in handy to get that 20 hearts on floor 40 back. I wouldn't even be surprised, if you could just buy more Zelda amiibo to heal yourself more often...

The cave, however, isn't that much fun, because the wolf combat is quite limited and after floor 20 it uses a lot of cheap traps and enemy combinations to hurt you badly, if you are not careful and sometimes even if you are. The targeting system also might screw you, because sometimes it's important to target certain enemies first (e.g. Chilfos), but the game just keeps aiming you at Keese. If you use the right strategies, you can beat the Cave of Ordeals entirely without getting hurt, but this is much harder to do with the Cave of Shadows. Luck seems to be a factor here and that's not good... It's still an interesting challenge and finally a dungeon just for Wolf Link.

Last and maybe least, Hero Mode mirrors the entire game like the Wii version did. When I first played the Wii version, this confused me a lot, even caused a headache or two. And whenever I think of the world of Twilight Princess, I see the GameCube map in my mind. So, if I want to go to Kakariko, I'm thinking east. But for some reason I managed to get along with the mirroring a lot better this time around. It still felt wrong, familiar but strange. But I was able to navigate it all without any bigger issues.


So, that's it. Hero Mode done 100% with the Cave of Ordeals, Cave of Shadows, all 64 Rollgoal levels and what not. With Twilight Princess HD I'm closing the last chapter of completing the Zelda series for myself.


Breath of the Wild can come now. But I will use the meantime to replay as much of Skyward Sword as possible.

Wednesday, March 16, 2016

The Legend of Zelda: Twilight Princess HD (Review)

Twilight Princess HD Logo

This review was originally published on ZeldaChronicles (formerly known as ZeldaEurope) and got translated for this blog in 2021 by the same author.

Ocarina of Time 3D, The Wind Waker HD, Majora's Mask 3D... For five year Nintendo has been busy with giving the various 3D Zelda titles a fresh paint in the form of remakes and remasters. The Legend of Zelda: Twilight Princess HD is the newest episode of these efforts, released on the Wii U earlier this month, where now it's time to have a more detailed look at it.

For Zelda fans who own a Wii U the real highlight will be the upcoming new The Legend of Zelda game, which should finally be released this year. The wait was long and there were already good reasons to buy a Wii U back in 2013 with The Wind Waker HD and a Limited Edition of the console. The new Zelda, which was also promised back then, isn't here yet, but to shorten the waiting time a little bit more there's now an HD remaster of the other big Zelda classic from the GameCube era: Twilight Princess.

Since Nintendo got their hands full with the new Zelda, they've hired the Australian studio Tantalus to take care of this HD re-release. This team is known for porting a variety of games to a variety of platforms, where they have extensive experience in this field of work. But this is the first time that a studio outside of Japan has worked on an official Zelda title, which was done under the supervision and direction of Tomomi Sano, who also has coordinated with GREZZO when they were making Ocarina of Time 3D and Majora's Mask 3D for the Nintendo 3DS.

The original Twilight Princess got released over nine years ago, at the end of 2006, for both the Nintendo GameCube and the Wii, as one of the launch titles for the latter. The Wii version can actually still be played on the Wii U and cheaply so, because it's part of the "Nintendo Selects" budget series. And naturally, this raises the question whether the HD remaster is worth the full price or not, for owners of the original or new players alike.

As usual, the review will primarily focus on the qualities of the remaster. How are the graphics? How does it play compared to the GameCube and Wii? What has been improved? What new features are there? For this review the game was completed 100% in Normal Mode and some more time was spent in Hero Mode as well. But let's first talk about the original game a little bit...


A Legend of Light and Shadow

Twilight Princess is the most successful Zelda game next to Ocarina of Time, where this certainly isn't just because it was one of the Wii's launch titles. When the game got first revealed at E3 2004, the reactions to the trailer where overwhelmingly positive. After the comic-like episode of The Wind Waker, the realistic look appealed more to the masses and everyone who likes Zelda to be as dark and mature as possible.

Bigger, better, and more epic was the name of the game, where its development was all about surpassing Ocarina of Time. And for some fans it certainly did, where this Zelda title knows how to win you over with Midna's story, the polished dungeons and its rustic items. Others may have critized the high linearity, the tedious sections, the somewhat empty overworld, and the lack of utilization of said rustic items.

What makes the game stand out in the series is the wolf transformation, where Link bites his way through enemies, uses his senses, or digs into hidden caves. However, it never reached the same level as the transformations in Majora's Mask, which is why the game essentially forces you into the wolf form several times, where you have to collect a series of items before turning back into a Hylian again.

Midna looking at Wolf Link who got defeated by Shadow Beasts

The horse did get some more attention in Twilight Princess as well, where now you finally could swing the sword during horse battles and ride over the far fields of Hyrule. It looks like horses will be important in the new The Legend of Zelda for the Wii U as well, where Twilight Princess HD might be Nintendo's way of offering a foretaste for what's to come.


Graphics & Sound

When the Wii U got introduced in 2011, there was a tech demo that showed how Twilight Princess could look like in HD on the new console. In this demo Link fought Armogohma inside the Temple of Time with impressive real time lighting effects. And if they were to make the game actually look as impressive, it would have meant a lot of effort – efforts that neither Nintendo, nor Tantalus were willing to take.

Twilight Princess HD is a simple "remaster", similar to The Wind Waker HD. And they've probably used the same technology to port the title over, because like in the previous remaster you still get the same drops in the frame rate, especially if you're playing on the GamePad. In certain areas, like the swamp in Faron Woods, the game feels as if it ran in slow motion at times.

This shouldn't be happening on a much more powerful console like the Wii U, because nothing much has changed since the GameCube graphically. Sure, there are more polygons here and there, but Tantalus's main task was essentially making an HD texture pack. And while many of these new textures are very pretty and detailed, the game still is on the technological level of 2002, where it doesn't even offer any bump mapping or displacement mapping to add more depth to the textures. It's a shame.

Well, to be fair, The Wind Waker HD has seen even less effort, where they had re-used existing assets in HD, but in this case the timeless appeal of its cel shaded visuals made the transition into HD simply natural. In addition, Nintendo used a variety of lighting techniques to add a fresh, new look to the game, where Twilight Princess HD doesn't have something similar and clearly shows the age of the original.

Link on Epona near Kakariko Gorge with 20 blue hearts

Actually, some visual effects even got reduced or removed entirely, like the bloom all around Hyrule or the heat effect inside the Goron Mines. On the one had it makes the game look sharper and clearer – especially the rides over Hyrule Field offer a clear look at the landscapes of this game, making you want more. On the other hand it also all looks paler and less vibrant in comparison, while there are also some flaws, like incorrectly cast shadows.

The crucial difference to the previous remasters and remakes of Zelda titles is, however, that it doesn't have the same sense of rediscovery. Ocarina of Time 3D, Majora's Mask 3D and also The Wind Waker HD let you visually re-experience these games in a new way, with new looks and added details. It simply felt fresh and that's what's missing in Twilight Princess HD. It looks sharper and comes now in a higher resolution, but that's about it. New details are only found in the textures and the rest is the same game as it used to be.

The same goes for the acoustics, where music and sounds simply got reused. The quality has been improved, but you won't find re-orchestrated pieces or alike.

 

Controls & Interface

Since Twilight Princess HD is based upon The Wind Waker HD, you would expect it to play similarly well. You can either use the Wii U GamePad or the Pro Controller, where the GamePad lets you swap items and view maps on the fly whenever you're playing in combination with a TV. However, for some reason not everything works as nicely as it did in The Wind Waker HD.

item selection screen showing all the items

For example, when you play with the GamePad and pause the game, you still have to use the touchscreen to swap items. You can't do it the traditional way via the analog stick or D-pad, which is quite inconvenient and can keep your touchscreen smeared with fingerprints, unless you're using either gloves or a stylus all the time. The analog stick simply does nothing when the game is paused, which feels very wrong and weird, and the only way to use it for changing items, like you do in any other Zelda game, is by playing with the Pro Controller.

Now, if you want to do that, you have to restart the game and choose your controller at the start. So, it's also not possible to change the controller while playing any longer, even though this swap worked fine in The Wind Waker HD.

Some options are missing as well, which curiously includes separate camera controls for the first and third person views, where it's not longer possible to set up everything how it worked on the GameCube. Either everything is inverted or nothing. And stuff like this can nag you for the entirety of the game, simply because you're used to different controls from other Zelda titles.

Speaking of, if you're a fan of the original Wii controls, then you will be out of luck here, because those are not available in the Wii U version. The controls are mainly based on the GameCube version, but also offer the necessary precision for aiming with the bow and similar items via the gyrosensor. However, it's still not as fast as on the Wii, where you could hit enemies by using the pointer while walking or riding around. It's not possible to aim and move at the same time this time (unlike The Wind Waker HD again), which can be quite the disadvantage when approaching enemy archers.

The Wii controls also offered other finesses, like performing a Spin Attack by shaking the Nunchuk. This quick spin method isn't possible any longer and with all of this in mind, it would have been nice to have Wii controls available as a separate option.

The supposedly improved controls while swimming or riding don't really shine either. There is a new camera option for swimming and you're slightly faster, but that's about it and it all feels quite similar to the original, where the under water movement already was quite good.

Riding, however, feels like it got worse, because Epona handles somewhat stiffer, where she is even more prone to get stuck in obstacles or walls. And as already mentioned, you can't steer your horse while aiming any longer, where Epona loves to ride into walls in those narrow passages between the fields. This can be quite frustrating on the Wii U, especially during the mission where you have to escort a carriage. And this doesn't look great when Nintendo apparently claims to have perfected horses for the next Zelda game on Wii U... You certainly wouldn't have guessed that after Twilight Princess HD.

There are some other small improvements here and there, like the ability to turn into a wolf and back via a button on the top right corner of the touchscreen. That's quite useful when you're playing with a TV and the GamePad, but for all other options it would have been besser to assign this to the D-pad instead. And the climbing speed has been increased, which is a good change considering how awfully slow it was in the original...


Additions & Improvements

In The Wind Waker HD Nintendo managed to achieve great effects with little changes, like the removal of some of the Triforce Charts or the addition of the Swift Sail. Twilight Princes HD tries to go for something similar, but not to the same effects, since the issues are more fundamental and would have required more extensive changes.

A controversial part of the game always has been the hunt for the Tears of Light, where you had to find a number of Shadow Insects within the Twilight covered provinces of Hyrule. In all three main provinces this number got reduced from 16 to 12, probably in order to accommodate the people who didn't like all this searching. But this doesn't really change much, because if you didn't enjoy hunting the Shadow Insects, you most certainly won't like it any better now. Those who did like the Twilight Realms will miss some nice hiding spots in Kakariko. Otherwise only some groups of insects have been reduced, where overall there isn't much of a difference in the other provinces.

And that's about it in terms of streamlining things. A big point of criticism always has been the long tutorial phase at the start of the game, which only got shortened at one part. Now you only need to catch one fish for the cat, instead of two. But you still have to herd goats twice, show the children how to use weapons and go through the same forest area a total of three times.

At least the situation around Rupees has been improved significantly. For starters, the game doesn't explain the values of all the Rupees that aren't green to you again in every single play session. (We can only hope that Skyward Sword will get such a remaster as well, where they fix the same issue with its treasures and insects.)

In addition, the volume of the different wallets has been increased to 500, 1000 and 2000 Rupees respectively, so you won't get to the maximum amount as easily, while there is also now a "Colossal Wallet" for amiibo collectors, which can take up to 9999 Rupees. Even if you hit these limits, the game won't make you put Rupees back into treasure chests any longer, which was a curious quirk of Twilight Princess. Ideally, there should have been a choice of what to do, but this change is still great, because you won't be leaving chests behind involuntarily any longer. 

The main usage for all the Rupees always has been acquiring and using the Magic Armor, where there were simply too many Rupees to find. And to compensate this a bit, Nintendo has brought Miiverse Stamps into the game as a new collectible. The Wind Waker HD already has gained a lot from Miiverse, where the Tingle Bottles added a new element to the Great Sea and offered a great connection to the Miiverse itself. Twilight Princess HD doesn't have such a clever collection, but you now can find Miiverse Stamps almost everywhere, which then can be used to decorate your drawn posts.

Link getting the Hylian Letter A stamp from a treasure chest inside the Forest Temple

And even if you don't use Miiverse actively, it's actually quite fun to collect all of the stamps, because this adds a lot more variety to the many treasure chests. There are 50 Miiverse Stamps in total, with more than half representing the alphabet in a Hylian font, which can even be used as a reference to translate signs using the same glyphs. The rest are primarily the main characters with different facial expressions, as well as some other things. 

Now, the new stamps are mostly hidden inside treasure chests that previously only contained Rupees in Twilight Princess on the GameCube or Wii. There was an overabundance of these chests, where it's a delight to find something unique inside many of them now. This will also give a variety of hidden locations in the game a newfound importance if you want to collect everything. In fact, there used to be a bunch of cleverly hidden chests within the game world, which many people might have never found, simply because they weren't missing anything other than some Rupees., but now they have a real incentive for the player to look for them. But you can also find the Miiverse Stamps in new chests or as rewards from the other collectibles.

Speaking of, one of these collectibles were the 60 Poe Souls, where probably not many Zelda fans will speak enthusiastically of them, because it was a tedious task, which lacked good rewards and the necessary overview. At least the latter has been improved significantly, where now each province on the map has a counter for the Poe Souls.

To narrow it down even further you can also use the new Ghost Lantern, which will shine whenever there is another Poe left in the current area. However, this item could have been a lot more useful and let the Poes appear during the day or so. If the sun rises and the ghosts disappears, you will still have to wait until it gets night again, where this is an issues that didn't get solved in all of this.

Another addition to Twilight Princess HD is the Hero Mode, which can be chosen right from the start and traditionally makes the game so that you take double damage and can't find any hearts. It's a simple and established concept, which has been used in a variety of Zelda titles ever since Skyward Sword and will make everyone happy who found Twilight Princess to be too easy. But similar to The Wind Waker HD, this only makes the beginning of the game really harder, where later on this feels negligible, once you have enough Heart Containers and some bottles. To really increase the difficulty of a Zelda game, you need tougher enemies and modified puzzles, much like in Master Quest.

Speaking of, the Hero Mode in Twilight Princess actually has been mirrored, like Master Quest in Ocarina of Time 3D. The game has been mirrored before with its Wii version, where in the Normal Mode the game world looks like on the GameCube and in Hero Mode it looks like on the Wii. It's nice that both versions have been preserved this way, though ideally it would have been a game option separate from Hero Mode.

If you want the game to be harder, but play the unmirrored version at the same time, then your only choice is the using the Ganondorf amiibo, which brings us to the last topic...


amiibo

Unless you count Hyrule Warriors, this is actually the first Zelda title to support amiibo in any form. You can use the five Zelda characters from the Super Smash Bros. series, as well as the new Wolf Link amiibo, which was made for Twilight Princess HD and even came bundled with the game in its Limited Edition. But it's available separately as well.

Don't expect much from the familiar Zelda figures, however. These basically work like cheats, where Link and Toon Link let you refill your arrows once per day, while Zelda and Sheik fully heal you, also once per day. And it's not like you really need any of that...

Only the aforementioned Ganondorf amiibo should be interesting for the Zelda fans. If you scan it, then your hearts turn blue and you take double damage. It's the only way to make the game harder in the original GameCube world. And in the mirrored Hero Mode this amiibo will cause quadruple damage for an excellent challenge.

This effects lasts until you get defeated or the leave the game. And you really can get used to the blue hearts, so that using this amiibo becomes a small ritual every time you return to Twilight Princess HD. It also fits the character quite well, where this amiibo essentially "curses" you and helps out the bad guys instead of you. So, this feels like a very fitting and good usage of the amiibo.

Still... none of this changes that past Zelda games had realized such an optional challenge via an item, like the Cursed Ring in Oracle of Ages & Seasons. Now you have to buy and use a figurine, which might not be easy to come by and also is much less convenient than a simple ingame item or option.

It doesn't even compare to the Wolf Link amiibo, however, which is the most important one and quite versatile. The first usage is linking it to a save file, where scanning the amiibo on the title screen lets you directly jump back into the game. This saves you some steps, but isn't overly spectacular and also not its main usage.

Wolf Link obtaining the Colossal Wallet for 9,999 Rupees

Scanning the amiibo inside the collection menu will save and suspend the main game, so you can enter the Cave of Shadows. This new dungeon isn't a place that you can find in the actual game world of Twilight Princess. Instead it can only be entered by scanning the Wolf Link amiibo, which feels weird at first. The Cave of Shadows is very similar to the Cave of Ordeals, but with the main difference that you can only enter it as Wolf Link and all the challenges were designed for the wolf.

Early on there are only six floors, which are visually identical to the Cave of Ordeals and quite easy. While progressing through the game you will be able to take on 20 floors and at the end of the game 40, where the main reward awaits. The later rooms get visually more distinct with new graphics and they also get a lot more challenging. The Cave of Shadows also makes use of other elements, which weren't present in the Cave of Ordeals, like lava pits or special walls that hide additional enemies and open up once you get close to them.

As Wolf Link you're limited to four different attack and while Midna's targeting attack is the answer to everything early on, it will later on lead you into some traps, where you have to play more methodically. And without the usual tricks that made your life easier inside the Cave of Ordeals, this can get very challenging. Some of the enemy choices and combinations are quite diabolical, where it sometimes feels like pure luck if you don't get hit. The Armos are a great example for this. You can't block as a wolf, so it's easy to get punished when they start rampaging after the last hit. Or you might get frozen by Gibdos, so that Bulblin archers use your lack of mobility to decorate you with fire arrows.

Even with some practice it's not so easy to finish the Cave of Shadows without healing yourself, which is why the Wolf Link amiibo offers a limited healing functionality. Once you've reached the (provisional) end of the dungeon, it saves onto the amiibo how many hearts you had left. On your next run you then get the same number of hearts refilled when you scan it. Twenty is the maximum and once you've reached that score you cannot overwrite it any longer. It also shows you other statistics, like how much damage you took in total and how long it took you to get to the end, but those are not of interest for the amiibo, only the hearts are.

Still, in Hero Mode this might not be enough, which is why the Cave of Shadows is also the place where you might want to scan the amiibo of Zelda and Sheik to fully heal yourself. You can't use any bottles, so the amiibo are the only way to heal yourself inside the dungeon, where at the same time this has the foul aftertaste of "pay to win".

Overall you have to say that the Wolf Link amiibo has a very extensive and worthwhile usage, where it offers a thoughtful challenge. So, if there's one amiibo you want to have, it's probably this one. But you also have to say that bonus contents, like the Cave of Shadows, should primarily be there to make the remaster more interesting for everyone who has already played the original game, instead of selling amiibo. Majora's Mask 3D for example had two additional fishing ponds as an excellent addition, which added multiple hours to the game an didn't require you to purchase any new amiibo. So, while the amiibo of Wolf Link and Ganondorf offer some appealing features, this whole development is rather concerning...


Conclusion

Nintendo advertises Twilight Princess HD as the "definitive version" of the game and it certainly is the best version so far. The efforts that went into this remaster are quite moderate, however, where they probably should have done more on all fronts to justify the much higher pricing compared to the Wii version. It's especially a shame that part of the new features are locked behind an amiibo paywall, but at least the added Miiverse stamp collection is really nice.

It would also be great if Nintendo were to update the game and fix some of the issues concerning the options and controls. Curiously, none of this was problem in The Wind Waker HD, where this remaster now feels like a step back.


The Good:
  • Clean HD visuals in 1080p
  • Collectible Miiverse Stamps
  • No more annoying Rupee problems
  • Better overview for the Poe Souls
  • New Challenges thanks to Hero Mode and Cave of Shadows

 

The Bad:
  • Only the textures were improved
  • No stable frame rate
  • Some deficiencies in options and controls
  • No Wii controls supported
  • The only major addition got locked behind amiibo

Thursday, March 10, 2016

Twilight Princess HD Collector's Guide

Today I received the Prima Collector's Edition Guide for Twilight Princess HD. I completely skipped the guide for Tri Force Heroes, because that one didn't follow the usual design. It didn't have the title of the game on the book's spine and it had some colorful artwork on the front, instead of a golden crest or symbol. And since I buy these guides for my collection and certainly not for the content, I didn't want to spend any money on it.

The Majora's Mask 3D guide also already gave concern about the quality with its messed up spine, but luckily the Twilight Princess HD guide doesn't have any of these issues and it does go along nicely with the other books. Here's how it looks right next to the original Twilight Princess guide:


The contents of these two books are pretty much identical as well. Just as Nintendo has remastered the game with minimal effort, you just get a "remastered" guide here. They swapped all the screenshots for newer ones, which look arguably a lot better, since the original had screenshots with a pretty bad quality. They rearranged some stuff and made very little tweaks to the design, but overall it's the same guide. So, if you open both books at the same page, you get the very same content with the same wordings!

They added seven pages for the Cave of Shadows with some useful strategies (nothing that I couldn't figure out on my own already, though) and an INCOMPLETE checklist for the Miiverse Stamps, but both guides have the exact same number of pages, 448 in total. Before this section they only changed the Palace of Twilight, which saved two pages for some reason. What they did then was minimizing their "Legendary Checklists" at the end to the smallest font ever to save a lot of space. Otherwise this would have become the largest guide in the collection so far.

The Legendary Checklists are still not legendary by the way - they tried to fix some of the oversights in the original, but they keyword is "tried". For example they added four of the missing Dig Caverns, but they are still missing one at Kakariko Gorge... The biggest joke is the new Miiverse Stamp list though. They arranged it in the order, how they found them, which is very inconvenient, because the alphabet doesn't go "ANHUO" and I'm pretty sure that this isn't even the optimal order, if you would go for "early as possible". And for some reason they don't even have all the stamps in the list, just little over half, even though they claim it's a complete list!

There are even some weirder examples, e.g. they have the Cucco Stamp in their checklist, but in the treasure chest lists, as well as in the actual guide the same chest supposedly still has 50 Rupees (thanks to @Leothyx for pointing this out). What's going on here? As someone, who has assembled a complete stamp list in less than a week, I'm not sure, what they are doing. It's not that hard. Maybe Prima should hire me...

What I'm also missing is any new artwork. They just reused the same artwork from the old guide with nothing new to be found. To be fair Nintendo also didn't update any of their character and item artwork, they just released some new illustrations. But if you're looking for those, you won't find any of it.

Anyway, at least the guide is now based on the Normal Mode, so this time all the maps are as they should be and not mirrored. I like that a lot, because I never really was fond of the mirrored Wii version. And this is why I still prefer this guide over the original Twilight Princess version, even though it's just a lazy remaster as much as the game.

They added a different cloth map as well, which is nice and visually my favorite of the cloth maps so far:


The original guide had a different one, where they tried to mark all Poe Souls, Treasure Chests, Pieces of Hearts and so on. That's useful for when you play the game and don't want to use a large book all the time. The new cloth map is nice for putting it in a frame and hanging it on a wall, which I plan to do.

Twilight Princess HD Wolf Link amiibo Records


Last evening I was running through the Cave of Shadows for another time, trying to score the best possible "record" basically by cheating. Now, when you reach the end of a challenge, it shows you the following statistics:

  • Your remaining hearts
  • Floor reached (either 6, 20 or 40)
  • Hero Mode or not
  • amiibo used on which floors
  • Your time
  • Best combo
  • Damage taken

"Combo" means the number of enemies that you kill with one charge circle of the wolf. You can get into the dozens with Stalchilds or Chuchus. You can also only use three amiibo: Wolf Link, Ganondorf and Zelda / Sheik. It seems that Sheik just counts as using Zelda. I don't have both, so I can't try, but from what I've heard, Sheik counts as using Zelda a 2nd time.

Anyway using Zelda / Sheik heals you completely. Using Wolf Link refills the number of hearts based on your best record, which is solely based on the number of remaining hearts at the end. So, if you finish the Cave of Shadows having full 20 hearts at the end, he acts the same as Sheik and Zelda on your next run.

And it only lets you save a new record, if you surpass this number. So, if you ever manage to get to an end point with full 20 hearts, you can't do better and it won't even let you save new records afterwards. The Wolf Link amiibo only seems to save the number of remaining hearts (best: 20) and the reached floor (best: 40). So, the best possible result would be 20 hearts on floor 40. All the other statistics don't matter and won't get saved, not even Hero Mode.

What does this mean? You basically just have to get to the end, heal yourself with Zelda or Sheik and then call it a record. And that's what I did yesterday.

Welcome to the age of amiibo. Hope it will end soon...

Update: It really only lets you save, if your surpass the number of hearts. So, if you get to floor 6 with 20 hearts on your first time, it won't let you save records for floors 20 and 40! Then only deleting the amiibo data is an option, which will take away its ability to heal, making it more difficult to get a high score.

Update 2: It seems that Hero Mode doesn't get saved either. I edited the post accordingly!

Wednesday, March 9, 2016

Twilight Princess HD Miiverse Stamp Guide


While playing through Twilight Princess HD I was busy compiling a list of all 50 Miiverse Stamp locations. I really enjoyed this new feature, because it added some unique rewards, where you previously would only find Rupees.

You can find the guide(s) here:

English version on GameFAQs
German version on ZeldaEurope (PDF)

Usually I only write these smaller location guides in German for ZeldaEurope, so this is the first time that I'm also releasing such a guide in English. All my other English guides were about a more complicated topic such as the Magic Rings or the StreetPass battles, where no other English guide provided the same level of detail. So, I usually don't write "dull" guides like this in English, though here at least I dedicated a part of the guide about the changes from the GameCube and Wii versions. I tried to list, how many Rupees were originally found in those chests, which may or may not be interesting to some people.

By the way, you can find all my guides in English on the right side bar, where I added a list called "My Guides".

Tuesday, March 8, 2016

The Twilight Princess HD Diaries, Day 6

Today I had a clear step-by-step plan for the rest of the game:

  1. Complete the Cave of Shadows
  2. Master Rollgoal
  3. Complete the Cave of Ordeals (twice)
  4. Collect all 50 Miiverse Stamps
  5. Finish the game

And I achieved all of these goals in this order. The full playthrough took me exactly 40:00 hours, though the ingame timer always runs, so this time includes pauses. I was never a big fan of the timer in Twilight Princess and Skyward Sword, because it always gives me the urge that I should rush more and aim for a better time. And on systems like the Wii U it's not needed anyway, because there's play stats for that. Well, let's talk about the individual steps...

Cave of Shadows

The first 20 floors were pretty fast and easy, in fact I could do those without getting hurt in a couple of minutes, so I thought the other half of the cave will be pretty easy as well. And I couldn't have been more wrong. Floor 21 is where the nasty stuff starts...


So, then I finally got my Bottomless Wallet:


But this was not the only reward!


I also figured out, how the "highscore" system works. It does show you all sorts of stats at the end, before you can save on the Wolf Link amiibo, like your remaining hearts, the amiibo used, your time, damage taken and highest combo. This looks all pretty impressive at first, but all that matters for the "record" are your remaining hearts. It only saves those on the amiibo and what floor you have reached. Because my previous run to floor 20 had more hearts left at the end, I could not save a new record. So, my data on the Wolf Link amiibo shows that I'm still at floor 20...

You can, however, just heal yourself right at the end to make sure that you have a better result. The Wolf Link amiibo will give you the stored hearts from your best run and the Zelda or Sheik amiibo will heal you completely, so save those for the end.


Rollgoal

Naturally I had to defend my title as Rollgoal Master and play through all 64 levels of Rollgoal again. Doing it with the Analog Stick was very similar to the GameCube version, so there's nothing special here.

In the past I complained, how it's silly that you have to go through the same courses eight times in total. All that's different is that there's a little less time and they keep being mirrored with every level. Time isn't really an issue though, I hardly ever need more than 40 seconds for one course, which is the time limit of the eight level.

So, when they announced Twilight Princess HD, I was hoping that they would shorten the process. Basically have the first level for the Frog Lure and then go right into the most difficult set. However, considering the new Bottomless Wallet and the reward, it makes sense that you have to go through all this effort, because Hena completely fills your wallet:


That's right. If you want to fill your wallet to the 9999 Rupee maximum, this is the best way to do it. It also fills very slowly, so you can probably walk around for a while with the sounds of incoming Rupees in your ears. It's very satisfying to complete Rollgoal in this version.


Cave of Ordeals

The Cave of Shadows made me actually appreciate the wolf form in some situations, so I would use it more often in Cave of Ordeals. In the past I would avoid the wolf as much as possible and use some of the items like the Ball & Chain a lot. Now, in this run I was constantly using Wolf Link for certain enemy types, especially the Chuchus. In human form I always got hurt from the large Chuchus, when they jumped around. But in wolf form you basically just have to hold ZL and keep spamming A. You will destroy all the gel without getting hit.

I was using the Ganondorf amiibo and didn't have any trouble. It was basically the same as playing in Hero Mode, because there are only four Hearts, which you can find in the Cave of Ordeals, enemies won't drop any. But then again, I played through the Cave of Ordeals so many times that I know all the tricks (except for the wolf ones, apparently). I also made a 2nd run right away, but nothing has changed there. So, here's my inventory with three times Great Fairy's Tears, which I like to have at the end of the game:


However, the Cave of Ordeals now has more rewards to offer than just potions and fairies...


Miiverse Stamps

I didn't have too look for any missing stamps, because it actually was the case that nearly all remaining stamps were gotten from the Cave of Ordeals and Hyrule Castle. The Cave of Ordeals actually gives you a chest with a stamp on each floor with the Great Fairy, so that were five stamps in total. Two more were found in Hyrule Castle and you now also get a stamp for collecting 60 Poe Souls, where it's nice that you're getting something else here than just Rupees, even though it's just a Rupee stamp.


The final stamp is gotten automatically after collecting the 49 other stamps...


I'm planning on compiling a Stamp Location Guide the next days.


The Grand Finale

Ganondorf looks like a giant ape, when he's stabbed. But we already knew that... The additional credits were completely underwhelming. Just a black screen in the background that supports the fact that this was just a lazy remaster.

In case you wonder, there's no reward or statistic about using the Ganondorf amiibo, it's an entirely optional challenge like the Cursed Ring in the Oracle games. I really got used to those blue hearts though, so now it doesn't feel right, when the hearts are still red, so I instinctively scan the Ganondorf amiibo at the beginning of every play session.

That's it for now. I'm planning on playing through Hero Mode later this year, probably after playing the 2nd Quest of The Wind Waker HD. I might also do some more fishing and practice the Cave of Shadows, but probably nothing worth another entry in this diary series for now. Thank you for reading.

Monday, March 7, 2016

The Twilight Princess HD Diaries, Day 5


Today was dungeon crawling day. I've played through Snowpeak Ruins, Temple of Time, City in the Sky and Palace of Twilight. After you've gotten out of the big sidequest phase, there isn't much to do after the individual dungeons. Their items only give access to little possibilities throughout the overworld.

I still enjoy this part quite a lot, because the dungeons in Twilight Princess were all very well designed. It feels "cool" to play through them, except maybe City in the Sky, where I feel like the dungeons drags on too much. And I mindlessly hate the part with the hands chasing the Sols. Ugh. I've played this probably a dozen times already, but I still get nervous during this part. At least the second half of the dungeon then feels very rewarding with the glowing Master Sword, which sadly only gets used in this dungeon.

Overall I remember pretty well, how this part of the game let me down, when I played the game for the first time in 2006. Even though Twilight Princess easily became the longest and largest Zelda game, it still didn't feel satisfying to me. Like I'm running too quickly from one dungeon to the next without any real substance. Like something is missing. It felt like the game was already over, before it really started, which is also probably due to its heavy linearity.

Anyway, Snowpeak Ruins certainly was my favorite of the lot, because the idea of a ruined mansion being a dungeon felt pretty original, at least for Zelda. And I like the puzzles with the cannon, as well as the sliding block puzzles. Those are always pretty smart.

However, the snowboard minigame afterwards gave me some trouble. It feels somewhat rigged, because even if you're in 1st place, you have to score a certain time in order to win or else your opponent will run you over at the last second, which looks so super unfair. I forgot that holding down A actually slows you down, so I was too slow and got beaten by Yeto several times, before I realized my mistake. It's also another one of these wall hitting minigames that Twilight Princess has. It's like the steering in the entire game is broken.

But with a little practice all the minigames are possible. I even got a perfect score of
61454 points in the fruit balloon popping challenge. I thought that this might give you another stamp, which would have been evil, but it's just the same 200 Rupees that you got in the original for this.

I'm really looking for stamps right now, because currently I have only 41 out of 50. Unless Hyrule Castle and the Cave of Ordeals somehow give you the entire rest, I'm missing something somewhere. Which would be exciting, because this means that there are some treasure chests, which I haven't found yet. I do have completed the alphabet though, I'm mostly missing some of the faces and other stamps. And there even quite some places, where I thought that I would find stamps there, but didn't, like any of the hidden chests inside Lanayru Spring. Or I thought that I would get many stamps during the owl statue search, but this wasn't the case - there are still just Rupees in most of these locations.

But there at least has been a significant improvement in that part: the checkmarks on your map for the owl statues will be removed one by one during your search. In the original versions they would stay forever and clutter your map with red dots... and I always wished that they would go away.

Now, the Rupee situation has improved significantly over the original game, but there are still quite a lot and I wasted hundreds of them. Especially giving Agitha the remaining Golden Bugs hurts a lot. You have to give them all to get the larger wallet, so you can finally carry more Rupees. So, she basically gave me around 1000 Rupees, which didn't fit into my wallet, and then she finally expanded my wallet, so it could carry 1000 more Rupees... What an evil girl...! It's not alone her fault though, the main issue lies within the fact that there's nothing to spend Rupees on, except for wearing the Magic Armor, which only really might be useful in the Cave of Ordeals.

And the new Bottomless Wallet won't be available until you got the light infused Master Sword in the Palace of Twilight. That's when the final section of the Cave of Shadows gets unlocked. Both the Cave of Shadows and the Cave of Ordeals will be my goals for tomorrow, as well as completing the final dungeon.

Right now I got:

  • 57 Poes (Cave of Ordeals has the last three)
  • 41 Stamps
  • All Golden Bugs
  • All Heart Containers

Fun fact about my Heart Piece hunting: there's this one piece that I seem likely to forget at Hyrule Field in Faron Province. It's right up there in one of the trees and it's one of the first Heart Pieces that you can get, but I've missed both the last time that I've played through this game and now. I had 42 Heart Pieces before going into the Palace of Twilight and I wondered, where I was missing one piece, thinking really hard all over the map, where I could have missed something. I don't want to use the Fortune Teller, because it feels like cheating and I should have memorized all the locations anyway. My inner compass then was drawing me to Faron Field, I just felt like I was missing something there and at night you could even see the Piece of Heart from a long distance... I guess, it's just untypical for Heart Pieces to sit in trees, which is why I keep missing it.