The Legend of Zelda: Twilight Princess HD Details Emerge

Thursday, February 4th, 2016

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Twilight Princess HD logo

The Youtube channel GameXplain has posted a pair of demonstration videos for The Legend of Zelda: Twilight Princess HD for the Nintendo Wii U, one of which is a preview video that dishes some great information about what kind of changes to expect and the other showcasing some gameplay of the new dungeon ominously named the Cave of Shadows. The preview video, in particular, has some fascinating details that illustrate exactly why this might be the best version of the game yet:

  • The more difficult ‘Hero Mode’ is unlocked from the start.
  • ‘Hero Mode’ uses the ‘reversed’ gameplay perspective of Twilight Princess for the Wii (right handed Link), which Nintendo felt was the best decision for the predominantly right handed audience they expected to play.
  • The ‘Original Game’ mode is the same as the Gamecube version (left handed Link in the ‘non reversed’ perspective.)
  • There is no motion control support-only gamepad and Pro controller.
  • The difficulty settings cannot be mixed and matched. You can’t, for example, play ‘Hero Mode’ with left handed Link in the original (non reversed) perspective.
  • Scanning the different Zelda related amiibos yields different results:
    • Link and Toon Link replenish arrows, and Zelda and Sheik replenish hearts. Both of these can only be performed once per day.
    • Gannondorf doubles the damage you receive during play, which can be toggled as the player desires. This also works for ‘Hero Mode’, for a whopping 4 times normal damage if you’re really looking for a challenge.
  • Scanning the Wolf Link amiibo included with the retail version of the game sends you to a new area called the Cave of Shadows, which must be revisited at various points to advance to the final stage-there is no way to complete it on initial entry.  It’s like the Cave of Trials but must be completed as Wolf Link, and the reward for doing so is a bigger in game wallet.
  • The Cave of Shadows can only be accessed if you scan the Wolf Link amiibo, so purchases on the eShop will not grant access.
  • The ‘Tears of Light’ portions of the game have been modified to speed up the gameplay.
  • It is possible to swap out items in real time rather than having to go to inventory menu.
  • The map can be displayed on the Wii U ganepad for ease of reference.
  • While there are no motion controls for moving Link and engaging in swordplay, there IS support for aiming weapons. Or if you prefer, you can use right analog stick.
  • The right analog stick also controls the camera view, which the Wii version did not allow for.
  • Instantly transform back and forth from Link to Wolf Link with a touch of the gamepad. No need to talk to Midna first.
  • Improved graphics and textures (of course.)
  • Custom Miiverse stamps.

Al =l in all, it sounds like the changes are all for the better, offering players more functionality and smoother, seamless combat and action. The only downside seems to be that eShop buyers won’t get to explore the Cave of Shadows unless they come across a Wolf Link amiibo somehow. But all in all, it’s looking like The Legend of Zelda: Twilight Princess HD is going to be a significant upgrade to what we’ve seen already.

Thanks to GameXplain for the great hands on preview video. If you’re interested, give it a look.

And here’s their gameplay preview of the Cave of Shadows.

Thanks, GameXplain!

The Legend of Zelda: Twilight Princess HD will be released for the Nintendo Wii U will be avaliable in North America and Europe on March 4, 2016 and in Japan on March 10, 2016. Retail versions of the game come bundled with a Wolf Link amiibo, which we now know unlocks extra content in the game.



About Tom Tolios

Really smart, talks too much, loves the video games and the Star Wars and the Game of Thrones, likes the manga and some anime and knows that Kentaro Miura's Berserk is the greatest thing ever made.

  • blackice85

    >‘Hero Mode’ uses the ‘reversed’ gameplay perspective of Twilight Princess for the Wii (right handed Link), which Nintendo felt was the best decision for the predominantly right handed audience they expected to play.

    YES! This was to be my only hangup with the remaster. I’ve only played the Wii version (and many times at that), so mirrored is the ‘correct’ way to me. I was concerned that I’d keep getting turned around since I know the mirrored world so well, everything would look familiar but backwards. Not the same as a brand new game that you have no memories of yet.

  • David S

    All I can say is thank god I can finally play this with a normal controller and not that damn wii-mote. I get why they did it, but give me a normal option too please.

    Now get on Skyward Sword.

    • blackice85

      I’m guilty of ripping on the Wiimote’s poor accuracy and/or implementation most of the time, but I actually didn’t think it was *that* bad here. The waggles for sword strikes weren’t as good as a button press, but it worked consistently for the most part, and it didn’t require the same kind of precision that Skyword Sword needed.

      If something got near you, you could swing wildly and you’d hit the enemy no problem. Performing the special strikes could be tricky though. The bow/clawshot/slingshot aiming worked very well in my opinion, much like the gyroscopic aiming for OoT/MM 3D.

      So yeah this is a welcome upgrade, but not as needed compared to Skyward Sword, which I expect will be a re-released on the NX someday.

    • David S

      I know, it wasn’t so bad that it stopped me from playing (actually completed it 3 times over the years) But it did limit my playtime since I couldn’t just get comfy in the couch, I had to constantly be moving. Fine for wii Fit, not so much for Zelda.

      the game I had the most issue with the wiimote with was Metroid Prime. It annoyed me so much that I ended up butchering a wiimote and an old joystick into a kind of franken-gun-controller thing, just so I could remap all the buttons and aim comfortably. It was a cobbled together mess, but it worked.

    • blackice85

      Oh you didn’t like it for Metroid Prime? I thought it worked very well there, though it did take getting used to versus using the gamecube controller. I remember I still needed to use the lock-on but once I figured it out I was playing as well as before. The tracking was accurate at least, since that used IR sensors and not gyros.

    • David S

      The layout and angle wasn’t very comfortable for me. Especially for the + – buttons. The IR was always a bit touchy in my setup, but not horrid. I needed to move closer to the TV to make it work correctly.

    • blackice85

      Oh ok. I guess I should have specified that I was sitting at my computer, and only backed up a tiny bit, so I was very close compared to most users probably. I had heard that sometimes it could be twitchy if the room was very bright, might depend on the source of light too.

      I also remembered also that switching beams/visors was a bit slower compared to the controller, but not enough to ruin everything for me.