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Pass The Controller > Nintendo > Playing Nintendo’s greatest triumph on its biggest failure
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Playing Nintendo’s greatest triumph on its biggest failure

March 31, 2025 7 Min Read
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Playing Nintendo’s greatest triumph on its biggest failure

Miyamoto never actually said it. “Delay games are ultimately good, but bad games are forever bad.” This sliding door concept acquires an additional inspiring dimension when considering it. The Legend of Zelda: Breath of the Wildbecause the delay in that game had more impact than its quality. It was originally scheduled to be released exclusively for the Wii U in 2015. Wild BreathThe shift in early 2017 was moved to the launch lineup for the Nintendo Switch. After supporting a failed console, it has become a game that has defined Switch in a whole new era and redefines Nintendo.

That Hello made it easy to forget the Wii U version of Wild Breath It was actually released. Nintendo not have the first time, but chose the Zelda Games, playing the double role of a swan song for one generation, and playing the Curtain Razor for another (appropriately for the Zelda series, engrossed in the closed loop of history). 2006, Twilight Princess It was released on both the outgoing GameCube and the new Wii. On that occasion, you were able to see the crack. Wii’s innovative motion controller was a pain Twilight Princessand the game’s intentional classicism clashed with the bright, casual, and carefully neutral aesthetic Nintendo. Wii Sports. It was clearly a GameCube holdover of inappropriate clothing.

Nintendo wasn’t trying to make the same happen. Wild Breath – This time, we optimized the game on the new console and converted it to an older console. I recently fired the Wii U version and found the exact same game that burned myself into our collective consciousness. Producer Age Anuma, director Fujiwara, and their team were careful to craft what might have linked it to the idiosyncraticity of the Wii U hardware.

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Zelda: Breath of wild promotional images showing his horse links in a vast, rolling landscape

This early screenshot from E3 2014 is not really what Wild Breath On the wii, the u looked like that, but that’s what it is I feel it Like that.
Image: Nintendo

If anything, it’s the Wii U version that feels out of place, mainly due to its performance issues. Nintendo took advantage of the small amount of extra headroom provided by the switch specifications to output high-resolution images when docked and push the physics engine and environment details beyond the points the Wii U was comfortable with. generally, Wild Breath It plays great on the Wii U, but when exposing Bokobrin to a physically-based genocide, panning deep views of the past of Hyrule landscapes, or visiting densely packed places like Kakariko Village, it suffers from a very choppy frame rate.

It’s not possible to play, but it’s not something you’d expect from Nintendo. The company was willing to live with this level of performance speaks a lot about the extent to which it has already moved from the Wii U. The game is slightly hazy and washed away compared to the Switch version, whether it’s played at 720p on a big TV or on a poorer screen on the Wii U Gamepad.

Otherwise, Wild Breath Are you not completely compromised on the Wii U, or is that so? Playing games on TV and holding a thick slab of gamepads, you can get a faint, trace feeling of a more custom-made Wii U experience. When Link collects his Sheikah Slate and downloads the map on it, it seems like an intentional echo of the console’s unique dual-screen features. Certainly, it was intended to open maps on laps while playing, or navigate inventory of links on the touchscreen. In fact, Nintendo had demonstrated the functionality of the touchscreen. Wild Breath I’m back in 2014, but I stripped them off to ensure total parity with the Switch version. And Fujiwara said looking between the two screens can be a distraction.

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View maps from Zelda Wii U GamePad: Breath of the Wild; Hand holds another point on the gamepad and screen

Miyamoto Kiyoshi and Eiji Aonuma demonstrated Wild BreathCut touchscreen feature for the video shown at the 2014 First Game Awards.
Image: Nintendo

Performance Wild Breath On the Wii, U is so much fun Wild Breath It’s so much fun. (Have you heard of it? It’s a good game.) That’s a bit sad too. Wild Breath It must have been its greatest glory. Instead, this version is a slightly stepped footing that lives in the shadows of the decisive masterpiece that is on another console. We sold 1.7 million copies on the Wii U and 32.6 million copies on the Switch.

Playing such a familiar game in this unfamiliar way has brought me how prophetic the design of the Wii U was. That wasn’t very understood at the time, but without it, the switch might never have happened. That’s what the Wii U was like largely The right idea Slightly The wrong time. The form factor of the gamepad, which once felt very unsettled, feels completely natural in the age of steam decks. And the magic of instantly switching gameplay from TV to tablet in your hands is not dark. This is the whole concept of switch, only a reversed role.

The other day I fantasized about playing Wild Breath In the evening, but I didn’t want to hide from my family in my office. There, the Wii U was connected. I remembered – You can just bring your gamepad to the sofa and continue playing there. With the Wii U, Nintendo imagined a better world that your game would fit into your life. I used the switch to make that world a reality.

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