Why the Gamecube version is much better:
Price Points
Both the GameCube and Wii versions of Twilight Princess are priced at $49.99. Although, if you don't already own a Wii you should also consider the cost of the new hardware at $249.99.
Features
In this section, we examine what relates to the main gameplay experience. Following, we have arranged a simple breakdown of the advantages and disadvantages of each system's gameplay features. If there are no advantages in any specific area, it means both share the same content.
Normally we give features its own page, however these games are identical if you remember that controls have their own category in these articles. The only "feature" that comes to mind is the fact that Link is left-handed on GameCube and right handed on Wii. While the character is traditionally a lefty, it makes more sense in a predominantly right handed world to have people control the sword with the Wiimote in their right hand.
To switch handedness without reworking the entire character and his animations Nintendo simply mirrored the world for Wii. That means everything is in the reverse location as it is on GameCube. You won't notice this if you only play one version, but if you play both prepare to be disoriented your second time through.
Control
Here, we examine the primary functions of a controller. To avoid our preference for one controller over another, or preferring things like a D-pad to the analog sticks, we simply lay out what the controller map is and make a final recommendation if gameplay is at all affected. Usually, this section is much more personal to the reader (you) and comes down to what you prefer.
Wii Advantages
# The Wiimote is better suited for the menu screens when selecting weapons, entering text, or pointing to different parts of the map.
# Access to more items through quick select. Players are able to map three items to the D-Pad on the Wiimote while the selected item is used by pressing the B button. On Cube the two quick select buttons are X and Y. It should be noted that on Cube pressing the quick select button also uses the item while on Wii you first press the D-pad, then use the item with the B button meaning there is one more step.
GameCube Advantages
# Camera Control. The C-stick is used to rotate the camera to the left and right of Link. Pushing up and down also switches between first-person look mode, normal third person view, and a zoomed out third-person view. Moving the camera does make it easier to navigate Link through some sections.
Fishing
On Wii players use the Wiimote to cast, increase tension to the line, and use the Wiimote to reel in the catch. You must hold the A button, tilt the remote back then release the A button when swinging forward. You can tug the line with the Wiimote to attract fish and the nunchuck motion mimics a reel. This is a perfect example of great implementation of the Wii controls. This is what swinging the sword should have felt like.
Slingshot
The Slingshot and the Boomerang both have the option of using the Wiimote to target items. This can be much easier than moving the cursor with a control pad. You can also turn the Wiimote functionality off and it becomes basically the same as the Cube version.
Swordplay
Sword fighting with the Wiimote is the biggest difference between the two games. While certain motions translate roughly to Link's movements you don't directly control the sword. The Wiimote motion controls can at times be preferable to the multiple button combinations on the Cube controller but there's ultimately no difference in accuracy or ease of combat.
Action -- Cube Controls
Slice -- B or L + Left Stick and B
Chop -- L + B
Thrust -- L + Forward on Left Stick + B
Spin Attack -- Hold B and Release or Circle on Left Stick + B
Jump Attack -- L + A
Action -- Wii Controls
Slice -- Swing the Wii Remote, multiple swings form a combo
Chop -- Swing the Wii Remote, same as the slice
Thrust -- Z + Forward on Left Stick + swing the remote
Spin Attack -- Swing the Nunchuck side to side
Jump Attack -- Z + A
The Breakdown: Considering the Wiimote implementation, there are many small control differences between the two versions of this game. However, many things boil down to personal preferences instead of advantages and disadvantages. The main difference is combat and if the Wiimote had been used to more directly influence Link's movements with the sword this would've made the Wii version far more desirable. For example there is a button combination for both slash and chop on Cube, but jiggling the Wiimote will result in both of these moves.
Graphics
We know this is the section you've been waiting to read. This commentary/breakdown will give you an idea of what platform features the best visuals. It provides quickly-understood side-by-side screenshots (click for bigger versions) taken with an excruciating level of precision and care, plus a list of what makes one version more rough on or soothing to the eyes. We captured screens of both versions in 480p to make sure we present the highest quality possible on both systems. We've also thrown in a few random hi-res screenshots just so you can get a closer look at different areas of the game. Remember, if its in widescreen it's on Wii.
GameCube Advantages
# The GameCube has 480p support just like the Wii version. I guess this isn't an advantage but it deserves a bullet point for being awesome.
Wii Advantages
# Like the back of the box states "16x9 widescreen presentation - only on Wii"
The Breakdown: First off, since both versions support 480p make sure you have component cables. There is a noticeable improvement in picture quality. Colors are more vibrant and everything is crisper.
As you can see from the screenshots the games look identical. This is the same build and there are no discernable differences besides the widescreen display. Just to be thorough we also played the Cube disc on a Wii through the GameCube emulator and also noticed no difference between the two.
Sound
In this section we consider the differences in both the quality of the audio as well as the surround sound effectiveness. For stereo television users, notes about the surround sound can usually be disregarded.
Wii Advantages
# Possibly the Wiimote sound effects.
GameCube Advantages
# Ability to change between Stereo, Mono, and Surround from the game menu.
The Breakdown: Unfortunately the Wii does not support Dolby 5.1 so both versions of the game use Dolby Pro Logic II which approximates surround sound through a stereo speaker setup.
We've listed the Wiimote sound effects as an advantage for the GameCube versions although the sound quality is so poor that it's difficult to see this as an asset. Lucky for us its possible to turn off the Wiimote sound through the Wii's main menu and the sound effects will be rerouted to your television speakers.
Presentation
Here we look at how the experience "feels" on each platform. Sometimes it's completely identical, other times a developer has improperly ported things like menus, FMV cut-scenes, etc. Load times are usually the most commonly highlighted element of presentation.
GameCube Advantages
# Slightly less cluttered interface. In both cases the UI displayed on the right side of the screen mimics the console's controller. This means that the face buttons for the Cube version fit neatly in the upper right hand corner while the Wii buttons trail down the right side of the screen. Oddly, the Wii UI isn't pushed as far against the side of the screen as it could be and feels as if it's floating too far towards the center. Then again the tiny d-pad icon is still displayed on the Cube versions when the map is out, but this isn't as large or obtrusive.
Wii Advantages
# Widescreen. If you don't own a widescreen set this won't matter to you but for those of us that made the jump to wide switching back to 4:3 can be jarring.
# The home button on the Wiimote allows you to reset or leave the game without holding down all of the button on the GameCube controller or reaching for the reset button.
Wii disadvantages
# Navi (the glowing fairy) was added as an indicator of where your Wiimote is pointing. The swirling dot can become annoying and luckily it can be turned off.
The Breakdown: Widescreen alone is enough to bolster the Wii version over the Cube even with its strangely intrusive user interface. The menu systems are virtually identical with slightly different options for the added Wiimote functionality.
The camera control and added zoomed views also belong in the presentation section. In some areas its nice to pull back the camera on Cube or rotate around an environment to get a better look at things.
Overall Recommendation
Taking the broad view of this Head-to-Head you are left with Widescreen vs. 4:3 and rudimentary Wiimote controls vs. a classic GameCube controller. It would seem that the Wii versions would win hands down, but when you delve into the details of the game's presentation and controls you'll realize that overall this title is stronger on the platform for which it was originally intended.
Winner
1) GameCube
2) Wii
Andre Segers who wrote IGN's extensive guide for Twilight Princess graciously agreed to include his opinion on the subject considering how long he's spent in the Twilight Realm since the game's release.
Andre Segers, IGN Guides: I vastly prefer the GCN version. Contrary to many reports, I didn't find the Wii aiming controls to be accurate at all - or rather, the lag induced by the cursor was enough to nullify any degree of accuracy it may have possessed. Oddly, Zelda is the only Wii game thus far that I have experienced any pointer problems with.
In addition, I found Navi's constant onscreen presence to detract from the experience, especially since she doesn't serve any function aside from showing the player where the cursor is when it's not in use - which isn't very useful (or necessary) at all. Granted, the pointer functionality can be turned off (and Navi by extension, thankfully), but then the main reason for purchasing the Wii version has thusly been removed.
As far as sword controls, I'll concede Wii's 'swinging' method was enjoyable, though ultimately unremarkable. After the novelty wears off, it neither enhances, nor detracts from the experience. But what has significantly changed is how the Spin Attack works. This vastly over-powered attack is a breeze to perform on the Wii version, and makes an already easy game appropriate for fetuses. The GCN version performs identically to previous 3D Zelda outings (i.e. Ocarina, Wind Waker) and is much more difficult to perform, thus preventing its abuse - a major enhancement in my opinion. The Wii version is akin to giving Master Chief a machine gun that launches rockets as the game's only weapon. Oh, and camera control is a good thing. I was skeptical of how much it would add to the GCN version, particularly since the game performs solidly on Wii, sans camera control, but after trying it out for myself, I must confess it's difficult to return to the Wii version. The flexibility of exploring the environment independent of the direction Link is running can't be overstated.
I do suppose that the Wii adaptation is superior on a technological level, if only because of the 16:9 support. But I would hardly consider this a deal-breaker, especially if one does not possess a widescreen TV. The added screen real-estate is barely noticeable and doesn't enhance the gameplay to any noticeable degree. I suppose Zelda's exploitation of the Wii Remote's speaker could also be argued as a technological improvement over its sibling, but the quality of the sounds is so piss-poor it detracts from the game even more so than Navi. Thankfully, as with the aforementioned hell-spawn of a fairy, the speaker can be turned off as well, and the game will redirect the sounds through the TV's speaker, which is a vast improvement. However, to the credit of the Wii version, there are four quick-selectable items as opposed to the GCN's two, which is much more convenient for the item-heavy temples.
Only in comparison are the Wii version's flaws revealed, and as such, both versions are solid titles regardless of the platform. However, given the choice, the GCN version is clearly superior, which really shouldn't come as a surprise given that it's been in development primarily with that system in mind for 3+ years.