I've always quite fancied Kororinpa - don't worry, it's "on the list".Samus wrote:If you like "Ball Rollers" I'd suggest Kororinpa, it's way better than SMB and it's an excellent showcase for the precision and usability of the Wiimote tilt controls, whereas SMB feels sticky and clumsy compared to Kororinpa. It's quite short though, but the difficulty level is up to you, restart if you fall and collect the extra crystal from every level and you have a nice challenge, the extra Space levels are the best yet in a game like this.Ghostbiscuit wrote: Cheers, chaps. Just noticed that Eledees and Monkey Ball are "2 for £35" in Argos - all I need now is £35.
Official Nintendo Fanboy Smugness & Gloating Thread
- Ghostbiscuit
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Personaly I was hugely dissapointed in monkeyball on the Wii.
but then, Id didnt play the minigames much.
but then, Id didnt play the minigames much.
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want to read eye-wateringly bad stories? No? Ok.
want to read eye-wateringly bad stories? No? Ok.
I think the point is the Wiimote can simulature (in terms of angle senseing) any thing we can hold with our hands in real life.Samus wrote:Hey? SSX? It's demanding yeah, but works a treat once you nail it.GeeZa wrote: That's the problem for developers right there, as was also experienced with SSX. There is the distinct possibility that if one goes too far with the Wiimote you'll end up breaking the game and ruining the playability.
So sports with rackets or bats seem absolutely perfect for 1:1, imho.
Sure, you cant represent displacement movement, but for tennis, cricket, golf and baseball the angle change is whats most important for how the ball behavours.
Put simply, things in real life we hold our hands onto and swing, can and should be done 1:1.
It *should* be hard to master these sorts of controlls, but its easy...instintive...to understand. (unlike buttons, which in some case's is visa-versa).
Thats not to say button mapped motion controll cant be good.
Or that "abstractly mapped" ideas like in SSX cant work very well too.
But at its basic level, the wiimote should be used to give us new degree's of controll.
WiiBaseball still stands as the only real example of a type of controll unreplicatable on any other platform.
Well, I think you have fallen into the trap here that developers are seeming too.But the one area where Wiimote motion *is* utilised for ball placement doesn't feel accurate enough, at least not to me. Performing four different spin movements *in addition* could be a nightmare scenario.
You wouldnt be replicateing "4 different spin movements" at.
You would just be replicateing *how a ball would react if hit in this way* (of which the physics has been established for quite some time)
For the player, however, you actualy making it more simple, because your taking away any need to set a shot type. Its all one thing.
Spin, dirrection, timing is all in the hit.
Its not something the player will think about. (for more then the second or so the ball takes to reach them).
Just to be clear however, Simple dosnt mean easy
And, also, I dont think this stuff is at all an easy task for developers.
I dont know how reliable or how much "noise" the wii's angle sensors produce, I just know WiiBaseball is good enough for me and would like to see other developers have a go.
As I said, lets have a fraction of the graphic budget saved spent on more coders. Lets make use of Endorphin-type technologys to have animations generated on the fly based on the actual way your holding that sword/wheel/club ect.
Lets have motion controlls that give us MORE controll, not merely different.
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want to read eye-wateringly bad stories? No? Ok.
want to read eye-wateringly bad stories? No? Ok.
A lot of interesting games there:
Bolds are coming my way.Nintendo Power wrote:Fire Emblem: Path of Radiance (Wii) 9.5
Bleach: The Blade of Fate (DS) 8.5
Contra 4 (DS) 8.5
Geometry Wars: Galaxies (Wii) 8.0
Battalion Wars 2 (Wii) 7.5
Front Mission (DS) 6.5
MLB Power Pros (Wii) 6.5
Naruto: Clash of Ninja Revolution (Wii) 7.0
WWE Smackdown vs. Raw 2008 (Wii) 6.5
Guitar Hero III: Legends of Rock (Wii) 9.0
Mega Man ZX Advent (DS) 8.5
Naruto: Path of the Ninja (DS) 7.0
Phoenix Wright: Ace Attorney Trials and Tribulations (DS) 8.5
Zack & Wiki: Quest for Barbaros' Treasure (Wii) 9.0
Dragon Quest Monsters: Joker (DS) 8.0
Guilty Gear XX Accent Core (Wii) 8.0
- The Caffeine Kid
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- Ghostbiscuit
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No worries, glad someone's getting use out of the deal (at least until I get some money for something).
Just looked at the Nintendo site there and had a looky at the article they currently have on SMG:
Just looked at the Nintendo site there and had a looky at the article they currently have on SMG:
£33 RRP, eh? Not bad at all.Nintendo bumph wrote: Super Mario Galaxy makes its epic journey across the universe and into Europe, on Wii, on 16 November 2007 at the estimated retail price of £33 / €50.
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Absolutely!disciple wrote:For those that have played it does it really live up to all the hype we had about it on US release?
I haven't played too far into it (my Wii is gathering dust at home while I'm trying to study here at university!) but I really liked what I played. The opening sequence is a bit of a poor man's Half Life, and the controls do take a session to get used to, but once the game starts "proper" it's fantastic.
SiN
Sorry for the double post, but this should be more useful. I posted this on another forum I frequent the day after I picked up Metroid Prime Corruption:
SiN
Okay, I got Metroid yesterday.
So far, so good. The controls are very nice, but they took a while to get used to. The problem lies in the control options ... you can choose between basic, standard and advanced. Each is a control scheme, so it will not only change the sensitivity, but also change some of the control options. It's all quite well thought out, but what I really wanted was something between the standard and advanced sensitivity. Since there's no such option, I spent a while being a bit jittery on advanced, but after playing for an hour I got used to the controls. My only other issue with the controls is that some reasonably common commands (visor switch and map) have been mapped to some out-of-reach buttons (minus and one respectively). Overall though, Metroid definitely proves that the Wii is capable of doing fast-paced FPSs with ease.
Infact, maybe the problem is that the controls work too well. Retro Studios have taken this as an opportunity to add lots of enemies and lots of gunplay to the game ... which is exactly what Metroid doesn't need. I'm hoping this won't be too frequent, but I do expect this to feel more like an FPS than the other games in the series.
But apart from that, I'm quite pleased to see that Retro have been adding a lot of great stuff to the mix. The storyline is much stronger here, and while I'm not sure this is a good thing, it's nice to see them trying something different with the series. What I'm really excited about though, are the items. I'm right at the beginning of the game, and already I have alot of abilities that I would have got much later in Metroid Prime. This tells me there's a lot of new stuff to be found, so I'm looking forward to figuring all of it out. Apart from that, there are lots of small innovations all over the place ... all of this makes the game feels like a solid evolution of the Metroid series.
SiN
I pre-ordered mine a while back from Virgin online for £25.The Caffeine Kid wrote:Hopefully that might mean sub-£30 some places online if we are lucky.
I was a bit surprsied about the £33 announcement. Maybe they will sell more at that price towards the casual gamer?
Zack and Wikki sounds wonderful. IGN gave it a 9.0. Getting pretty good reviews (8+) from most places so far. Hopefully it will be a bit cheaper than most Wii games when it arrives here too - $10 cheaper than most games in the US.
Really glad to be a Wii owner now. For me, the good game drought finished when MP3 gets released this Friday.
Race me on Mario Kart Wii: 1160-9968-8128
I'm not sure it's a trap, I think it's a difficult balancing act between utilising the Wiimote/motion control in fun and interesting ways and making sure that it is not overly difficult to perform any required moves. Sometimes it's a question of practice because the Wii system is kinda new, but other times I think it's just not appropriate to over-burden the player with a maneuver that is simply too subtle/awkward to constantly repeat successfully in the heat of gameplay. I've found a few games guilty of this so far, but thankfully they seem to be few.Darkflame wrote:Well, I think you have fallen into the trap here that developers are seeming too.GeeZa wrote:But the one area where Wiimote motion *is* utilised for ball placement doesn't feel accurate enough, at least not to me. Performing four different spin movements *in addition* could be a nightmare scenario.
Think about R*TT. You have to "swing upwards" to hit the back of the table and "swing downwards" to hit the bottom net area. You then have a left or right or "central" swing to dictate direction. This alone, imho, is a reasonably complex interface. If you then add a subtle twist forward for top-spin, and a subtle twist backwards for back-spin, my guess is that it could become unwieldy and difficult to pull off consistently. I've just had a two-player sess tonight and I think they got the balance about right, I'm feeling much more comfortable with the Wiimote-only system now. Apart from anything else it's very enjoyable.
Sorry if I'm alone of this one.
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