Official Nintendo Fanboy Smugness & Gloating Thread

Inane baanter or words of wisdom - you decide...
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Nixie
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Post by Nixie »

it needs an averaging smoother thingumy; like steady cam on camcorders!
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Sir_LANs-a-lot
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Post by Sir_LANs-a-lot »

Rod_S wrote:Trouble in paradise:
Red Steel disappointed me. The biggest problem with the game (and most worrisome to Nintendo) is its control scheme. What we found playing Red Steel, along with many other third-party Wii titles, is that the controls felt too sensitive. There is an issue with moving your remote slightly out of the range of the TV-mounted system, resulting in the cross hairs going stir-crazy off to the side of the screen. If Ubisoft can fix the sensitivity, then the rest of the control scheme is intuitively laid out and works well. Also, the sword fighting is pretty lacking, with only a variety of slashes available. The sword does not follow every move, and each slash requires a dramatic sweep of the remote -- the simplicity gave the sword-fighting moments the impression of a minigame.
http://www.joystiq.com/
It would make sense to me to make controller sensitivity manditorily user-configurable in every game as different people operate at different speeds...

N'est Pas?
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Post by sponge »

Nixie wrote:did you touch the wii?

(...hope you washed your hands... :roll: )
No, but I noticed several wii stickers in the urinal.
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Rod_S
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Post by Rod_S »

Sir_LANs-a-lot wrote:It would make sense to me to make controller sensitivity manditorily user-configurable in every game as different people operate at different speeds...

N'est Pas?
It's not so much the sensitivity issue as this:
Also, the sword fighting is pretty lacking, with only a variety of slashes available. The sword does not follow every move, and each slash requires a dramatic sweep of the remote -- the simplicity gave the sword-fighting moments the impression of a minigame.
Think about it. For a sword fighting game, or the Llamasoftie most wanted light-saber game, you'll have a set of moves to call on by gesturing with the Remote. A couple of blocks, heavy, medium, and light attacks. It's not going to represent you free-styling with a virtual sword, rather you'll be triggering a preset animation from the available moves.

I'm seeing that as a glorified way of pressing buttons, and from reading the hands-on impressions the sports games are the same. In the tennis game you're not seeing your own movements, just a preset animation of a backhand to coincide with how you've moved the Remote.

Does that make sense to anyone else?
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Post by Nixie »

sponge wrote:
Nixie wrote:did you touch the wii?

(...hope you washed your hands... :roll: )
No, but I noticed several wii stickers in the urinal.
...Did you wash your hands? :D
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Post by namor7 »

For impressions, I'm sticking to IGN and Joystiq...because I can't stand visiting 1up or Gamespot - they both drive me mad. Anyway, IGN seems to rant positive on each and every game, and Joystiq is far more negative. Don't know who's right, but FWIW the IGN folks seem to have spent more time with the games, while Joystiq seems to have both played and written hastily. Who knows, but my Wii hopes that's the case :wink:
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Post by Darkflame »

I'm seeing that as a glorified way of pressing buttons, and from reading the hands-on impressions the sports games are the same. In the tennis game you're not seeing your own movements, just a preset animation of a backhand to coincide with how you've moved the Remote.
With Red Steel that might be true, but I havnt heard or sceen anything that says thats the case with the tennis game.

At least, if i understand what your saying.
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Post by zbandito »

did paper mario finally ditch the rpg nonsense then?
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Post by Darkflame »

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Post by zbandito »

sonic is on rails
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Post by Samus »

Don't think there's much reason to worry abt the controls right now. The way Red Steel worked in the Nintendo conference seemed very smooth and responsive, that's quite likely because the guy had spent good time with the game. Everytime a totally new control method is introduced people need time to learn the basics. From the IGN and GameSpot reports it looks like that's all there is to it, spend a little time and it will feel natural.

Red Steel, Zelda, Metroid Prime, etc. are supposed to be games for the 'hardcore' audience. I've seen two very different videos of Metroid Prime so far. On the other one the guy playing it kept jumping and shooting all over the place with no sense of control at all, in the end he got killed by two quite normal looking enemies. On the other vid, movement and shooting was silky smooth, no problems at all. It's not easy for everyone at first, that's for sure.
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Post by Samus »

Rod_S wrote:In the tennis game you're not seeing your own movements, just a preset animation of a backhand to coincide with how you've moved the Remote.
I don't know how it is, but to me a preset animation wouldn't be a problem. It's the angle and speed at which you hit the ball that matters. To me that's the main thing regarding the gameplay and it looked to be like that in the conference video. I'd like to control the player as well though, I hope there's an option for that when the game hits the stores.
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Post by GeeZa »

Rod_S wrote:I'm seeing that as a glorified way of pressing buttons, and from reading the hands-on impressions the sports games are the same. In the tennis game you're not seeing your own movements, just a preset animation of a backhand to coincide with how you've moved the Remote.

Does that make sense to anyone else?
It absolutely makes sense, yes. I just don't know enough about the device, or the technical overhead, to say whether the thing could track, for example, a full 360 degree of movement. But then do you want it *really* having such fidelity bordering on realism/motion capture? Imagine a baseball game, if the controller followed your precise movements to the nth degree, you'd never hit the fucking ball. There has to be a layer of interface that connects your inherently imprecise swing with what would amount to "a good shot".

I'd say it has to be an approximation of what we're used to otherwise it can't possibly work. If developers keep the scope of use limited, sensible and enjoyable, I do think it will make games a pleasantly original experience. I can already imagine a number of situations where it would feel better than a gamepad and help increase a sense of immersion. Playing in the dark, having a trigger in one hand and that remote speaker in the other, gotta be cool.
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Post by Samus »

"Kobun Heat" (Wired) on Red Steel:

http://blog.wired.com/games/index.blog?entry_id=1473339
It took about one time through the shooting gallery to get totally acclimated to aiming. At first, it's easy to struggle with the controls and have trouble hitting targets. But something truly amazing happens after about five minutes. You get good. I mean, you get real good -- better than you could possibly imagine being with analog sticks or (dare I say it?) a mouse.
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