Official Nintendo Fanboy Smugness & Gloating Thread
- Sir_LANs-a-lot
- Sheepie Whore

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It would make sense to me to make controller sensitivity manditorily user-configurable in every game as different people operate at different speeds...Rod_S wrote:Trouble in paradise:
http://www.joystiq.com/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.
N'est Pas?
[Sir_LANs-a-lot]
Meat is murder.
Tasty, tasty murder.
Meat is murder.
Tasty, tasty murder.
It's not so much the sensitivity issue as this: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?
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.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.
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?
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 
{{{"wicked is the witch that stands for nothing"}}}
With Red Steel that might be true, but I havnt heard or sceen anything that says thats the case with the tennis game.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.
At least, if i understand what your saying.
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Sonic does look good.
Still gota be convienced about this though
3D Sonic...nah...
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want to read eye-wateringly bad stories? No? Ok.
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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.
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.
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.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.
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".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?
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.
"Kobun Heat" (Wired) on Red Steel:
http://blog.wired.com/games/index.blog?entry_id=1473339
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.




