

I love how they mix classic pixellated graphics and a modern cartoon-style...this is what I call creative use of technology.
Best. Trailer. Ever.Samus wrote:Here's a link to the Smash Bros trailer:
http://beta.yousendit.com/transfer.php? ... 516037071C
LOL!

This does not surprise me at all. To put it simply there is no 3d controllerRod_S wrote: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.
Yes.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 think it would be too difficult to control in this context if the remote movements were translated 1:1.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?

Then how did the "push the controller towards the screen to perfrom a shield-bash" in the Zelda demo work then?Kemper_Boyd wrote:This does not surprise me at all. To put it simply there is no 3d controller with the Wii. There are two lots of tilt, pitch, roll and linear accelerations, and a 2d screen position. There's no 3d position input for either controller. i.e. X, Y, Z of the controller itself.

It gives you a 2d position within its field of view which is mapped to azbandito wrote:Then what's the sensor bar for?Kemper_Boyd wrote:There's no 3d position input for either controller.
i.e. X, Y, Z of the controller itself.

You can get that from the accelerometers. It's still not an X,Y,Z position.Muttley wrote:Then how did the "push the controller towards the screen to perfrom a shield-bash" in the Zelda demo work then?Kemper_Boyd wrote:This does not surprise me at all. To put it simply there is no 3d controller with the Wii. There are two lots of tilt, pitch, roll and linear accelerations, and a 2d screen position. There's no 3d position input for either controller. i.e. X, Y, Z of the controller itself.

That's a point. New Point Blank game please.Samus wrote:Here's a nice and simple example of the hardware's speed and precision:
Download here
That looks like fun to play as well, multiplayer for the win

And this was quite telling from Eurogamer:Tennis and Red Steel may not be showstoppers, but they are Wii launch games with enough sensitivity/accuracy issues to suggest that either my wrists have had it, or the Wii isn't quite as friendly as hoped.
JotstiqNintendo: How will Super Smash Bros. on the Wii take advantage of the controller?
Masahiro Sakurai: Well I almost feel a little uncomfortable getting this question directly after Mr Miyamoto, but we've actually been working with some different ideas and we've found that trying to implement too much of the pointing device or the motion sensing stuff gets a little bit in the way of the gameplay so rather than just trying to implement too much of that in the game we're trying to keep the control simple as it has been and allow people to play in that sense. Of course you all probably know that the Wii hardware has sockets for the GameCube controller as well so I'll just say now that you may not want to throw away your GameCube controllers just yet.
Unfortunately, we soon realized a flaw in the control scheme for golf, in that there was no frame of reference or feedback for our motions. A traditional analog stick lets you know how extreme your motion was, but we just couldn't quite get a feel for how much power we were putting into our putts. Nintendo's "Tennis" game was quite enjoyable by comparison, but it automates a lot of the control such as the movement of your character. You also can't miss if you time your swing well enough, so we can't say this really tests the controller. That said, it was quite fun and provided a whole new type of play experience that we look forward to more of in the future.
Next up, the "Obstacle Course" tech demo, which was so painful to play we almost swore off the controller altogether. Yeah, that fast. The sensitivity was so high that we couldn't keep our character from bouncing all around and losing all his coins, but our opponent managed his character fairly well, so perhaps we just don't got game.
I also want to pick up on the fact that Nintendo haven't shown a single innovative gaming concept, it's really all about the controller. Software wise they're preaching to the Nintendo choir, there's a depressing lack of new IP and ideas considering the pre-show hype. If you're not down with Mario and friends their line-up is looking pretty threadbare.Our hopes were buoyed by the sight of Ubisoft's "Red Steel," but were quickly dashed by the incredibly awkward FPS aiming that this game is banking on. The controls were great and easily learned, and we were soon slashing, parrying, ducking, shooting, reloading, opening and pushing with more convenience than we can ever remember in a shooter, and never had to look down to find a button once. But our aiming could be best compared to that of a hyperactive drunkard, and we seemed to get worse at aiming as the demo progressed. This is bad news for FPS fans who thought they might have found a new home on the Wii, but we have heard that games will allow you to set the controller sensitivity yourself, and Ubi obviously has some polishing time left before release.