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Old 16-Apr-2012, 04:51   #51
Gitaroo
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the game doesnt chance the move orb/light color anymore when you switch spell?
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Old 16-Apr-2012, 14:06   #52
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So you are the sorcerer's apprentice who accidentally unleashes unspeakable evil while on a dare to find alchemy ingredients on the Island of the Dead. Wow, that really is some truly compelling next level story telling shit.
Even if it plays well, it still looks more like a proof of concept than a proper game to me at this point.
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Old 16-Apr-2012, 14:52   #53
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All I know is that if iWaggle3D is enthusiastic about a Move implementation, then I can pretty much guarantee I'll love it too.
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Old 27-Apr-2012, 14:56   #54
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IGN's recent preview of this game is surprisingly positive.

Sounds like it might well come off well. I hope so because I really want a dedicated Move game to review well so that the peripheral can pick up some more traction.

(I also want to enjoy the game myself lol)
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Old 29-Apr-2012, 01:36   #55
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Quote:
Originally Posted by Prophecy2k View Post
IGN's recent preview of this game is surprisingly positive.
IGN's previews of Golden Axe Beast Rider (which they did a mere two weeks before the game's release) and Silent Hill Downpour were surprisingly positive as well. The games scored a 3.2 and a 4.5 respectively. You won't ever find a negative preview on most big gaming web sites, IGN least of all.
Negative previews = no more early builds for the website (depending on who's publishing of course). As someone who works for a gaming web site I can only say the dependency on publishers is a truly messed up state of affairs.
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Old 30-Apr-2012, 11:07   #56
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IGN's previews of Golden Axe Beast Rider (which they did a mere two weeks before the game's release) and Silent Hill Downpour were surprisingly positive as well. The games scored a 3.2 and a 4.5 respectively. You won't ever find a negative preview on most big gaming web sites, IGN least of all.
Negative previews = no more early builds for the website (depending on who's publishing of course). As someone who works for a gaming web site I can only say the dependency on publishers is a truly messed up state of affairs.
*sigh*

You present a depressingly valid point.

I guess I shouldn't get my hopes up yet then.
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Old 30-Apr-2012, 11:38   #57
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Originally Posted by Prophecy2k View Post
*sigh*

You present a depressingly valid point.

I guess I shouldn't get my hopes up yet then.
While it is always wise to keep your hopes down, iWaggle3D seemed very positive, and he is not that easy to please, especially when it comes down to Move supported games ...
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Old 30-Apr-2012, 13:00   #58
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While it is always wise to keep your hopes down, iWaggle3D seemed very positive, and he is not that easy to please, especially when it comes down to Move supported games ...
Yay

Crisis averted then

Cheers Arwin
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Old 25-May-2012, 21:40   #59
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This is out, reviews are decent (e.g. eurogamer gives 7/10) though the game is generally considered to be targeted at a younger audience. They say the star of this game is the Move controller itself.
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Old 07-Aug-2012, 16:29   #60
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Has anyone actually played this yet?

Just bought it at the weekend
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Old 07-Aug-2012, 16:36   #61
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Yeah, I bought it and a Nav controller a couple of months ago, but never got more than an hour or so into it. It's competent, but there is not much to it beyond using the Move controller like it was a badminton racket to put "spin" on the course of the bolts you fire.

It might get better later on, but it was pretty juvenile, and didn't hold my interest.
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Old 07-Aug-2012, 16:37   #62
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Give me a Demon's Souls / Dark Souls that uses Move for sword fighting and you'll have a quick sale, though.
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Old 08-Aug-2012, 12:15   #63
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Give me a Demon's Souls / Dark Souls that uses Move for sword fighting and you'll have a quick sale, though.
Utterly Fantastic idea!!!

It's perfect too because the lock-on system mitigates the pointer-look problem with the control system, as you can use pointer-look for navigation and full 1:1 motion swinging once locked on to an opponent
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Old 08-Aug-2012, 12:30   #64
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I personally think that almost any game type could work great with Move, preferably two Move controllers, but the nav + Move setup should usually work fine as well (and is much easier to set up to work similar to a dual analog setup).

But yeah, if Skyrim had these types of controls, I'd be all over it. In that respect I am jealous of Nintendo at least going for this in Zelda, although Killzone 3 and LBP2 are appreciated. But give me a big, serious RPG with real time sword fighting, magic and arrow shooting with Move, and I'll gladly pay serious money.

I think the closest we can expect to get (but not really) apart from Sorcery is Final Fantasy XIV 2.0 on Playstation 3?

*sigh*

Really hope it is a core part of the next-gen experience and comes with something cool like the Move out of the box.
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Old 08-Aug-2012, 14:49   #65
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I'm not sure Dark Souls would work well with Move. The weapons have weight affected by the avatar's strength, which would be hard to communicate with the player. You'd take a swing and the sword/poleaxe/hammer would swing at its own speed. Sorcery involves only a wand, so the issues of weapon momentum are mitigated.

There's that swordfighting Kickstarter looking at creating realistic swordfighting. I'll be very interested to see where they go and if they prove weighty virtual objects can be emulated in a natural, convincing fashion.
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Old 08-Aug-2012, 14:58   #66
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That's a good point. I think you could solve this kind of thing in various ways. For instance, you could have an outline of the weapon representing the actual movement of the player, and then the actual animation following that movement at the correct speed. During that time, you can remove the outline until the moment comes where the user can hit again. A method like this could also solve issues with swords colliding. You could make it so you have to move the sword back over the place of the collision before you control your actual sword again.
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Old 08-Aug-2012, 16:10   #67
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Showing where your virtual weapon is in relation to the game's character's is a good idea. You'd encourage the player to swing at the same speed and pretend they were shifting that weight around. Being able to communicate the weapon's physicality would be good for gameplay. When you wielded a short sword, for example, you could wave it around with impunity and see it track loyally, whereas switching to a heavy weapon the player would have to think about their movements more, which is more accurate.
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Old 08-Aug-2012, 18:11   #68
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I'd love to slay Dark Souls players struggling with laggy waggle controls. Bring it!
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Old 08-Aug-2012, 20:29   #69
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Quote:
Originally Posted by Arwin View Post
That's a good point. I think you could solve this kind of thing in various ways. For instance, you could have an outline of the weapon representing the actual movement of the player, and then the actual animation following that movement at the correct speed. During that time, you can remove the outline until the moment comes where the user can hit again. A method like this could also solve issues with swords colliding. You could make it so you have to move the sword back over the place of the collision before you control your actual sword again.
That's just asking for outcries of "LAG" or "unresponsive controls" etc. from forum goers.

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Old 08-Aug-2012, 20:44   #70
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Quote:
Originally Posted by Silent_Buddha

That's just asking for outcries of "LAG" or "unresponsive controls" etc. from forum goers.

Regards,
SB
No, not with a visible outline of your actual movement and a clear statement of the rules (or start with a fast no lag weapon that does little damage). I think that kind of direct feedback on your input would solve precisely such issues.
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Old 09-Aug-2012, 09:43   #71
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No, not with a visible outline of your actual movement and a clear statement of the rules (or start with a fast no lag weapon that does little damage). I think that kind of direct feedback on your input would solve precisely such issues.
I agree you're correct, but the uninformed will still try to cry "LAG... TEH GAME IS A BROKEND!"

You'll probably even have some idiot reviewers crying the same things...

You know too many modern gamers have zero patience, and its a pity that they are often the most vocal ones.
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