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#51 |
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Senior Member
Join Date: Nov 2007
Posts: 1,375
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the game doesnt chance the move orb/light color anymore when you switch spell?
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#52 |
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Senior Member
Join Date: Sep 2008
Posts: 1,876
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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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#53 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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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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#54 |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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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
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--------------- ... But nooooooo... they had to put some on rails shooting, Its like being close to orgasm and your partner suddenly stops and starts knitting . -- Nesh@B3D |
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#55 |
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Senior Member
Join Date: Sep 2008
Posts: 1,876
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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. |
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#56 | |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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Quote:
You present a depressingly valid point. I guess I shouldn't get my hopes up yet then.
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--------------- ... But nooooooo... they had to put some on rails shooting, Its like being close to orgasm and your partner suddenly stops and starts knitting . -- Nesh@B3D |
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#57 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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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 ...
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#58 | |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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Quote:
Crisis averted then Cheers Arwin
__________________
--------------- ... But nooooooo... they had to put some on rails shooting, Its like being close to orgasm and your partner suddenly stops and starts knitting . -- Nesh@B3D |
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#59 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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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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#60 |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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Has anyone actually played this yet?
Just bought it at the weekend
__________________
--------------- ... But nooooooo... they had to put some on rails shooting, Its like being close to orgasm and your partner suddenly stops and starts knitting . -- Nesh@B3D |
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#61 |
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Member
Join Date: Oct 2006
Location: Austin, TX
Posts: 674
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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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#62 |
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Member
Join Date: Oct 2006
Location: Austin, TX
Posts: 674
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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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#63 | |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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Quote:
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
__________________
--------------- ... But nooooooo... they had to put some on rails shooting, Its like being close to orgasm and your partner suddenly stops and starts knitting . -- Nesh@B3D |
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#64 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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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. 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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#65 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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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.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#66 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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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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#67 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,003
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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.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#68 |
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Senior Member
Join Date: Sep 2008
Posts: 1,876
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I'd love to slay Dark Souls players struggling with laggy waggle controls. Bring it!
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#69 | |
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Regular
Join Date: Mar 2007
Posts: 8,959
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Quote:
Regards, SB |
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#70 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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Quote:
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#71 | |
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Senior Member
Join Date: Dec 2007
Location: London
Posts: 1,492
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Quote:
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.
__________________
--------------- ... But nooooooo... they had to put some on rails shooting, Its like being close to orgasm and your partner suddenly stops and starts knitting . -- Nesh@B3D |
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