GC controllers forward compatible with Wii games

No GameCube Controller on Zelda Wii

http://www.1up.com/do/newsStory?cId=3152902

In a move sure to upset the groups still not convinced of Wii's merits, George Harrison, Nintendo of America's Vice President of Marketing and Corporate Communications, stopped in a Camp Hyrule chat session moderated by Nintendo themselves and confirmed the Wii version of The Legend of Zelda: Twilight Princess will only have support for the Wii's control scheme.

What is the point? If you want to play Zelda with the GCN controller on Wii, you simply buy the GCN version and play that on Wii. The gfx will be only marginally different.
 
And you got that number of two from where?

Of course the 1st generation games are being designed with the wiimote whenever possible. That's not to say that trend will continue, and I don't think it will.

That would be Smash Brothers: Brawl and Dragon Ball Z: Tenkaichi.

No other game anunced suport for GC/classic controler, while everything else is said to use the remote.

BTW even on crossplatform game the new controler is showing its strenghts

IGN Wii: Obviously, the huge appeal to the Wii is the controller. How is the Wii controller going to be used? Can you give us the 411 on what sets Marvel: Ultimate Alliance Wii apart from the other versions?

Evan Skolnick: We have five gestures that do a large variety of things in Marvel: Ultimate Alliance. For example, you can shake the Wii remote side to side to fire web bullets with Spider-Man or you can thrust the remote forward to make Wolverine leap forward, pounce on an enemy and beat them into the ground. All the playable characters have four to five super powers that are performed with different gestures. In other versions of Marvel: Ultimate Alliance, you can only do two powers at a time and are required to remap powers to do the remaining three. With the gesture system designed for the Wii, you can do any super power at any time simply by performing the gesture for that power.

Another major difference is that we do not require button combos to perform finishing attacks like Popup, Trip and Stun. Instead, you can lift the remote up to do a Popup that sends the enemy flying upwards, swipe the remote left or right to trip the enemy or you can lower the remote down to do a stun attack that temporarily dazes your opponent. In most cases, doing a gesture in a direction will cause your hero to attack in a direction similar to the gesture.

Also, a Wii-specific feature is that you can use the nunchuck's tilt sensors to rotate the game camera without having to take your hands off the movement or attack controls as you do with a standard game pad. This feels very natural and intuitive and works so smoothly that you easily control the camera even during intense action.

In addition to our gesture-based gameplay, Marvel: Ultimate Alliance has two additional playable characters who are exclusive to the next generation platforms.

http://wii.ign.com/articles/726/726040p1.html

If the gestures we need to do are intuitive (ie, related to the gaming conter part) this game should be really much more enjoyable to play on Wii, IMO.
 
Those guestures don't sound intuitive though, and to me sound confusing. When playing a character, how do you know which way to wiggle the controller is the right way for that character? Why is a side to side wiggle associated with shooting a web bullets? If you've got 5 different moves for 5 different characters,that's 25 different guestures you have to remember. A conventional method used in this genre would be two direct buttons for two actions, and a shift+buttons for the others, which would be either uniform for all characters or user customizable so preferred abilities can be assigned to the locations the user is happiest with.

This particular implementation to me sounds like trying to squeeze novelty onto a game controller rather than designing an effective solution. I'm reminded of B&W's guestures and how most people would rather have used buttons or keyboard to cast spells. The game was designed for a conventional controller and shoehorned onto the Wii IMO. Proper Wii games should be designed for the platform and controller.

Also, a Wii-specific feature is that you can use the nunchuck's tilt sensors to rotate the game camera without having to take your hands off the movement or attack controls as you do with a standard game pad. This feels very natural and intuitive and works so smoothly that you easily control the camera even during intense action.
What's to stop them enabling the same on PS3?
 
This particular implementation to me sounds like trying to squeeze novelty onto a game controller rather than designing an effective solution. I'm reminded of B&W's guestures and how most people would rather have used buttons or keyboard to cast spells. The game was designed for a conventional controller and shoehorned onto the Wii IMO. Proper Wii games should be designed for the platform and controller.

And that's exactly the point I was making above, only taking a step further with the existence of the 'standard' controller and the compatibility of GC controllers.

It's my belief that there will be a handful of games that are designed around the platform and the controller, there will be MORE games that will be be "trying to squeeze novelty onto a game controller", and eventually there will be even more that will simply use the standard controllers because its easier and people will start to balk early about those games that implement the wiimote but do so poorly. Developers will soon find out its better to ignore the wiimote entirely than it is to do a poor implementation.
 
Those guestures don't sound intuitive though, and to me sound confusing. When playing a character, how do you know which way to wiggle the controller is the right way for that character? Why is a side to side wiggle associated with shooting a web bullets? If you've got 5 different moves for 5 different characters,that's 25 different guestures you have to remember.

Personally I dont think that there is a intuitive gesture (besides pressing B) for shooting, anyway, they can just put for every shoting/throwing move just shake and for every similar move they can use the same thing.

Anyway if they can do thing like punch or strike... if you just need to do a punch in the air, personally I think it can (if a good job is done) be very helpfull for: new gamers, those gamers who dont have time, those who who will just play the game from times to times (there is games that I dont play more often just because I dont have the time/patient to relearn everything)...



A conventional method used in this genre would be two direct buttons for two actions, and a shift+buttons for the others, which would be either uniform for all characters or user customizable so preferred abilities can be assigned to the locations the user is happiest with.

That is part of the problem.


This particular implementation to me sounds like trying to squeeze novelty onto a game controller rather than designing an effective solution. I'm reminded of B&W's guestures and how most people would rather have used buttons or keyboard to cast spells. The game was designed for a conventional controller and shoehorned onto the Wii IMO. Proper Wii games should be designed for the platform and controller.


It is a crossplatform game, specially given the company I wouldnt expect any big thing in fact it even suprissed me. Personally I think it will be better than the others. What I find really suprissing is that they put two additional playable characters it is like if they wanted the version to be the more sucessefull one.


What's to stop them enabling the same on PS3?


I guess nothing (maybe time/tools), I hope they enable in it too.


And that's exactly the point I was making above, only taking a step further with the existence of the 'standard' controller and the compatibility of GC controllers.

It's my belief that there will be a handful of games that are designed around the platform and the controller, there will be MORE games that will be be "trying to squeeze novelty onto a game controller", and eventually there will be even more that will simply use the standard controllers because its easier and people will start to balk early about those games that implement the wiimote but do so poorly. Developers will soon find out its better to ignore the wiimote entirely than it is to do a poor implementation.


This should happen in the cross platform games, for what we have seen more than 1/2 of them are exclussive and the crossplatform games even are geting much more work than usual.

On exclussive one we are seeing much better efforts.
 
That is part of the problem.
I don't see that the alternative is a solution though. If the idea is to open up this game to be more accessible, and shift+buttons is too complex for novices, I don't think controller waving will be any easier for them to master. I know casuals play Tekken with random button mashing because they can't get their head around the deliberate combinations. I can't imagine they'll be happy calling up a dozen different controller waves on demand. I envisage similar random Wiimote waving higgledy-piggledy. Myself, I don't see this game being a game that'll be extendable to casuals, and should be kept as best designed for experienced gamers. If they included two different control schemes that'd cover all the ground, but they sound like their cutting out the long-time hack-n-slash fans, and I doubt they'll reach a new audience of old ladies and mums and 5 year olds to play this game.

It's a learning process what works, what doesn't, and even what the actual Wii games market is going to be like. This isn't a title I'd have tried to get to work on Wii, other than as a straight port.
 
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