NANOTEC said:
How is it a limitation of the controller? Did you engineer the controller? Did you program the game?
Dude, stop freaking out and just use your head. All the facts are out there.
The Wii pointer can easily be used as a free camera with an aiming recticle in the center just like a mouse for PC FPS.
PC FPS let's you directly control the look camera with the mouse. They don't let you do that with the Wiimote in any of the games. Logically, the reason for this is because mouse can be simply lifted off the surface and placed anywhere without screwing up how it relates positional data to the game. With the Wiimote, you have a very specific area you have to aim the IR emitter to (the visual range of the sensor bar), so mouse like roaming control is not possible.
And unlike analog sticks, Wiimote does not have a fast automatic centering mechanism (something that's impossible for a free hand held pointing device). So if you try to program a look camera function like an analog stick, you will end up with relying on the user to manually center the cursor, making for a unrelaible and frustrating aiming experince.
Retro chose another implementation because they do not want the damn camera flying all over the place whenever you want to aim at something off center. They didn't want it to exactly mimic a mouse.
Retro couldn't do it for the reason I mention above. It's not that they didn't want to. They couldn't.
Actually I do know what I'm talking about. The camera window is not fixed. Once you go out of the invisible cone, the camera turns.
When did I say it was fixed? I said it was slow to turn the camera. Learn to read.
Stop pretending like you're some expert on the matter with your circle strafing BS.
Compared to you, I'm a Phd.
I'd like to see how fast you can accurately aim at multiple targets with your dual analogs compared to the Wii pointer.
And the moment an enemy is outside of your current camera view, you are screwed because it takes so damn long to "push" the camera to their position.
Get back to us when you can accuratey shoot multiple targets at high speed with your dual analogs.
And get back to me when you can do that with Wiimote as well since every tremble and shake of your hands are translated on the screen. Hope you're not a coffee drinker! Moving enemies were a bitch with the Wiimote, which is why the traning wheel known as enemy lock on is still in the game.
It's as though there is an invisible square that separates the two. If you're simply aiming near center, Aran will remain straight on. But the moment your reticule drifts beyond the invisible box and into the right or left fields, the character starts turning. To center again, all you need do is return the reticule to the invisible box and you're golden. If it's sound weird, it's not.
It sounds slow as fuck, and it is.
If you can't get the hang of that then you simply suck...maybe you should just stick with your dual analogs and let people who know how to use the Wii control enjoy their games.
Again, I did very well on the demo. That wasn't the problem. The problem is that the game's controls were dumbed down for the limited technology of the Wiimote.
Stop pretending it's a bad controller for FPS.
I don't have to pretend.
There are different ways of implementing for FPS. Retro chose one avenue while others may choose a different one. If you don't like Retro's implementation then that's your problem not the rest of the world's problem.
Even if I buy that theory, then tell me why Unisoft (one of the most prolific FPS and TPS dev/pub of last few years) chose to impliment the same gimpy control set up for Red Steel as well.