New Wii footage

OMG RedSteel looks hard as hell to control. My PS2 controller would work better.

Who says they didn't notice?

Try this. Grab a TV remote, hold it in your hand like the Wii controller, and then simulate playing the tennis game for 15 minutes. I doubt Nintendo failed to notice how your arm feels after doing that, they simply didn't care.

And you know this because you've played with the Wii controller...... when?
 
Who says they didn't notice?

Try this. Grab a TV remote, hold it in your hand like the Wii controller, and then simulate playing the tennis game for 15 minutes. I doubt Nintendo failed to notice how your arm feels after doing that, they simply didn't care.

Well, if you do the same motions as in real-life tennis, naturally your arm will get tired similarly to real life. And that's OK, I guess, since you don't have to do such strong gestures if you don't want to. But I bet it's way more fun that way, at least in multiplayer.

What I would find worrisome is if there's no way to sit down and play a game like Metroid Prime or Red Steel without your hands getting tired.
 
Between a $300 console showing Gears of War, and a $250 console showing that Pilotwings, people are very likely to notice the difference, and see those Wii graphics as noticably inferior.

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Remember one thing games arent supossed (just we, hardcore gamers would like to) look photo realistic (which XB360/PS3 dont look like), at the maximum they are supossed "to bring a world" here you can have fun doing diferent things than those you can do in this one. So when a hardcore game look for (any) ss will look at how the gfx improved but a no gamer (he dont even have a reference with past games) will look at: what is this?, what should I do with this?, how can I do?....


BTW it is just your arm, people dont get tired just because you need to move your arm and having it on the ar, specially if 1) you do have times here you can rest it in loadings (hopefull very small ones) saving, menus and such 2) if you are having fun you will have much more resistance 3) (in the worst case) at the end of the first week you would be more than trained to play all the time you want.
 
And you know this because you've played with the Wii controller...... when?


I can simply watch the screen. And I've heard how you are supposed to control this game. To turn around you have to point the gun to the side of the screen and .5 seconds later the player will turn.

I just hate it. And I don't think it will be better than a PS3/Xbox 360 dual analog controller for FPS games.
 
I can simply watch the screen. And I've heard how you are supposed to control this game. To turn around you have to point the gun to the side of the screen and .5 seconds later the player will turn.

I just hate it. And I don't think it will be better than a PS3/Xbox 360 dual analog controller for FPS games.

mckmas, dual analog is dead in the water for FPS' without the obligatory aiming aids. a light-gun-type controller is next best thing after a mouse, bar a major control scheme screwup. not to mention it's an overall more realistic feel when you get to use something that you can actually aim with.

from my experience (countless hours at HOTD2 with a gamepad and a small fortune at the arcade version with a light gun) nothing beats a pointer-type controller for an intense shooter. yes, something can always ruin the experience even with the better scheme (decalibration, inadequate sensitivity, awkward controller attachment and what not) but i think that overall we can expect plenty of good-experience shooters on the wii. but let's wait and see.
 
While Excite truck seems like it might have some difficulty issues (way too easy to go from last to first), graphically, it seems to be the best of the bunch, and I have no doubt that Ubisoft will do something nice with Far Cry. Trying to look through the low compression, it seems to have good lighting and possibly very nice water and reflections. Sonic Wildfire also looks quite nice.
 
mckmas, dual analog is dead in the water for FPS' without the obligatory aiming aids. a light-gun-type controller is next best thing after a mouse, bar a major control scheme screwup. not to mention it's an overall more realistic feel when you get to use something that you can actually aim with.

One point.

Dual analog has one huge advantage. Free look.

And it's pretty easy to see that shortcomming in the Red Steel video. You've got one controller for movement, one for aiming, and apparently the "Free look" is like Metroid where you have to depress a button to look instead of aiming.

from my experience (countless hours at HOTD2 with a gamepad and a small fortune at the arcade version with a light gun) nothing beats a pointer-type controller for an intense shooter. yes, something can always ruin the experience even with the better scheme (decalibration, inadequate sensitivity, awkward controller attachment and what not) but i think that overall we can expect plenty of good-experience shooters on the wii. but let's wait and see.

How many lightgun shooters have you seen with an easy to use freelook? I've never seen a single one. Yeah, the aiming is easier, but movement tends to be 2D rather than 3D. It harkens back to the mid-90's gameplay of Doom.
 
How many lightgun shooters have you seen with an easy to use freelook? I've never seen a single one. Yeah, the aiming is easier, but movement tends to be 2D rather than 3D. It harkens back to the mid-90's gameplay of Doom.


Thank you. This is my only problem with the movement in Redsteel.
 
One point.

Dual analog has one huge advantage. Free look.

And it's pretty easy to see that shortcomming in the Red Steel video. You've got one controller for movement, one for aiming, and apparently the "Free look" is like Metroid where you have to depress a button to look instead of aiming.

and the question is, how much of a problem would that pose when implemented properly? - remember the ubisoft guys' comments that they were still working on it? FWIW, from all the MP3 footage from E3 i've seen, there were generally two categories of people who played there: those who were doing fine with the control scheme (be they 'seasoned' MP3 players, or agile hardcore gamers - it doesn't matter), and the complete virgins to the new scheme without prominent motor skills either. now, while the former group are of little interest here, the latter actually exhibited one very interesting trait - they would all start out pathetically, but by the time the player would reach the outside open platfom with the pirates squad and pirates troop carriers, she whould have gotten more or less to grips with the control scheme. now, knowing the effort it took me to get at ease with the original MP1's dual analog scheme (regardless of how ingenious it might have been) and also how much it took me to get to grips with halo's controls, i'd say i'm not overly worried about the new control sheme. anyhow, i plan to try it out first-hand as soon as possible. expect feedback.

How many lightgun shooters have you seen with an easy to use freelook? I've never seen a single one. Yeah, the aiming is easier, but movement tends to be 2D rather than 3D. It harkens back to the mid-90's gameplay of Doom.

none. all lightgun shooters i've seen have had a sole lightgun as a control device. which, as much as we know, is not the case with wii.
 
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Red Steel would GREATLY benefit from just keeping the crosshair in the center of the screen. Its just plain stupid to not do so other wise, and years of good FPS games on the PC proove that center crosshair is the better crosshair for FPS.

Graphics were not bad, were not great, were where I expected them to be at this point.

Rather impressed, I think early games will suffer from console developers having no clue how to use a true pointing device but this will greatly improve second generation which is IMO the true test of a console.
 
The problem with keeping the crosshair at the center of the scene is that you have no practical way to simulate picking up your mose and putting it back at the center of the pad. And you'd be in the counter intuitive position of physically pointing way over to your right and aiming at the dead center of your vision. I think they just need to fine-tune the system they have. They need to allow you to seriously crank up the turn speed.
 
and the question is, how much of a problem would that pose when implemented properly (remember the ubisoft guys comments that they were still working on it)?

That depends on your definition of "implemented properly".

I think a better question is how do you overcome the controller limitations? How do you implement a true Free Look system when you only have 1 stick, and the other controller controlls the aiming of the gun, rather than head movement?

FWIW, from all the MP3 footage from E3 i've seen, there were generally two categories of people who played there: those who were doing fine with the control scheme (be they 'seasoned' MP3 players, or agile hardcore gamers - it doesn't matter), or complete virgins to the new scheme apparently without prominent motor skills.

That's in interesting interpretation. So anyone who had trouble with the lack of a Free Look and felt hindered by having to use a button to move while losing the ability to aim seperately lacks motor skills? It couldn't possibly be a shortcoming of the control scheme after all.

now, while the former group are of little interest here, the latter actually exhibited one very interesting trait - they would all start up pathetically, but by the time the player would reach the outside open platfom with the pirates squad and pirates troop carriers, she whould have gotten more or less to grips with the control scheme.

That doesn't make the control scheme good, and it arguably means the control scheme was not intuative. If the Wii is going to appeal to the non-gamer as every claims is it's purpose it must have an intuative and easy to use control scheme that doesn't require novice players to struggle with the controls until they finally get the hang of it.

now, knowing the effort it took me to get at ease with the original MP1's dual analog scheme (regardless of how ingenious it might have been) and also how much it took me to get to grips with halo's controls, i'd say i'm not overly worried about the new control sheme. anyhow, i plan to try it out first-hand as soon as possible. expect feedback.

That's you. As for me, I came to grips with Metroids controls easily enough, but I hated them and it definitely took away from my enjoyment of the game. Enough so that I stopped playing after the first hour and never played it again. (For the record, I played Perfect Dark Zero about the same amount of time before giving up on it for similar reasons. I didn't like the controls and it took away from my enjoyment of the game.)


none. all lightgun shooters i've seen have had a sole lightgun as a control device. which, as much as we know, is not the case with wii.


Precisely. Lightguns never have been very good controllers for shooters that require the player to manually control both movement and free look.
 
The problem with keeping the crosshair at the center of the scene is that you have no practical way to simulate picking up your mose and putting it back at the center of the pad.

Why is that a problem, and why would that need to be simulated? Halo doesn't simulate picking up the mouse and putting it back at the center of the pad, but I've never heard anyone ever complain about it.

And you'd be in the counter intuitive position of physically pointing way over to your right and aiming at the dead center of your vision.

That's still more intuative than having to press a button to look around, and losing your ability to aim at the same time.
 
That's you. As for me, I came to grips with Metroids controls easily enough, but I hated them and it definitely took away from my enjoyment of the game. Enough so that I stopped playing after the first hour and never played it again.

powderkeg, how you can say that you came to grips with a control scheme but at the same time you hated it to point that you dropped the game after an hour is beyond me. mind you, we're speaking of a game that apparenly had some though put in its controls, given how many milions came to grips with those and were ok with them.

anyhow, i believe both you and me have said all there was to say about the topic, and i see no further point trying to convince you about anything. the product will be released, i personally will spend time with it. though ultimately neither you nor me will decide the fate of FPS' control shemes on the wii, me thinks.
 
powderkeg, how you can say that you came to grips with a control scheme but at the same time you hated it to point that you dropped the game after an hour is beyond me. mind you, we're speaking of a game that apparenly had some though put in its controls, given how many milions came to grips with those and were ok with them.

It doesn't control the way I want. It's just that simple. I could do it, but I didn't enjoy it. Instead I found it frustrating and counter-intuative. Constantly wanting the ability to freelook and not being able to do it without pressing an additional button was just not enjoyable.

As for how many millions of people were "OK" with the controls, I would ask how many of them would have preferred a control scheme more like Halo. Yeah, they were OK with what they were forced to use, but if they had an option, how many would have preferred a different control scheme?
 
The problem with keeping the crosshair at the center of the scene is that you have no practical way to simulate picking up your mose and putting it back at the center of the pad. And you'd be in the counter intuitive position of physically pointing way over to your right and aiming at the dead center of your vision. I think they just need to fine-tune the system they have. They need to allow you to seriously crank up the turn speed.
It's called "pressing a button to re-center." (Of course the Wii is low on buttons, so it could also be a "press and hold" or "button-tap pattern.") Other games are certainly going to NEED it (on the PS3, too), so I don't see why Red Steel shouldn't bother. The current control scheme looks rather obnoxious. (Unless you're on rails like a regular light gun game. ...which you're not.)

The optimal thing, of course, would be for the game to have multiple control schemes, which pretty much all Wii games should be geared for. If Red Steel is only going to offer THAT... :???:


Color me unimpressed.
 
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