Are the Wii games region locked?
The GCN titles work with Freeloader on Wii, as far as I've heard, though.
Why not just play them on your GC?No such luck for European Wiis, sadly. My US GC titles don't work on my European Wii (Freeloader disc is not recognised by the Wii). I'm pondering rebuying some of those GC titles in bargain bins.
Is there any cohesion to the gameplay of Rayman? Am I wrong in having the impression it's mostyl just a bunch of minigames lumped together, or are there also actual levels where you run/jump through to get to the end?
Peace.
As Rayman, you are kidnapped and imprisoned by these raving rabbits. Everyday, you go to the stadium and have to pass at least 3 out of 4 test (mini-games) to get the the "main" mini-game. When you pass that, you get a plunger. So you keep collecting plungers for plunging into the wall as a makeshift ladder, to escape out a very high window. That's the story.Is there any cohesion to the gameplay of Rayman? Am I wrong in having the impression it's mostyl just a bunch of minigames lumped together, or are there also actual levels where you run/jump through to get to the end?
Peace.
That's got to count for something, right?Are there any Wii games that actually use the controller as it was promoted, a device capable of sensing accurate motion and projecting your motions into the game? Every Wii game I've tried except for that truck driving game and Red Steel, uses the controller movement as nothing more then a substitute for a button press, pure gesture recognition (and that's being generous).
I haven't played those arcade games you mentioned. However I can understand why the game is so reduced. They work a lot with patterns and with forcing the player into block => counter-attack sequences, and for that gameplay style the player must also be following clear patterns of motions. If the motion was freeform, we'd be back at the drawing board, that just wasn't their plan for gameplay. If the sword motion was freeform only in visuals but the underlying logic was based on gestures, it would be very confusing. As it is now, it's not confusing, it's a fun mini-game with moderate depth, it's "only" too hard. The combo system is difficult as hell.DemoCoder said:And Red Steel's "control" of the gun leaves much to be desired, meanwhile, the sword fighting is *nothing* like what I'd expect from such a controller. Has no one played real sword-fighting sims in arcades where it precisely tracks every movement and you feel as if your arm is extended inside the game?
You can spin the ball and you have lots of influence over force. Try the TV advert clown thing, stand up and swing a forehand with all your might. It really does something. Far beyond a button press.DemoCoder said:Even tennis, where I'd expect control better than Top Spin or Rock Star Pong, so that I can precisely put spin on the ball based on my swing, feels like nothing more than a cheap mapping between gyro motion and button presses in a traditional game.
a)You're overlooking some mappings that are there to arrive at that conclusion.DemoCoder said:In short, I haven't see any Wii games that show the "true promise" of the controller, as opposed to an device that converts crude gestures into canned animations. I mean, if I am holding a gun or sword, why can it react to every single yaw, pitch, and roll, every motion through space? Why the need to playback canned motions?
I much prefer using the Remote in Red Steel than using analog sticks in other console shooters. I'd probably be more motivated to finish playing Gears solo if I could do so with my Wii Remote. But it does take some time to adjust to the controls and learn how to play a shooter with the Remote, but then it also took time to learn how to play with an analog stick and with a mouse. I feel that Red Steel is only fun because of the Remote. On any other system, it would be regarded as shovelware and wouldn't be worth talking about.To me, gesture recognition doesn't make a better game, it's a gimmick. "Hiking" a football, or motioning with my arm to throw instead of pressing a button doesn't change gameplay.
What changes gameplay is superior control, freedom, and immersion. When Revolution was announced, we read all kinds of hype filled articles where people talked about how FPS's would be radically better (Red Steel has worse feeling controls than analog sticks IMHO), or how the sword fighting felt so real. These forums were flooded by all kinds of speculative talk about what kinds of amazing stuff the controller would enable, and IMHO, the launch titles fall far short. The one major title that shows promise, ExciteTruck, doesn't really work any better than some of the SIXAXIS race demos, and is hardly a replacement for a real steering wheel.
I'm sorry, but the WiiMote still feels "gimmicky" like the EyeToy.
You're still making it sound as if all Wii games present and future just recognize gestures to transform into digital triggers, and that's simply not true. Force does count, direction does count, even twists along your path of motion count.To me, gesture recognition doesn't make a better game, it's a gimmick. "Hiking" a football, or motioning with my arm to throw instead of pressing a button doesn't change gameplay.
I think you're personally disappointed, which isn't something I can (nor want to) talk you out of, but you overcompensate into not seeing the good things that really are there.DemoCoder said:What changes gameplay is superior control, freedom, and immersion. When Revolution was announced, we read all kinds of hype filled articles where people talked about how FPS's would be radically better (Red Steel has worse feeling controls than analog sticks IMHO), or how the sword fighting felt so real. These forums were flooded by all kinds of speculative talk about what kinds of amazing stuff the controller would enable, and IMHO, the launch titles fall far short. The one major title that shows promise, ExciteTruck, doesn't really work any better than some of the SIXAXIS race demos, and is hardly a replacement for a real steering wheel.
I'm sorry, but the WiiMote still feels "gimmicky" like the EyeToy.
In the case of Wii Sports, that's not at all apparent. If I smash down right with my arm, and the ball is hit to the left, it's no different to a button press. Similarly if I punch high and the glove punches low. Similarly twists of the Wiimote when bowling didn't add spin in a realistic way beyond what I feel could be managed with a tap of an L1/R1 spin button.You're still making it sound as if all Wii games present...just recognize gestures to transform into digital triggers, and that's simply not true. Force does count, direction does count, even twists along your path of motion count.
In the case of Wii Sports, that's not at all apparent. If I smash down right with my arm, and the ball is hit to the left, it's no different to a button press. Similarly if I punch high and the glove punches low. Similarly twists of the Wiimote when bowling didn't add spin in a realistic way beyond what I feel could be managed with a tap of an L1/R1 spin button.
Future games may (hopefully!) improve upon this, but for present titles I side with Demo that the Wii control, from what I see and hear of it, is more or less guesture recognition replacing button presses. With some obvious exceptions of course!