As of last night I had my first hours of Wii-experience at a friend's house. This is what I felt about the system.
The Hardware -
The Wii console itself didn't really register. It's a white box. Not intrusive, and not exciting either. Fair enough, it's not entering any beauty pageants. The Wiimote and sensor bar and Nunchuck were smaller in real life then I was expecting. The Wiimote was pretty nifty in size and design, except the D-pad is out of reach from the usual grip, at least for me and friend. To use the D-pad meant a fiddly shift of the thumb forwards which means using DPad simultaneously with motion is awkward. The Nunchuck fit quite nicely, but I can't report on ergonomics of use for that as it was only used for Boxing. The connection process was a bit fiddly when you wanted to switch +/- Nunchuck, if you did it properly with threading the connector over the wrist-strap. The Wiimote construction felt solid, and by all accounts (violent impacts) it is!
The OS -
The Wii interface was pretty slick. Quite minimalist but well animated and laid out. I think the Mii's are a great idea. That's what we started with - creating Mii's for ourselves. Watching them mill about was entertaining, and picking them up was fun (Nintendo need some rag-doll physics in there, if you know what I mean...). We had by the end of the night 4 Mii's, who tended to walk away from each other rather then interact. Hopefully they become more sociable when you find more online. Editing was easy, and seeing the Mii's in game as a uniform avatar is a great idea for a party-centric platform. I have one complaint though, and that's that the Mii's could quickly look very similar. The three of us have short dark hair and glasses, and the Mii's for each looked too similar. I created a bogus Mii just to look different. If you have to use Mii appearance to select players, it'll become like 'Where's Walter (Waldo)' with all the characters wearing red and white striped tops! I think the Avatars should either go with photo-heads, or far more diverse so people can be aliens, dogs, robots, etc.
The Controls -
The all important question : how well does the Wiimote idea work? I think the idea's there, but so far it hasn't really worked out. In the OS, the pointer shakes a great deal. You also have to be reasonably straight on to the TV. Sat to the side, perhaps 25-30 degrees from centre, the Wiimote was far more shaky. Thinking about it now, that's going to be a problem with multiplayer. Four people aren't going to be able to stand side-by-side in front of the TV. Some are going to be on the edge, and thus have dodgier controls. The range was also pretty poor. Sat back as far as we use PS2 wired controllers, about 4 metres, the Wiimote kept disappearing. I had to lean forwards to get the pointer to appear on screen. Because of pointer shake, a couple of times when entering text I hit the wrong button. Intuitively the B button would be backspace, but that wasn't the case. I found that the Mobile type text entry was much faster then QWERTY. Nintendo seriously need some jiggle dampening.
As for viability of motion control, we only had Zelda and Wii-Sports to try. Zelda doesn't much count as it's not a true Wii title. Wii-Sports, the 'showcase' title to demo motion control, was unfortunately disappointing n the whole, IMHO. The relationship between movement and game control was totally alien and counter-intuitive in some games. You could box low with the Wiimote, and that'd result with a high punch. Or jab, and end up doing a sweeping punch. In Tennis you could smash down right and the ball would be hit to the left. For me, the lack of control was a bit frustrating. When you have sent the opposition to the left of the court, and want to smash the ball right into open space, and instead no matter what you do with the controller it smashes straight back at them, that's taking the control away from the player and making the challenge redundant. I'm left feeling what's the difference between a wave of the Wiimote to get a smash, and hitting a Smash button on a conventional controller, when neither lets you choose where to direct the ball?
A lot depends on future games and their implementation. At the moment, the motion control isn't delivering what I was hoping for. If the response in game was much more like my actions, I'd think it a great interface.
The Games -
Zelda first. My friend showed the beginning of the game as far as he had got to. Knowing this was an adventure game, we readied ourselves for the 'nothing happens in the first hours of tutorial areas' principle, and...nothing much happened. Aiming with the Wiimote was intuitive when used. Fishing seemed a nice enough idea, and with more variety of the Wiimote, like lassoing, throwing spears, etc., it could be a good addition to the gameplay. I'm not sure there's much in that department though, as this is a GC game too. I have to say though, the art choice was terrible IMO. Everyone looked like ugly mutant folk. There was a dark, twisted air to what's supposed to be an idyllic rural community. I haven't played any other Zelda games in my life, so this isn't a complaint about the change of style! They've just managed to create deformed NPCs that you're happy not to see when you're reading the speech text. We didn't see much of the game, and I can't say I'm eager to see more. To me, it looked like a rather conventional adventure, and with dodgy 3D platforming which I despise. I've played enough adventure games in my time that I'm not interested in more of the same. As I wrote above, if the Wiimote is used well to aid immersion, with lots of variety in the controls, it might be worth it for that. As a standalone adventure though, I can't at this point see what sets Zelda apart from other games in this genre.
Which brings me finally to Wii-sports. As a collection of games, it's a good introduction. The interface is slick and polished; it demo's Miis effectively; it showcases a variety of movement based control options. Graphically it was okay. There was some interesting lighting/shading in there if you looked for it, such as the bowling pins getting knocked back into shade. Texture detail was pretty good too on the terrain, though there wasn't much call for textures and the trees were simple facsimiles. Everything ran at a smooth framerate, 60 fps I think, though interlaced due to the connector and we couldn't use progressive. It was certainly smooth which is what all console games should be. It had that slick feeling.
Control of the games was mostly frustrating as explained above. In the boxing training, trying to hit the gloves become impossible. No matter what motions and positions I used on the Wiimote, I kept pounding the trainer's face. The game could be *way* better then that if the controls matched more accurately the player's motions. I shouldn't have to learn certain ways to swing the controller. That's no different to learning which button to press. Motion control should work naturally and remove that need to learn how to play games. Boxing did have a big plus though. At least the Wii can handle 3D crowds, unlike a certain vastly more expensive console!
I was impressed with the physics in Bowling. It wasn't hugely complex, but they seemed to have proper bounding volumes on the pins, rather then a bounding cylinder. Bowling was the most fun game IMO. It was more intuitive, working pretty much as I'd expect. Though the balls sometime curved left no matter what I did with the controller. Swing it out right with some right wrist spin, and the ball could still curve left. I don't know if that's my play that's wrong, or the controls being inaccurate, but given my real-life bowling skills I wouldn't be surprised if the former!
Baseball was too simple. Hitting the ball was hit-and-miss when you've no 3D depth perception or ability to position your batter. I got a few Home Runs, but lost my match when the fielders were inept and the opposition won with 3 points in the last bat of the match. What bothered me most with Baseball was the control of the bat. It wiggled around quite a bit, and didn't have proper matching to my positioning. Trying to find the right way to hold the Wiimote to get the bat properly readied was awkward.
Golf looked quite intuitive too. I didn't get to play that one, but it seemed an excellent demo of hitting virtual objects. Tennis was the best 'action' game. Mostly it played well. Fix the control scheme so the player can affect the direction of the hit properly and it'd be fantastic.
Misc observations -
The Wiimote rumbled with virtually every movement in the OS. Friends said they didn't notice, but it was definitely there. I found that a distraction and surely it's a waste of batteries. Unfortunately I couldn't find a menu option to switch it off.
The speaker in the Wiimote could be good or bad, like many things. It depends what the developer does with it. In Wii-sports, the sound of the racket swooshing, it was excellent. In Zelda, it'd pling-a-ling like a mobile-phone text-message in response to an action, taking attention away from the screen. The game's normal sound communicated all that info. Moving some notifications to the controller had no purpose but to fill a checkbox. I fear the Wiimote speaker will end up ore a gimmick, as devs use it because it's there, rather then only using it when it's relevant.
The IR camera seems to work much faster the 15 fps as seemed possible in another thread. There's a sensitivity setting in the Wii options that shows the two IR points in the camera image, and they were updated very smoothly. Unless they were sampling at 15 Hz and interpolating, I think it safe to say the camera is better tech then the other options from that company. I'm doubtful still that this was the best solution to the motion control.
There's lots of room for Wii channels...and yet I wonder what exactly Nintendo intend to do with them? Are they going to have 50+ channels to pick from, or just a first screen's worth?
Waving the controller wasn't as hot and bothersome as I worried it might be. We played all evening without breaking into a sweat and without much arm-aching.
Overall, I think the platform has potential. I'd have to see some much better motion control to decide, but at this point in time I'm not entirely convinced better motion control is technically possible. Graphics are fine for most people who are still used to PS2s and don't have HD sets. The novelty of the controller's form-factor is bound to attract pundits. I do worry that it'll become mostly a party-game platform. It needs deeper games that also benefit from motion control. Something like a very good SW game with proper lightsabring would be ideal. For party games, I can see Wii's appeal, but I have to say EyeToy was offering the same sort of experience a couple of years ago and Wii's nothing new in that respect. In fact if Sony were to release a PS2 bundle with EyeToy, a couple of EyeToy compilations and maybe Nike Sports training for 'fitness' and promote the console as a healthy pastime, and advertise the package effectively, I think they could compete very well with Wii. The original KungFu game for EyeToy remains the best motion game I've ever played by a long chalk, not least because it benefits from 1:1 motion mapping. I commend Nintendo's strategy and think they could do very well, but certain key areas need to be ironed out before I'll buy into Wii.