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Everything posted by Edjamakated
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I posted this in a forum I frequent more often. It was entitled: Even without HD, why the Wii can make the most realistic FPS. :::HD =/= Realistic::: First off, I believe making a game realistic doesn't mean it has to have realistic graphics. WiiSports Bowling is a perfect example of that. So the HD debate goes out the window. Still, I'd like to say that making the game realistically intuitive doesn't mean it has to be a waggle fest either. I don't know about you, but GoldenEye: License to Kill: Pistols is still one of my favorite ways to play a FPS. I like the fact that it was fast, sharp, and fun. When it's easy to die, you are more worried about dieing. I know it sounds simple, but it's true. There's a sort of anxiety and adrenal that I felt playing that game, that I haven't felt in a long time. Why is that? :::Realism stems from realistic behavior::: A realistic game needs a realistic "game world", realistic collision detection as well as physics, animation, and AI. Graphics are the least important part. Imagine a game that took into account where you were shot. If you were shot in the leg, you would limp. If you were shot in the arm, you couldn't hold an assault rifle. If you were shot in the torso, it would slow your agility and speed. Games these days call themselves realistic, but really only have realistic graphics and weapons. There are facets of the game that need to be rethought with at least the same effort developers put into HD graphics. Notice how the player has been shot in the left leg :::Player-controlled-context sensitive buttons opens up restrictive gameplay::: I believe the Wii is the only console that can benefit greatly from what I call "context sensitive control schemes." Similar to RE4 with it's ability to change it's control scheme from moving to shooting with a simple button-hold, I think the Wii can use multiple context sensitive schemes to expand the over-arching control scheme and do away with inventive but ultimately annoyingly inaccurate "waggle" control (ie pushing the remote forward to zoom in). Instead, zooming can work like this: when holding the "A" button, which brings up your scope, the "C" button, normally used for jumping, is now used in conjunction with the analog stick to zoom in and out. You hold the "C" button down as you move the joystick back and forth to adjust the zoom. Needless to say, you'll be holding two buttons, interacting with the joystick, and pressing a third button when your ready to fire. While that may sound complicated, the Wii controller is makes it easy due to the nature of the controller being disjointed. Now that's just one example of changing a button's action in coordination with another. This setup would finally put to rest any claims that the wiimote needs more buttons. That said, I'm not promoting the idea that every button needs 8 different functions. Instead, I'd like to think that the button (joystick, etc) would intuitively change to the appropriate action if you were to play in that certain context of a game for the entire game.... I hope I didn't lose you.... What I'm saying is: if I were to play the entire game through a scope of a rifle, wouldn't I want a fast and responsive zoom? If you break down a game into its parts and look at one specific part as though it were the entire game, you'll find that the easiest and most proficient control scheme for that part wouldn't coincide well with those from other parts of the game. So while jumping maybe necessary and deserving of its own button for the running and gunning portion of the game; when looking through a scope, you realize that the ability to manage your zoom is far more important. And that's exactly how the compliment is made. (NOTE: The "C" button can also have another ability, one that's also context sensitive. Since it is used to jump, it would make sense for the game to prompt context sensitive commands that pertain to jumping: such as, jumping out of windows, or jump fences, and/or sliding down staircase rails) :::Evasion is just as important as attacking::: Another example of modern day games not being realistic is evasion. There are so many times in other games that I wish I could evade quicker but instead I have to try to run away and hide. It's because of this most games boil down to who sees the other person first. Dodging really is still a new facet of gameplay that has yet to be explored in a FPS, especially the dive roll. GOW used diving extensively, and I think they did it well; however, GOW gameplay still lacks in quality. The dive roll would work simply by pressing the "Z" button (which normally makes you crouch) while the analog stick is pushed fully towards one side. Also, when running (performed by double tapping forward) or jumping, pressing the "Z" button will make you dive. The view would switch briefly from FP to TP; returning to FP after about a second. You can even dive into people to knock them down. Diving into them from behind or in front could activate another context where you could bludgeon them. These are just a bunch of ideas, but I really think there needs to be a defensive evasive maneuver. The important thing about this maneuver is the fact that your aim is still independent from your movements. So while you maybe diving all over the place with your view switching back and forth, you can always rely on your aim to still be fixated on that persons head. Another unexplored tactic is sliding. When running, if you press and hold the "Z" button, you will first initiate a running dive that will be followed by an on the back slide (if the ground permits). Sliding allows you to shoot or melee your enemy's while still fast-moving and low to the floor. And based on what type of ground your are sliding on, your slides can be as short as 2 meters (smooth cement) or can go on forever (sliding down a snow hill). This is more of an offensive maneuver. These tactics will finally help put an end to stiff FPS's, where the only way to dodge is to strafe side to side or jump. Dodging will allow the player to experience far fewer deaths (especially poorly deserved deaths) and ultimately make the game more satisfying to play. If people are harder to kill, then it'll be more rewarding when you do kill a player. :::The switch between different views lends itself to the most effective gameplay::: One thing that Halo 3 does well (oh god, bear with me) is changing back and forth from FP to TP view. The Wii has capitalized on that switch before (Prime 3), but in this case it could be the frame MotionPlus support needs. Along side the normal weapons your character can hold is a melee weapon. Unsheathing the weapon (NOTE: by pressing a button different than the weapon-cycle button), be it a sword or pipe or whatever, moves the view from FP to over-the-shoulder TP to help the player better determine how far their reach extends ultimately making it easier to hit that unsuspecting enemy. To swing, you need to first hold "A" down (which locks the view), then replicate the motion one to one. The melee weapon can even be thrown simply by pressing "B" after holding down "A". (NOTE: Pressing "B" or fire when not holding down "A" first will instantly transfer you back to "gun-mode") What's interesting is in this mode one could add a lock-on feature. If you happen to be aiming at someone, holding down "A" would not only allow you the freedom to perform 1 to 1 motions, but also let you strafe around the person you were aiming at. The only problem with this idea, is how well aiming and turning in third person works. :::Overall, fast, competitive, smart, versatile gameplay is the most important aspects of the FPS::: With this setup, you can have a very realistic FPS that focuses on agility, sharp aim, and strategy. Imagine a game that had no HUD except for a small ammo count and a transparent outline of a body that shows exactly where you are hurting; a game that focuses on managing your weaponry and ammo, instead of simply running and gunning; a game that focuses on disabling and sharp shooting, rather than spraying and hoping; a game where you can dive out of harms way, regroup, and exchange shots; a game where a pistol is actually a worthy gun; a game where your missions are clearly laid out, but not spoon-fed during the actual campaign. Now, the FPS genre has come along in some respect. For instance, I like the fact that there is an auto-heal if you can manage to duck out of harms way. What I hate is the fact that it's unlimited. Running away when being shot too many times isn't a bad idea, but coming back out to fight as if nothing happened is annoying. And what's worse is that you can still shoot while your healing. Instead, I think a compromise needs to made. Imagine being shot so bad that you barely make it out of harms way. You can heal yourself by way of morphine shot, but you only have so much morphine. You'll have to re-up to be able to continually heal your wounds. Plus, while you heal, you'll literally see yourself stick a needle into your arm; so no more shooting while you heal. This way people can't just run away as they wait to heal. Also, it'll make health an issue once again. Maybe you don't want to use your last morphine shot even though your arm was shot. Maybe you can survive until more morphine is available. Anyway, I think that there needs to be more thought put in to FPS's and not just in the way of graphics, but rather fun and inventive gameplay with strategy and cleverness at its heart. That's where you'll get the adrenaline and the rush. Your thoughts?
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So many homophobs........ And this isn't even a "homosexual" game. Besides, who in there right minds would make a game admittedly for gay people only.
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The answer: No need. Why let everything out of the bag?
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Music isn't a game, so why should Wii Music be a game? Tennis may be a game; boxing may be a game; but music? No. Music is a form of expression. It's suppose to make you feel, idiot.
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Are you serious? This is pure, unadulterated genius!
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Tai Chi MotionPlus + Balanced board supported
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Then why don't you play your favorite past game instead of buying this one? Why do you want this game if it improves nothing but presentation and not actual gameplay?
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I think the controls will be fantastic. Anyone who has played Excite Truck for an extended period of time (not just kiosk play) knows how great the controls can be. Better yet, this is Nintendo's AAA racing game; and as an AAA title, it will control wonderfully. They've had a long time since Excite Truck to tweak and perfect the controls, so don't pass judgment too soon. Also, if you haven't played Excite Truck, your missing out. Give it a rent; you won't be disappointed.
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After watching the gameplay videos, this game has improved nothing but the visuals. Sad day for SF fans everywhere.
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Wow. Just Wow... It's unbelievable, since I saw him in concert literally two months ago. RIP
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[Japan] Nintendo's lineup for year 2007
Edjamakated replied to Teppo Holmqvist's topic in Nintendo Gaming
Except Nintendo is making the game..... -
Yes, they are peelable.... You can also store them away to be used again someday.
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You guys should check out the actually site. They have over 200 skins for you to choose from, all of which are better than the three posted above (except for the NES skin). Seriously, check it out. They look cool as shit!
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[Japan] Nintendo's lineup for year 2007
Edjamakated replied to Teppo Holmqvist's topic in Nintendo Gaming
It's an exercise GAME. It's not a damn resource center. It's a game that is suppose to get you off your fatass by making exercise fun. Do you see the potential in all of this?! It's maddening! -
Nintendo plans to ship 4 million units to North America before years end (N. America includes Canada too). They are sending 200,000 each week to the USA. That's a million by year's end. If Canada gets the same, that's 2 mil by years end for North America. If the above is correct, that must mean 2 mil were shipped to N. America for launch day. There has been a report that in Canada the Wii sold out, and I'm pretty sure it sold out in America too. That's 2 mil already sold.
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Spoiler-Free The Legend of Zelda: Twilight Princess Thread
Edjamakated replied to Tellyn's topic in Nintendo Gaming
I don't know why the masses NEED Zelda to follow some kind of story line. Miyamoto said it himself, a new Link arises when there is danger. There maybe some parallels to previous games, but each new Zelda game is a Zelda on its own. (This allows them to make any kind of Zelda they want) -
Spoiler-Free The Legend of Zelda: Twilight Princess Thread
Edjamakated replied to Tellyn's topic in Nintendo Gaming
As much as I respect those that don't spoil the experience for themselves by reading up on all things Zelda, I've come to a conclusion that in the end, it doesn't matter. Your still going to have as much fun as you would have regardless if you came into the game without knowing a thing. However, you may not feel suprised during....suprising moments in the game. Still, even though you aren't going to shocked and yell out "oh wow, I turned into a wolf!", you'll have an equally excited reaction such as "oh hell yeah, I finally turned into a wolf!" Then again, it does matter what you spoil. In the case of Zelda, if you spoil bosses or items, then I can see how the magic of when you first play might be lost. That said, it doesn't change a thing. -
I don't get the point of reviewing VC games. Maybe if the review scale was "buy" or "don't buy" then it might make more sense. Otherwise, this is a big waist of time.
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The next generation of FPS control (long post)
Edjamakated replied to Edjamakated's topic in Nintendo Gaming
Your right, I never thought about it that way. Hmm....this is quite a predicament. As for your idea to make the nunchuck tilt and such, it's not possible. The nunchuck only senses motion. It's like the Sixaxis, in that you have to contantly move it for it to know what the hell you want to do. -
The next generation of FPS control (long post)
Edjamakated replied to Edjamakated's topic in Nintendo Gaming
How well does this article read? Are there some points you guys don't understand? It seems you guys got everything I wanted you to get out of it, but still if your not sure how something would work, tell me and I'll explain it further. -
Hi guys, I don't know if you remember me, but I was that dude from back in the day who always use to post long descriptions regarding game control and controllers. Not to be an arrogant prick, but my last controller prediction regarded the actual Wii controller, where I suggested the controller be split in half and have motor and pointer functions. I drew a picture of it and it resembled the controller almost exactly, despite some aesthetic differences (you can find the article at IGN here). Anyway, I think I have figured out the best FPS control possible for the Wii. Read on to see how some minor changes could change how we play FPS's forever. It is only a matter of time before a new game revolutionizes FPS's and shows developers how to make the damn thing like Mario 64's effect on platformers. Though I have never played any of the Wii FPS's (Red Steel, Call of Duty 3, FarCry), it seems like they got alot of things right and alot of things wrong. Basically, all Nintendo has to do with MP3 is fix what those games got wrong and instead get everything right. But how? Should they use a big-bounding box like Red Steel? Should they make a small one like Call of Duty? Should they just make it like a PC FPS and have pixel perfect accuracy? I recall reading an article (I'm not sure where it came from) that explained how using a tall yet very skinny rectangle as a bounding box would improve turning while keeping the versetility of aiming above and below the center of the screen. This is brilliant, yet will not result in the tightest controls. You see, the single biggest issue so far has arguably been turning. No matter how skinny the rectangle, it's going to feel disorienting having a barrier that you cannot see, and eventually you will notice yourself going past your target to simply center your target. That's why I suggest something like this instead. Besides having a very small zone within the middle (to counter-act shakiness), turning starts immediately if you point left or right. Naturally, the farther you point to either side the faster you spin. This will make turning a breeze, yet retain the strengths of pointing. Now let's say you are following a player moving from the left of the screen to the right. Since turning doesn't require you to go through a bounding box, you can track their movements at a greater precision than ever before. Also, since the bounding box goes up at an upwards angle, this gives you a triangle of slowly rotating verticle movement. This allows you to precisely move your aim up to their head without ever changing how fast your aim is spinning horizontally. Now that is great and all, but you must admit that Red Steel's control scheme looks very effecient when it comes to aiming at things that are on-screen. The ability to quickly point at multiple targets while not messing with the camera seems to be more immersive as well as more effecient. And the easier it is to aim at something, the harder, more challenging, and ultimately more fun you can make the game. So what to do now? Comprimise. Why not use both a skinny and big bounding box for when appropriate? When running around normally, let the bounding box resemble the one above. However, include a toggle button. When this button is held (the "Z" button), the bounding box will take up the entire screen. The player can now point to anywhere on the screen without the camera moving. And after the player releases the button, the camera will quickly center on what they were currently pointing at. These two "modes" of control will work seamlessly together, and bring about a new way to imagine FPS's. For example -------------------------- Imagine running down a tight corridor full of turns, wasting flying and crawling enemies along the way. At the end of the corridor lies a mechanical monstrosity with 4 targets located on its chest. This is where you'll want to hold the toggle button. It slowly approaches and forces you to walk backwards down the corridor. The targets are its only weak points and to defeat it you must shoot the water pipes that run along the wall and force it to reveal one of the targets to you. You must shoot the first target, then shoot the next target that randomly appears before the opportunity ends and the mechanical beast regains control (it ends within less than a second). After you hit all four, it becomes stunned and allows you to get close enough to throw a mine on one of the targets (by flicking your wrist like a frisbee) and blow the damn thing up. After a few series of that, you finally kill it. All the while you'll have to strafe left and right and avoid gunfire. After you've played like this for awhile, you'll start noticing something. You can literally make the camera jump quickly in any direction by holding "Z" then moving your aim to a spot you would like to center on, and then releasing "Z". If theres mulitple enemies around what you had just centered on, you can quickly hold "Z" again and blast them all away. Or, if you see someone running on the outskirts of the TV, you can hold "Z" and accurately place your aim to his head, take a shot while you let the camera auto-recenter (it won't *$ up your aim), and then hold "Z" again and take another pop after its centered. Combine this technique to the already versitile bounding box, and you would have precision unlike any other. So what do you think? Yay, Nay? P.S. Zooming with curtain guns is activated by sliding the remote forward. Aiming is still exactly the same. P.S.S. This would make for the most intense multiplayer battles, due to true skill becoming a factor. Also, add in a Licence to Kill mode to whatever game uses this control first, and you have bond reincarnated. A sick FPS for the Wii would literally make millions of Xbox fans buy the Wii.
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I just found out that we are taking this OVERBOARD. What is happening IS: Camelot as making a Yahoo! Games type of game for japan only. It is going to help launch a new search engine browser thing. It's online of course. Camelot is POST-PONING any projects they have right now to launch this game. After that, they will return to the Wii/DS....
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http://translate.google.com/translate?hl=en&sl=de&u=http://www.gfdata.de/setup/mood.html&sa=X&oi=translate&resnum=1&ct=result&prev=/search%3Fq%3Dhttp://www.gfdata.de/setup/mood.html%26hl%3Den%26hs%3DO5H%26lr%3D%26safe%3Doff%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official WTF! They are not going to make Nintendo games, so they can make a golf game for the PC? Does any of this make sense?
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Where the hell are you getting your information from? your link doesn't work I NEED PROOF GOD DAMNIT!@
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"Use the boost the get through!" That's always been my favorite...