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Posted

They played a few games and wrote a brief summary for each game:

 

Tony Hawk Downhill Jam (Activision): No advantages from the Wii controller - the motion sensor only functions as a analog stick which is not as precise as a real analog stick. Tricks are done via buttons.

 

 

Madden 07 (EA): The Wii controller has more freedom of movement and this is the cause for unprecise throws and passing of the ball. It seems to be very complex and handles even more difficult than a normal gamepad.

 

NFS: Carbon (EA): It should allow different modes of controll in the final game. For now players have to point the Wii controller in the direction they want to turn the steering wheel. After a few rounds it is easy but not easier or more precise than with a gamepad or steering wheel.

 

Rayman Raving Rabbids (Ubisoft): Not a jump and run but a collection of 70-80 mini games. There are shooting, dance and racing parts. When Rayman has to shoot the moves automatically and the player just hast to aim. Games are very simple and don't need explanation.

 

Red Steel (Ubisoft): Very intuitive and easy on the hand - especially the sword fighting. Washy and low detailed grraphic. You can very easily shoot and fire but turning around seems to be difficult - level designers have to eliminate that problem with good design.

 

 

 

PR boss from Ubisoft Niels Bogdan explains that ports will play a big role on the Nintendo Wii. Development cost is about the same as on the other plattforms for a normal game because what they save with low resolution textures they have to spend more money on the testing and design of the controller.

 

 

Source: Heise.de

Posted

ohhh do they complain about everygame?

Im only interested in red steel and rayman anyway.Rayman seems very good and red steel seems........goodish

 

can't think of more to say

Posted

Those are the only games they wrote about. Mainly about controller issues but I guess as first generation games this is quite normal. I mean it is a new controller after all.

Posted
Some games may not controll better. But I bet they are much more fun.

 

Exactly what I think. Motion sensor might not even be necessary but making the games physical will make things much more fun and interesting.

Guest Stefkov
Posted

well i reallylike the look of REd Steel, and the controls for Madden seem really cool, and look much more fun than pressing a button to tackle someone, when you can pretend and go all out and wipe someone out. great. i dont care about some short reviews form peopel i havnt heard of.

Posted

I wonder what's up with Rayman. Ubi has made a storyline and all that for a minigame collection? Doesn't make sense. The game is supposed to be released very soon though, so why is there no platforming?

Posted

They're obviously just going for a different type of game featuring Rayman. A whole load of minigames gives the developers lots of different ways to use the Wiimote, that way once they've finished this one game they have lots of experience with what works well and what doesn't. Their next Wii game should be even better.

Posted
They're obviously just going for a different type of game featuring Rayman. A whole load of minigames gives the developers lots of different ways to use the Wiimote, that way once they've finished this one game they have lots of experience with what works well and what doesn't. Their next Wii game should be even better.

 

have to admit tho, it looks fun :D may even end up being a better way to show off Wii to friends than Wii sports :o

Posted

(Red Steel) You can very easily shoot and fire but turning around seems to be difficult - level designers have to eliminate that problem with good design.

 

This right here is the main gameplay problem with Wii FPS games. They HAVE to find a way of making turning and pointing up and down easy, since the crosshair is free moving across the screen. I can think of nothing worse than being shot at by an enemy off screen and not being able to point the gun at him fast enough. That sort of reminds me of GoldenEye where you actually got shot during the pause animation (looking at the watch). rolleyes.gif

Posted
This right here is the main gameplay problem with Wii FPS games. They HAVE to find a way of making turning and pointing up and down easy, since the crosshair is free moving across the screen. I can think of nothing worse than being shot at by an enemy off screen and not being able to point the gun at him fast enough. That sort of reminds me of GoldenEye where you actually got shot during the pause animation (looking at the watch). rolleyes.gif

 

Surle easily fixed by making 'down' on the d-pad a 'Quick turn' function!! Or is that too simple and intuative??

Guest Stefkov
Posted
This right here is the main gameplay problem with Wii FPS games. They HAVE to find a way of making turning and pointing up and down easy, since the crosshair is free moving across the screen. I can think of nothing worse than being shot at by an enemy off screen and not being able to point the gun at him fast enough. That sort of reminds me of GoldenEye where you actually got shot during the pause animation (looking at the watch). rolleyes.gif

I don't understand why peopel don't look at FPS's that have a good camer system and take that certain idea. i would love Metroid DS's control system on Red Steel. It wouldnt be that hard, all it is is the aiming of firing a bow in zelda, where it had taht mini cirle while the surrounding area was greyed/blackened, but have it all visible. simple now just move it around in that area to fire there, then move it out of the area to move left and right, ts not as if it would be fast thoguh, unless you want it to be.

Thats my view on the games controls

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