Mirror's edge, looks promising. - by Fragony
denisv on 26/11/2008 at 17:46
I challenge any consoletard to play Q3A with the Wii controller.
Jason Moyer on 26/11/2008 at 18:23
I don't think Q3 would be particularly hard with a wii controller. Gesture for aim, button for fire, directional pad to select weapons, nunchuk for moving, nunchuck button for jumping. I don't think it would take long for that to feel fairly natural, either.
Fafhrd on 26/11/2008 at 19:02
The only problem with the Wii is that you're pretty much locked into using deadzones to control turning speed. It's possible to lock the reticule to center and rotate immediately with pointer movement, but you'd need to dedicate a button for re-centering, and given how few buttons the Wii has, you kind of need all of them for the actual gameplay.
Ostriig on 26/11/2008 at 20:52
Quote Posted by Fafhrd
The only problem with the Wii is that you're pretty much locked into using deadzones to control turning speed. It's possible to lock the reticule to center and rotate immediately with pointer movement, but you'd need to dedicate a button for re-centering, and given how few buttons the Wii has, you kind of need all of them for the actual gameplay.
We already sorta do that with a mouse - we pick it off the desk and move it a little, when needed. A dedicated button to either reset cursor position or temporarily interrupt device transmission would probably be the solution for a controller that is otherwise always active.
This is all really next-gen talk, anyway. I don't think devs are currently seeing the Wii as a viable platform for high-profile FPS franchises, such as UT or COD. But it would be stupid not to take this form of 3D mouse into serious consideration as standard input for the upcoming console generation. It's not just FPS games that would benefit from it, but other types as well, such as the RPG (classic isometric perspective) and RTS genres. I know there's a Halo RTS in development with the X360 controller in mind, but imagine how much comfier it would be with something like a Wii controller. My opinion is that, in the long run, this sort of tech would greatly improve the gaming experience offered by consoles, and it would likely tone down the usual tensions between the PC and console fan scenes - no news here, one current big issue is how games designed with consoles as the primary platform can't take full advantage of the PC's superior native input (that's my main gripe). Still not as many buttons, sure, but at least the cursor control becomes compatible.
EvaUnit02 on 26/11/2008 at 21:41
Quote Posted by Fragony
The wii anihilates keyboard/mouse supremacy, it really is amazing. You get analogue strafing and pixel-perfect accuracy. Pure bliss.
Yeah, that's why a lot of people had complained how inaccurate the Wii controls are; thus Nintendo announced that MotionPlus peripheral.
Can you please explain why RE4: Wii Edition's crosshair has a much bigger hitbox than any other version? It's because of accuracy issues.
Fafhrd on 26/11/2008 at 22:57
The MotionPlus is for accelerometer based MOTION, it won't have any effect on aiming for shooters at all. The IR based pointer IS pixel perfect. The larger hit box is because an IR pointer,
due to how accurate it is, moves around a little bit more than a dot controlled by an analog stick does.
Quote Posted by Ostriig
We already sorta do that with a mouse - we pick it off the desk and move it a little, when needed. A dedicated button to either reset cursor position or temporarily interrupt device transmission would probably be the solution for a controller that is otherwise always active.
I think you misunderstand me. I don't see it as a cognitive issue. Gyro-mice already do the same thing. The Wiimote+Nunchuk only has 7 useable buttons and the D-Pad. If you dedicate a button to a 'lift' function in order to re-centre, that gives you six buttons for regular game functions. Since that button is going to see almost constant use, it has to be mapped to a button that you won't have to move your fingers to use, so that means you're probably going to lose either the C, Z, or B buttons. Probably B, because using C or Z would be akin to a right handed person only using their left hand to lift up and re-centre their mouse, and thus you lose the trigger button.
Ostriig on 26/11/2008 at 23:33
Quote Posted by Fafhrd
The larger hit box is because an IR pointer,
due to how accurate it is, moves around a little bit more than a dot controlled by an analog stick does.
Or a mouse, which is resting safely on a desk. In supporting your point - funny thing, but whatever accuracy issues the Wiimote might have can become pretty clear with the aid of an optical mouse: lift it one or two millimeters into the air, so that it's being supported exclusively by your hand, yet low enough so the optic sensor can still work off the table surface, and there you go.
Quote:
I think you misunderstand me. I don't see it as a cognitive issue. Gyro-mice already do the same thing. The Wiimote+Nunchuk only has 7 useable buttons and the D-Pad. If you dedicate a button to a 'lift' function in order to re-centre, that gives you six buttons for regular game functions. Since that button is going to see almost constant use, it has to be mapped to a button that you won't have to move your fingers to use, so that means you're probably going to lose either the C, Z, or B buttons. Probably B, because using C or Z would be akin to a right handed person only using their left hand to lift up and re-centre their mouse, and thus you lose the trigger button.
I see what you're getting at. As I said, I haven't actually toyed with one, but going by pictures and the like I understand what you're saying. My point was that I regard this sort of tech as a good direction for future consoles to take, I didn't meant to suggest that this particular Wiimote is "it".
Volitions Advocate on 27/11/2008 at 00:11
I'm waiting for the PC release in January. I get more and more impressed with what I see with this game. I think it will entertain me a great deal. I dont often read every post on this forum so I dont really know all the issues plaguing TTLGers on this title. but I think it'll be great. I just watched the 2 new trailers, and the music is superb. apparently they hired some musicians and "well known" producers to make music for the game. I'll be getting the soundtrack w/ the game if I can.
and Re: Wiimote FPS "heaven" My wife bought a wii from her co-worker for 150 bucks and he threw in MOH: Vanguard. I gotta say. Its the worst FPS experience I've had since trying to play a previous MOH title on the Xbox. And its probably the 2nd biggest hurdle I have to buying Metroid Prime 3. (1st being price).
Having to shake the nunchuck left to reload and right to crouch hardly seems intuitive to me. and while aiming isn't too bad. turning and "mouselook" is horrendous. Just my opinion.
Aja on 27/11/2008 at 00:31
Haven't played Metal of Honour but Metroid works wonderfully on the Wii. The deadzone is small enough that it doesn't feel as though you're dragging the screen. Honestly I enjoy it more than using a mouse, probably because I don't have to constantly pick up and drag it. It's a tradeoff either way, but given the choice I'd rather actually aim at something than slide a mouse around.
Quote Posted by Fafhrd
Not to sound all "lol consoletards" but I do think first person genuinely needs to be either on PCs, or at least have a mouse. When I play FPSes on PC I tend to move the mouse around a LOT, constantly looking up and down and everywhere, giving myself a constant idea of my surroundings, much like people do subconsciously in real life. On console I don't look around as much, because it's sluggish as all hell and doesn't feel natural.
At first, yeah, but you get used to it. I've been playing with both control methods regularly since I got my new PC, and there are definite pros and cons to each. I tend NOT to look around constantly, but more slowly and deliberately, so maybe that's the difference, but if you crank the sensitivity the game certainly allows you to be twitchy if you want. And since Mirror's Edge doesn't rely on pinpoint precision (you aren't really supposed to be shooting, anyway), it's actually more appropriate for a joystick than say something like Unreal.
Aja on 28/11/2008 at 09:08
chapter one: completed
the verdict: GOOD
it's like an ambient GAME. every time I enter a new area I'm treated to a brilliant new colour scheme, top-quality drone music and some stunning architecture. and then I scramble to find a good path, crashing through doors while still trying to enjoy the beautiful scenery. the atmosphere is incredible -- bad company had style but this game has STYLE. it's so pure and simple and wonderful, i love it.
I did die a few times and had to replay some parts but man the game is so exhilarating that it didn't even bother me. And since it sets you up again so quickly after you die, it doesn't feel tedious... not like a certain other game I'm playing, one that involves s.t.a.l.k.i.n.g.