Anything is better than the shocking bounding box control they had in Red Steel. Although I’ll hold my judgement on how well this will work until I play Metroid Prime 3.
That’s a lot like Elebits, minus the doorknow technique. Even if the doorknob was used, it wouldn’t be very responsive. I don’t trust that thing farther than I can throw it…which is about 2 feet when attached.
I think I saw this (or read it somewhere) a while ago and it seems like a good idea. The problem is that with Metroid being right around the corner now and most media outlets saying it’s incredible in terms of control, there might not be a reason for this anymore.
Im with Stan; the nunchuck is no where near as responsive/accurate as you would need it for turning. I like the idea that your “head” turns, and only so far when looking around.
Metroid Prime 3 seems to control pretty well judging from numerous hands-on impressions. I don’t like the idea of tilting the nunchuk to move the camera. It was done in Prince of Persia Rival Swords. Granted it wasn’t a FPS, but it was still felt clunky.
I thought It looked good, in theory it would work, but the nunchuck would move around too much in gameplay and be a very inefficient turning mechanism. But I’m with Yorrike on this one, we’ll just have to see how Metroid pans out.
The biggest problem with, say, Red Steal, was the way that your aim was “free” and you only turned when you went all the way to the side. I mouse-look style turn would be more like when you turn, the aim stays more or less in the center of the scree (a little float for effect) and the whole screen moves like your head would, followed by your body. This is what the “advanced” (or whatever they are calling it) controls for Metroid sounds like.
I kind of like what we saw here, but I don’t like the idea of having to keep your wrist upright. I would almost rather it be all on the control stick, where it turns normally, and straffe when you hold C, or something like that. I haven’t had the best results with movement on the nunchuck so far.
I have to disagree with Corey and agree with Gojiguy about the nunchuck. If you’ve played SSX Blur, you know that the thing is dead accurate for turning in that game. It was surprising the first time I did it.
This control scheme seems a bit too complicated, honestly. Everyone wants FPS controls on Wii to equal those of the keyboard/mouse combo .. having extra double waggle isn’t going to solve that. It’s an admirable concept, though, and I like his presentation of it.
Except for the tilting of the nunchuck, isn’t this the way Metroid Prime 3 is controlled?
I love the controls in SSX Blur too, but I don’t think the nunchuck tilting will work for a FPS. This is because the backup turn control provided by the nunchuck is in a different hand than the primary turning control provided by the Wii-mote. That can get really complicated! In SSX Blur, you lean with the nunchuck joystick and only lean further by tilting it, which you do almost without thinking.
To tilt the nunchuck for move the camera works fine and nice in games like Marvel Ultimate Alliance, in FPS don’t know, perhaps FPS don’t like me, and doubt that Metroid 3 changes my mind :p
SSX blur shows how you can use the tilt function on the nunchuck ..it is accurate ..I liked it..
As long they make a fps game with camera control seperated from aiming is all good to me …like in RE4 you can walk and look around with the nunchuck, while you put down the Wiimote..
Anything is better than the shocking bounding box control they had in Red Steel. Although I’ll hold my judgement on how well this will work until I play Metroid Prime 3.
That’s a lot like Elebits, minus the doorknow technique. Even if the doorknob was used, it wouldn’t be very responsive. I don’t trust that thing farther than I can throw it…which is about 2 feet when attached.
It looks good… but first apply it to a game like Metroid and then we can talk…
I think I saw this (or read it somewhere) a while ago and it seems like a good idea. The problem is that with Metroid being right around the corner now and most media outlets saying it’s incredible in terms of control, there might not be a reason for this anymore.
Im with Stan; the nunchuck is no where near as responsive/accurate as you would need it for turning. I like the idea that your “head” turns, and only so far when looking around.
Metroid Prime 3 seems to control pretty well judging from numerous hands-on impressions. I don’t like the idea of tilting the nunchuk to move the camera. It was done in Prince of Persia Rival Swords. Granted it wasn’t a FPS, but it was still felt clunky.
I thought It looked good, in theory it would work, but the nunchuck would move around too much in gameplay and be a very inefficient turning mechanism. But I’m with Yorrike on this one, we’ll just have to see how Metroid pans out.
when I play wii, I tend to tilt the nunchuk to the side to kinda relax… but then again… I love SSX blur so this could pwn.
The biggest problem with, say, Red Steal, was the way that your aim was “free” and you only turned when you went all the way to the side. I mouse-look style turn would be more like when you turn, the aim stays more or less in the center of the scree (a little float for effect) and the whole screen moves like your head would, followed by your body. This is what the “advanced” (or whatever they are calling it) controls for Metroid sounds like.
I kind of like what we saw here, but I don’t like the idea of having to keep your wrist upright. I would almost rather it be all on the control stick, where it turns normally, and straffe when you hold C, or something like that. I haven’t had the best results with movement on the nunchuck so far.
I have to disagree with Corey and agree with Gojiguy about the nunchuck. If you’ve played SSX Blur, you know that the thing is dead accurate for turning in that game. It was surprising the first time I did it.
This control scheme seems a bit too complicated, honestly. Everyone wants FPS controls on Wii to equal those of the keyboard/mouse combo .. having extra double waggle isn’t going to solve that. It’s an admirable concept, though, and I like his presentation of it.
Old stuff that I read on fora ages ago. gg
Except for the tilting of the nunchuck, isn’t this the way Metroid Prime 3 is controlled?
I love the controls in SSX Blur too, but I don’t think the nunchuck tilting will work for a FPS. This is because the backup turn control provided by the nunchuck is in a different hand than the primary turning control provided by the Wii-mote. That can get really complicated! In SSX Blur, you lean with the nunchuck joystick and only lean further by tilting it, which you do almost without thinking.
Freaking awesome. I have always hated FPS games on a console, and I hope this and even the setup from Metroid 3 changes that.
To tilt the nunchuck for move the camera works fine and nice in games like Marvel Ultimate Alliance, in FPS don’t know, perhaps FPS don’t like me, and doubt that Metroid 3 changes my mind :p
we learned in SSX blur that the tilting of the nunchuck left or right does not work.
SSX blur shows how you can use the tilt function on the nunchuck ..it is accurate ..I liked it..
As long they make a fps game with camera control seperated from aiming is all good to me …like in RE4 you can walk and look around with the nunchuck, while you put down the Wiimote..