TheQuickBrownFox
Member since: Oct 30th, 2008
TheQuickBrownFox's Latest Comments
Blog Activity
| Blog | # of Comments |
|---|---|
| Joystiq | 10 Comments |
| Joystiq Nintendo | 4 Comments |
Member since: Oct 30th, 2008
| Blog | # of Comments |
|---|---|
| Joystiq | 10 Comments |
| Joystiq Nintendo | 4 Comments |
Miyamoto explains Super Mario Galaxy 2's new world map
Mar 29th 2010 12:17PM (Joystiq)And in response to a previous comment: Who cares about the story? SMG didn't force you to sit through much but skipping past it by mashing the A-button was the low point of the game. Also, I didn't like going through a long animated sequence and the several button presses required to go through all the notifications and save process after each stage. I hope that is all streamlined. One button press to save, please.
BBC iPlayer relaunching as a dedicated Wii Channel
Nov 13th 2009 1:22PM (Joystiq Nintendo)Impressions: James Cameron's Avatar
Aug 22nd 2009 6:33AM (Joystiq)All I can say is it looks like absolute dreck. The whole space marine fetish is just boring and shit. The story and characters look like utter wank. This sort of thing was cool 15 years ago. Now it's just very tired.
Anyone who is very excited about this franchise should closely consider their relationship with marketing.
Wiimote genius Johnny Chung Lee on Project Natal team
Jun 12th 2009 3:19AM (Joystiq)(sorry. posted this in the wrong place first time)
Wiimote genius Johnny Chung Lee on Project Natal team
Jun 12th 2009 3:16AM (Joystiq)Wiimote genius Johnny Chung Lee on Project Natal team
Jun 11th 2009 6:08PM (Joystiq)Hands-on: Red Steel 2
Jun 10th 2009 4:26AM (Joystiq)Really imagine what it would be like if the wii remote movements directly corresponded with the sword's movement. Your character would look stupid. Perhaps this is acceptable but we are left with more problems.
Imagine trying to come up with a working combat system to fit around 1:1 motion control. If the enemies had attack animations and weapons that looked realistic then it would be an incredibly unforgiving experience since holding your wiimote at the wrong angle by a couple of degrees would mean the middle of your sword would be more than 10 centimetres out. This would be the difference between a good and bad outcome. A more forgiving system would not appear to be consistent on the screen or not follow your own movements perfectly and would therefore be dubbed unrealistic.
Finally, and maybe the least often realised, a swordfight involves two or more swords interacting with each other. They influence each other's position since they obviously cannot occupy the same space at the same time and they change each other's momentum on contact. How would these events be represented on screen while maintaining 1:1 motion control, since the wiimote has no force feedback? It would immediately break the illusion of control and start to feel "waggly".
What I'm getting at is: realistic 1:1 sword fighting in the form that most of your are yearning for it is impossible with wii motion plus or any of the technology currently in development (as far as we know) by nintendo's rivals. This is why the early motion plus tech demo showed rag dolls (lack of workable combat system) getting absolutely shafted by super-human strength swords (lack of force feedback). It seemed to work much better for throwing things.
Perhaps someone will manage to come up with something that resembles fun sword-fighting (and Zelda could be a prime contender for that but don't get your hopes up) but as for the thing you actually want: forget it. It's impossible.
I'm hoping wii-sports resorts will show us there are some other fun applications for motion plus. And having said all that, this looks fun:
http://www.youtube.com/watch?v=4wa20-ZN6Ac
Here are the sports in EA Sports Active
Mar 17th 2009 12:19PM (Joystiq)Pachter: Nintendo is like McDonald's
Mar 11th 2009 5:12AM (Joystiq)Dead Space Extraction's twist-off limbs
Mar 6th 2009 3:58PM (Joystiq Nintendo)It's hardly motion control, though I would be surprised if the game didn't have some true waggling motion control for occasional melee encounters or reloading or whatever (I've never played Dead Space).