1. A universal calibration menu (saved to your system and not to a game) so that games that have you aim at the screen ("light gun games", mainly) don't require a cursor.
2. No more lazy ports. I don't care if this means fewer games.
3. A first-person Bionic Commando game. Get the guys at Retro to make it.
4. A first-person Mega Man game. Get the guys at Retro to make it.
5. A sword-fighting game where the in-game sword moves in a 1:1 relation to your Wii remote motions.
6. A good RPG I can play one-handed (so I can hold a soda or something in the other hand).
7. As others have said, a decent online interface. Not just in one game, either. A universal interface.
8. The ability for players to have some say in what VC games are released.
9. More game demo downloads, both for the Wii and to download onto the DS.
10. Stop releasing goddamn peripherals and start working on good games for the peripherals that you've already sold us on!
11. A frickin' Punch-Out!! game. Seriously, this should be obvious. Oh, and do a better job with it than you did with Wii Sports Boxing, too.
... I'm sure there's more, but those 11 are a damn good start IMO.
We are never going to get a 1:1 sword fighting game. Never. The best one could hope for is something simulates it, kind of how Wii Boxing simulates boxing.
And considering the Wiimote's limitations, I think they did a pretty good job. Maybe using pitch+yaw instead of pitch+roll would work better.
MiserableMirth on
0
JeanHeartbroken papa bearGatineau, QuébecRegistered Userregular
edited April 2008
Mario Galaxy 2
Mario Hockey
That's pretty much it, even tough I have barely touched my Wii in '08 so far (Brawl just doesnt interest me)
Jean on
"You won't destroy us, You won't destroy our democracy. We are a small but proud nation. No one can bomb us to silence. No one can scare us from being Norway. This evening and tonight, we'll take care of each other. That's what we do best when attacked'' - Jens Stoltenberg
Oh man... I totally forgot my Number 1 Wii wish...
Wii Smash Things
Where you grab the Wiimote and Nunchuk and you smash your fists against various on screen objects to destroy them... like entire towns... or entire planets.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Edit - Don't look up Project H.A.M.M.E.R then, Zachary... or you'll be very sad
Rohan on
...and I thought of how all those people died, and what a good death that is. That nobody can blame you for it, because everyone else died along with you, and it is the fault of none, save those who did the killing.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Nope. The reason we can't have 1:1 is not because it's sensitive enough - it totally is. The issue is that we have no way of simulating hitting something.
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
We'd need some sort of exosuit in order to perfect it. If the sword clashes something in the game the suit holds your arm back so you can't go any further.
We'd need some sort of exosuit in order to perfect it. If the sword clashes something in the game the suit holds your arm back so you can't go any further.
Man that would be sweet.
That would be sweet and is basically the only way to do it, as far as I can tell. Unless we can make a machine that pumps localized toxin into your muscles for a temporary burst of paralysis.
Oh man... I totally forgot my Number 1 Wii wish...
Wii Smash Things
Where you grab the Wiimote and Nunchuk and you smash your fists against various on screen objects to destroy them... like entire towns... or entire planets.
I'd never be stressed out ever again.
If they made a Super Duper Smash Mosnters game like this where you could choose from King Kong/Godzilla/whatever to play as, only instead of fighting each other you fought a gigantic, pedestrian-filled, military chopper defended metroplis (London, New York, Tokyo, Seattle, Honh Kong, on and on) it would be AWESOME.
the fight ends when you die, or the whole city is rubble. Whichever happens first.
Well actually that satisfying feeling of totally trashing a place is present in Elebits, because you're essentially totally wrecking someone's nicely organized house in search of the elebit creatures.
And when you're done with that, there's the level editor, which lets you thrash all kinds of things around.
Oh man... I totally forgot my Number 1 Wii wish...
Wii Smash Things
Where you grab the Wiimote and Nunchuk and you smash your fists against various on screen objects to destroy them... like entire towns... or entire planets.
Eledees/Elebits has a fair ammount of trashing the area type gameplay.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Nope. The reason we can't have 1:1 is not because it's sensitive enough - it totally is. The issue is that we have no way of simulating hitting something.
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
You could just make it so the sword doesn't stop when moving through solid objects. For example say I swing the sword against the wall, instead of bouncing off of it or stopping the sword would turn transparent (indicating that im doing no damage) and continue to follow my hand movements.
Or it could be a crazy awesome lightsaber that just hacks up the wall and never looses momentum.
It's a lose-lose, because people would complain that the sword turns into a ghost when striking things. And if it bounces back while your arm doesn't, they complain that it's not 1:1.
Oh man... I totally forgot my Number 1 Wii wish...
Wii Smash Things
Where you grab the Wiimote and Nunchuk and you smash your fists against various on screen objects to destroy them... like entire towns... or entire planets.
Eledees/Elebits has a fair ammount of trashing the area type gameplay.
Yeah but you had to build up to really be able to chuck stuff around and even then a lot of stuff didn't break. And often by the time you could wreak havoc it would be close to the end of the level, or you'd end up losing the level by breaking too much shit or causing too much noise.
I guess I never explored the bonuses, you could unlock free play after a point huh?
Oh man... I totally forgot my Number 1 Wii wish...
Wii Smash Things
Where you grab the Wiimote and Nunchuk and you smash your fists against various on screen objects to destroy them... like entire towns... or entire planets.
Eledees/Elebits has a fair ammount of trashing the area type gameplay.
The new Hulk game might be right up your alley. It's basically an updated version of the Ultimate Destruction engine. No doubt the Wii version will have some third person waggle smashing.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Nope. The reason we can't have 1:1 is not because it's sensitive enough - it totally is. The issue is that we have no way of simulating hitting something.
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
Simple. Your sword is pressing up against something and can't go further? The game sends a signal to the remote to rumble, letting the user know that where they're trying to swing is a place that's meeting with resistance.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Nope. The reason we can't have 1:1 is not because it's sensitive enough - it totally is. The issue is that we have no way of simulating hitting something.
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
Simple. Your sword is pressing up against something and can't go further? The game sends a signal to the remote to rumble, letting the user know that where they're trying to swing is a place that's meeting with resistance.
Like I said, there are a lot of solutions (see others above) and not a single one of them perfect enough to please even most people.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Nope. The reason we can't have 1:1 is not because it's sensitive enough - it totally is. The issue is that we have no way of simulating hitting something.
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
Simple. Your sword is pressing up against something and can't go further? The game sends a signal to the remote to rumble, letting the user know that where they're trying to swing is a place that's meeting with resistance.
And if they keep going after the warning rumble, their character loses their grip on their sword, making the sword stay still while the hand keeps going. Do this in an actual fight or whatever and your sword will get sent flying across the battlefield, leaving you wide open for attack.
It's not perfect but it would be acceptable at least. I mean it'd be nice to at least see someone try to do better than Red Steel.
The problem with meeting resistance only exist if you wanted it to be uber realistic. You could just use dumbed down physics and like they have existing games with sword fights. If the opponent blocks, you or it just slide back (this wouldn't have to break the swing animation) with clear blocking sound. If you hit them, they either slide back, get stun so you can combo (furious waggle), or loss of appendages.
But that's not the problem. The Wiimote can only do 1:1 movement when it's pointed at the screen. That isn't very applicable for a sword fighting game.
But it would work for a game where the whole point is stabin' bitches.
So, we all want 1:1 lightsaber/sword fighting on the Wii... but we're not likely to get it. Does anyone think that Nintendo will add more accelerometers and other movement-based... er, bits, to the Wii successor's controller, it might actually be possible?
Nope. The reason we can't have 1:1 is not because it's sensitive enough - it totally is. The issue is that we have no way of simulating hitting something.
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
Simple. Your sword is pressing up against something and can't go further? The game sends a signal to the remote to rumble, letting the user know that where they're trying to swing is a place that's meeting with resistance.
Like I said, there are a lot of solutions (see others above) and not a single one of them perfect enough to please even most people.
Well those people can fuck themselves I wanna swordfight.
Wait, why cant the game simply stop the sword movement but still keep track of your hand motions? That way when you actually succeed in positioning your land in a logical place again its in game mimic would snap to that position.
Edit: and im sure someone could easily crank out some plastic controller addon that allows you to hold the wii remote in a sword like fashion yet still keep it pointed at the screen.
Posts
1. A universal calibration menu (saved to your system and not to a game) so that games that have you aim at the screen ("light gun games", mainly) don't require a cursor.
2. No more lazy ports. I don't care if this means fewer games.
3. A first-person Bionic Commando game. Get the guys at Retro to make it.
4. A first-person Mega Man game. Get the guys at Retro to make it.
5. A sword-fighting game where the in-game sword moves in a 1:1 relation to your Wii remote motions.
6. A good RPG I can play one-handed (so I can hold a soda or something in the other hand).
7. As others have said, a decent online interface. Not just in one game, either. A universal interface.
8. The ability for players to have some say in what VC games are released.
9. More game demo downloads, both for the Wii and to download onto the DS.
10. Stop releasing goddamn peripherals and start working on good games for the peripherals that you've already sold us on!
11. A frickin' Punch-Out!! game. Seriously, this should be obvious. Oh, and do a better job with it than you did with Wii Sports Boxing, too.
... I'm sure there's more, but those 11 are a damn good start IMO.
And considering the Wiimote's limitations, I think they did a pretty good job. Maybe using pitch+yaw instead of pitch+roll would work better.
Mario Hockey
That's pretty much it, even tough I have barely touched my Wii in '08 so far (Brawl just doesnt interest me)
It was last heard about last October. It is supposed to be released sometime in 2008.
A Starfox That Doesn't Suck
A wiimote lightsaber. For no other reason than I could have another lightsaber.
Also I remember the Starfox bit on Warioware being really nice, if brief and simple. I would be all over Wii Starfox.
Also: Midna and Rosalina need their own games. Somehow.
http://en.wikipedia.org/wiki/Kirby_%28Wii%29
Maybe there will be more info at E3.
Thank you sir. You have made my shitty day a little better.
I believe it is the same engine.
I mean, I was sold from the second I saw that they finally made the little broomstick guy give you a power after all these years.
Man I had kind of become cynical about Kirby games but man.
http://www.audioentropy.com/
Wii Smash Things
Where you grab the Wiimote and Nunchuk and you smash your fists against various on screen objects to destroy them... like entire towns... or entire planets.
I'd never be stressed out ever again.
Edit - Don't look up Project H.A.M.M.E.R then, Zachary... or you'll be very sad
Nothing's forgotten, nothing is ever forgotten
Think about it: if your character in-game hits a wall with his sword, what happens? It stops moving in-game, maybe bounces back, but your real life hand keeps going unimpeded. And now your desynchronized with your avatar. Sure, there may be ways to work around this, but apparently nobody is willing to make an effort and it wouldn't end up feeling perfect anyhow.
Man that would be sweet.
GT: Tanky the Tank
Black: 1377 6749 7425
If they made a Super Duper Smash Mosnters game like this where you could choose from King Kong/Godzilla/whatever to play as, only instead of fighting each other you fought a gigantic, pedestrian-filled, military chopper defended metroplis (London, New York, Tokyo, Seattle, Honh Kong, on and on) it would be AWESOME.
the fight ends when you die, or the whole city is rubble. Whichever happens first.
And when you're done with that, there's the level editor, which lets you thrash all kinds of things around.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Eledees/Elebits has a fair ammount of trashing the area type gameplay.
You could just make it so the sword doesn't stop when moving through solid objects. For example say I swing the sword against the wall, instead of bouncing off of it or stopping the sword would turn transparent (indicating that im doing no damage) and continue to follow my hand movements.
Or it could be a crazy awesome lightsaber that just hacks up the wall and never looses momentum.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I guess I never explored the bonuses, you could unlock free play after a point huh?
The new Hulk game might be right up your alley. It's basically an updated version of the Ultimate Destruction engine. No doubt the Wii version will have some third person waggle smashing.
Switch - SW-3699-5063-5018
Simple. Your sword is pressing up against something and can't go further? The game sends a signal to the remote to rumble, letting the user know that where they're trying to swing is a place that's meeting with resistance.
And if they keep going after the warning rumble, their character loses their grip on their sword, making the sword stay still while the hand keeps going. Do this in an actual fight or whatever and your sword will get sent flying across the battlefield, leaving you wide open for attack.
It's not perfect but it would be acceptable at least. I mean it'd be nice to at least see someone try to do better than Red Steel.
http://www.audioentropy.com/
But that's not the problem. The Wiimote can only do 1:1 movement when it's pointed at the screen. That isn't very applicable for a sword fighting game.
But it would work for a game where the whole point is stabin' bitches.
http://www.audioentropy.com/
Edit: and im sure someone could easily crank out some plastic controller addon that allows you to hold the wii remote in a sword like fashion yet still keep it pointed at the screen.