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in the actual game can you customize your characters?Yes, to a fairly ridiculous level. IMO, this game isn't going to be very fun in single player-- multiplayer is where it's at.
I've seen that. But from what little I know of how they work, and how they calibrate, they can be really, really inaccurate, or even fail to get any readings if not set up perfectly, or if you've got too much hair...The technology works a lot better than that now. I played with it a lot at GDC 2009 and 2010. However, the question remains how useful the brain control is. OTOH, it's still more interesting than vitality sensor control, and you can easily use it in conjunction with the Remote (I'll upload a video showing such later).
My one question about this is does it come with it's own vitality sensor made by EA or does it use Nintendo's for the Wii version and not support it for the other versions?It has its own. I think the Wii version would be problematic in its current form since it's wired to a port the Nunchuk needs. EA's are wireless and strap onto the arms (see our site for pics).
But Nintendo refuses to give any kind of official timelineThere have been official ones in the past, for instance on zelda.com, but they've been inconsistent and ultimately erased.
Each level scrolls to the side or upward with the side-scrolling areas moving left for right-handed players and right for left-handed players. FlingSmash will require the Wii MotionPlus accessory (originally it was optional) as the developers found the game worked better by accurately sensing tilt along with force. In the basic gameplay, players fling at particular angles to smash objects, such as enemies or bricks, or travel down corridors. A tilt guide in the corner of the screen helps you calibrate your motions so that you can be sure youre at your desired angle before flinging. Its not exactly the type of game I expected to need MotionPlus, but some interesting things can be done.
The key to playing FlingSmash is to use full arm movements rather than wrist movements to do the flinging. The reason is that wrists tend to jerk in the opposite direction before their intended motions, which can send the ball in the wrong direction. Wrists also dont have the uniform 360 degree movement that serves the game best.
Later levels in the game introduce different ball mechanics. In the third level, your character becomes a metal ball, which literally feels heavy you have to swing harder to fight gravity. A boss fight ensues at the end of each world and they are quite varied. For instance, the first levels boss must be attacked from the rear. The third worlds boss stage is stationary. You must inflict damage trying to knock the boss off of the stagebut after doing that a couple times, the boss returns with a metal helmet, making it much harder to get in an attack.
In each level, there are five medallions, most of which are hidden. At least three must be collected to clear the level and progress to the next one. A secondary purpose to the game is simply racking up as many points as possible. At the end of each stage is a set of stone columns. Several blocks within the columns change to a red color. Managing to break through at all of the red points yield major bonus points, but later levels require increasingly precise movements, both timing and angle-wise. A rank is given at the end based on points scored. Within the levels are minigames where you no longer control the ball directly. Instead, you control a hand that acts as a paddle, facing off against an opponent in a Pong-style game.
FlingSmash is a unique game to say the least. The game is kind of like an ever-changing pinball game, but youve probably never expended this much energy playing pinball. Its simple nature resulted in several Media Summit attendees mistaking it for a WiiWare game (Not that thats a bad thing, but those games are less involved on average). I, too, am skeptical regarding the games depth from its initial gameplay, though each world does introduce new mechanics, which could keep the game interesting. Check below for some gameplay videos covering a couple levels and the first boss.
I've been making some ****ing EXTREME pizzas.Just fold it in half -- Extreme Pizza Sandwich.
Does that count?
In regards to the nose, couldn't it be that he just had some cosmetic surgery done? People do that in real life, you know. Why is it unthinkable that people in the future (or in other galaxies) would do the same? So that's how you can explain something like that.It matters because if you're going to put in a huge effort to make a cinematic game, you should at least be consistent in your modeling. But, if there is an actual reason for the change, that matters too.
But in the end, does it really even matter?

But to be fair, are the characters in the Metroid universe even humans?I guess that depends how accurate the comic is (you'd think it is, considering that this is the first mention of K-2L, which is later covered in the games), but it would indicate, yes.