This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Bloodworth's impressions already detail the complex control scheme, so I will not repeat it here. Overall, I find the control on Wii to be in some ways just as good as previous Zelda outings, and in other ways too complex with a high learning curve. First of all, the basics work; movement, Z-Targeting, sword, action button, all perform traditionally and responsively. What does not work is the D-Pad item usage. The D-Pad is just too far up on the Wii Remote. Switching between items on the D-Pad is laborious since you must reposition your hand to reach it. Nintendo seems to have gone out of their way to make your thumb naturally rest on the A button, but at the cost of alienating the D-Pad from normal gameplay usage. This is an inherent problem with a vertical controller, and will not be alleviated unless the buttons are repositioned. Another problem with the D-Pad is that it just doesn't feel good to use items on it, especially when compared to the C buttons or the X, Y, Z combo from Wind Waker.
The Nunchuk spin attack is a much better control element, but it is occasionally difficult to engage. The Nunchuk's accelerometer seems to be responsive, but also specific. If you don't do precisely what the game wants, your character will just sit there. However, there are accelerometer problems with a lot of games in Nintendo's booth, which again means the problem is with the Wii controller, not the game.
Finally, the aiming in Zelda is of major concern. Sensitivity of the Wii Remote is an issue across the board, and is hardly worth repeating here. Much more worthy is the problem of gameplay necessity. When playing Metroid or Red Steel, you are always aiming your weapon – the Wii Remote is an extension of your hand, and the on-screen action relies on your constant participation. There are portions of the Zelda demo, large portions, where the motion sensitivity in the Nunchuk and the Wii Remote are unused. When moving across the landscape, using items that do not require aiming, and even when fighting most enemies, the Wii Remote is useless. When I switched from doing these traditional actions to aiming a bow, I found I had let the Remote drop like I would a normal gamepad. Since the Remote was now pointed at a downward angle, my bow would point at the ground as well. Your posture during normal gameplay and aimed gameplay does vary and part of the learning curve for Wii is learning to control it.
In summary, the Wii Remote is essentially a GameCube pad cut in two while playing Twilight Princess. Only long-range items require the special functions, and these are emphasized in the demo for a reason. The Wii Remote's button placement is not appropriate for most games, Zelda especially, and performing the expected motions on the controller consistently (particularly the Nunchuk) is difficult. No one wants to play a game where pressing a button on the gamepad works only half the time.
So what are we left with? Is Zelda on Wii going be worthless? Hardly. On the E3 show floor it is impossible to hear the sound coming from the speaker on the Wii Remote, and “immersive sound" is a feature I am greatly anticipating. It also goes without saying that Nintendo has got way more up its sleeve for this game. With the promised length and dungeon count, there must be items that will use innovative controller features. However, so far it seems that to use an item, you hit the D-Pad, and that's it. Where's the revolution in that?
Zelda: Twilight Princess looks to be a fantastic game, and no one should be without a copy when it comes out. However, Nintendo must allow the Wii version to be played with a GameCube controller as well as the Wii Remote, otherwise the risk to the hardcore gamer (this game's primary audience) will be too high. If Nintendo is open-minded enough to allow this option then those gamers on the fence can give it a chance without regretting their purchase. I, for one, will take the soft (read: GameCube) option if Nintendo opts for a hard-sell.
Quote
Originally posted by: Smash_Brother
But seriously, they took a whole extra year to add the proper controls to the Wii version. In the case of Mario64 DS, the controls were slapped on and they performed a function which wasn't optimal for the touch screen. The Wiimote is ideal for aiming, which is exactly what it will do in TP.
The E3 demo starts surprisingly: a man in a blocky-sprite art style room stands at a computer typing as his dog sits on the ground. And nothing happens. This could, conceivably, continue for hours and hours; the game does not begin until you tap the man with your stylus. This tapping is an extraordinary event, since you as the player represent the “other" world. The man has been trying to reach you through your DS for a long time, and has finally achieved contact. He asks you your name and some of your preferences about food and life (what is it with nosy DS games this year?). He explains that he is a doctor on the run, and needs your help.
We are then treated to a bizarre cinema dream sequence showing a boy chasing a girl. The art style has oddly switched from blocky sprites to more shaded, rounded characters, and the perspective is no longer isometric. The graphical difference between the two is like NES to Super NES, or Earthbound to Golden Sun. This world, apparently, represents the player. After the dream sequence, the boy wakes up on a beach and finds an odd green gem on the ground that looks like a rupee. The lush environment of the boy is rudely interrupted by a blocky sprite spaceship landing on the beach. Suddenly, the two art styles have merged which creates a real impression of contact between two worlds. The graphics in the game make clear what the game is about, and that is an achievement.
The doctor explains that his ship has been shot down and he needs the boy to find elements to aid repair. This is where the gameplay starts to feature. As you progress on the bottom screen using touch control and the D-Pad, the top screen shows the doctor in his spaceship with his dog. They seem to have conversations as you play, which means things could be going on up there when you aren’t looking. When the doctor needs to give you advice, he’ll send text to the bottom screen. As soon as you start to move around you will encounter enemies. You can either hit B or just tap the enemy and click a sword icon to enter “Battle Mode." While in battle mode, you cannot move as fast, but you will automatically attack anything that comes near you. This is the first sticking point of the game, and I’m sure some RPG fans will greatly dislike it: you attack automatically. It seems that you can learn new attacks and switch between them, but for now your character will attack on a timer. This amounts to turn based battling since your enemies seem to be on the same timer, and you could just sit back and watch if you wanted to. However, you can dodge around the enemy and avoid some attacks, which adds some interactivity. Of course, you gain experience points, and it seems the customization is very complex. There are pages and pages in the menu with tons of places for items, skills, etc. Though the battle system is automatic, it could gain depth as you learn more abilities and choose how your character will play. (Something else RPG fans may not like: sleeping in the bed doesn’t heal you, but taking a bath does.)
After some combat I stopped playing the demo; the cinemas were fairly long, and my 15 minutes with the game was up. I enjoyed the cinemas quite a bit (the music was moody and great), but even more I appreciated the combat and communication mechanics. Though it’s not traditional, I feel like the game’s system works well with its “contact between two worlds" theme. The art style and cinematics do an excellent job of portraying this as well. From the looks of it, this is going to be RPG gamers replacement for Mother 3.
E3 '06 is also the debut stage for our latest collaboration with Nintendo: we've possibly hinted at it in the past, but then again we've also hinted at a lot of other things, because we're like that. Yes, Diddy Kong Racing is our first official DS project, and Nintendo are busily promoting it as part of their next wave of big DS offerings for late 2006. Based on the N64 classic but improved and expanded in ways that only the DS allows, you can see the first shot and movie snippet over on NCL's website if you haven't already.
A few tantalising DKR DS info-bites to keep you going: eight-player single-card and multi-card WiFi play, touch-screen and microphone compatibility, some familiar faces in newly playable form, remodelled and retextured tracks, customisable vehicles, new modes, weapons and challenges, a little something called TT's Wish Races where you can create your very own tracks... and it doesn't end there.
Although the statement "multi-card WiFi" appears to be a typo, online gameplay over Nintendo's WiFi connection seems extremely likely. The news of Rare developing the title comes in straight contradiction to previous assumptions that it was a straight port with no added features. The game could conceivably feature Conker and Banjo still, though that decision is probably up to Microsoft.
As previously reported, the player can switch between a side-scrolling and 3D camera at will with R. The animation accompanying this switch is a rectangle drawn around Mario by a mouse cursor. A depleting meter appears when in the 3D view, suggesting a time limit on this secondary view. After jumping onto the lunging dragon Mario must fight along the dragon's lengthy back. Tiny enemies appear on his back, which Mario can pick up and throw (Super Mario Bros. 2 style) at the dragon's vulnerable antenna/horn by throwing his trailing partner like a boomerang. As the dragon takes damage he takes evasive action by flying in a circle, forcing Mario to run to remain on screen.
Another video shows the player switching between Bowser and Mario on-the-fly. Other interesting touches include objects drawn onto the screen (such as a door), heart (hit) points and a score meter, and a menu of what appears to be battle items from the Paper Mario universe. Super Paper Mario is set for an August 13 release in Japan, and will reach North American stores October 9th.
Firstly, during the video, you can clearly see what is either a damage or experience point system being utilized. Whenever one of the three heroes attacks an enemy, the number "one" appears in the air. This could indicate the damage inflicted by Mario, and enemies with more health than "one" could appear later. This could also be an experience point system. Coins also appear from beaten enemies, further supporting the theory that items or services can be purchased, as in past Paper Mario games.
Visible in the press video and screenshots are two small, neon figures; one is obviously a butterfly, while the other is at times a flying bomb and at others apparently a fire flower. The best guess is that the butterfly is a sentient creature who carries items for our three heroes. Perhaps they will also aid in battle like in previous Paper Mario games, or offer advice a la Navi in The Legend of Zelda: Ocarina of Time. Their full usage and story significance should be revealed shortly.
Also seen in the video are two unique gameplay modes: one has Mario flying through space with a flamethrower, and the other has Mario walking and jumping on the left-hand wall, as though gravity has shifted to the left side of the screen. Combined with the giant 8-bit sprites, Super Paper Mario seems to offer a lot of diversity.
Finally, here is a screenshot comparison showing what the 3-D world looks like after switching from 2-D.
Typical 2-D:
Switched to 3-D:
2-D:
3-D:
Once examined up close, it seems either your progression is impeded until you switch to 3-D, or by switching perspectives you can access secret areas and items.
Thanks to Scott and forum reader Vudu for the information.
First, in basic detail, here's what we know: the game takes place in the Paper Mario universe and has a side-scrolling emphasis. There are scenes in the promotional video of Mario, Peach, and Bowser jumping around, collecting coins, and landing on baddies in a traditional way. It also seems that Mario can, at whim, change into Peach and maybe even Bowser. One scene in the video has Mario climbing a ladder and when he reaches the top, he turns into Peach and floats down with his umbrella. The best assumption is that these three characters will have separate paths through the game, in a manner similar to past Paper Mario games, and that eventually they will meet up and combine forces.
There are also a couple shots of Mario turning into a giant character, but with 8-bit graphics. This seems to play similar to the giant mode in New Super Mario Bros. Finally, it is clear that plot and even some RPG elements will play into the game. This shot shows what is obviously a cinema scene and perhaps the setup for the game's plot, while this shot shows Peach roaming around town. Looks like she can enter houses and talk to people; buying items is likely, but unconfirmed.
One of the biggest mysteries about the game is what the heck is up with the 3-D perspective? Word from Nintendo is that the game is a 2-D platformer that can switch to 3-D on the fly. With the press of a button during gameplay, the perspective will change and you’ll be on the same piece of land, just 3-D. The 3-D movement appears to be along the lines of Paper Mario games of the past, where left and right movement are more encouraged, while north and south are a bit more difficult. It’s not apparent why you would go to the 3-D perspective, or if it would only work in some areas. It also seems, from the screenshots, that when you go into the 3-D mode that you are limited to your immediate area. No jumping over chasms or navigating the entire level headfirst.
Nintendo decided to make this game for the heck of it, apparently. When asked whether Intelligent Systems was done with Paper Mario RPGs, Nintendo merely said, “We just make what looks fun. And Super Paper Mario is a lot of fun."
First we found out that the game features a wide open world that, to my eyes, feels like a heavily amplified Diddy Kong Racing. Where DKR had small areas to travel through between races, though, Cars features a giant real world filled with characters who will talk to you and give you things to do. The developer says for the most part you will race on the road, a racetrack, and perform mini-games that involve collecting things in a set time period. The giant area you explore is based on the desert locale of the film; the developers were also given material cut from the film, now featured in the game.
Similar to Diddy Kong Racing, as you win races you gain access to new areas with more challenges. The DKR comparison only goes as far as the adventure mode, though; the developer doesn’t want the game associated with kart racing, saying it’s more like Ridge Racer or Burnout.
The promised game time on this adventure is about ten to twelve hours, in keeping with the target demographic. The developer said the difficulty was toned down quite a bit, but that a secret hard mode could be unlocked with a cheat code.
One of the most promising things about the game is that it was done with Pixar’s supervision. Though it could end up being a wash, the developer promises that the cutscenes won’t look bad, even though they are original. Mr. Itkowitz had to audition for the scriptwriting position on the game, and once approved was advised by Pixar how to keep the dialogue and camera up to Pixar’s standards. Along with areas cut from the movie, the game will also feature 14 speaking characters not seen theatrically, and all the voice acting is authentic.
The game will be released in the beginning of June.
The modes I got to play were Road Race and Piston Cup. The former is a typical race that seems to take place out in the desert locale of the film. The controls were adequate but turning is a bit stiff. In fairness, only one character was playable in the demo. The race was fun, but even on Champion mode, (the hardest difficulty in the game, according to the developer), I was able to get second place while making several newbie mistakes. In this mode you could hit a boost with R anytime you wanted (it took one second to recharge), and L was your powerslide. I would prefer these buttons were switched, but it wasn’t awful in its current state. You have two brakes, B for regular, and X for E-Brake. The Y button flips you onto two wheels, either left or right depending on your steering. The Z button, handily, will take you back on-track if you get stuck offroad.
Piston Cup offered a decidedly different experience. The L and R buttons are disabled, and you can’t flip up onto two wheels. More akin to Nascar, you run 12 laps on a giant track with several cars around you to weave in and out. This race was a bit more fun, though it took a minute to learn exactly when to lay off the gas and avoid the walls.
From what I played, the racing mechanics are pretty simplistic, and might need an ounce more polish; the core market for the game is the six to twelve year old set, and it shows. If the adventuring in between races stands up, it could be one to watch – otherwise it’s for the kids only.
When you first begin the game, you are locked in a room, likely your own. A creature nearby talks with you and seems to be your sidekick. Control in the game is entirely touch-based: if you touch something, your character will walk to it and pick it up, if possible. The items you find in the room are a jewelry case with a skull on it, and an emerald. When you combine these items (you actually have to click the empty eye socket on the skull to insert the emerald), you can open the case and unlock the door. After you get out, you can go to a phone and make a call. This triggers a cutscene that doesn’t seem to end.
The main character is a girl, and she apparently has a butler, a mom, and an arch-nemesis. Plot will be heavy, as will dialogue and text. The top screen shows your main characters thoughts, including during cutscenes, and even when she’s talking. It also functions to move the gameplay forward. According to an Atlus rep, the main character will solve crimes for other people, but the demo seemed to indicate an overarching story found in RPGs. Once it’s localized, we’ll get to see for sure. It also remains to be seen how interesting, and more importantly fun, this Phoenix Wright style detective work will be.
The Bomberman tech demo/filler shown in Nintendo's booth featured three mini-games in the Mario Party, WarioWare tradition. The first was Mountain which had Bomberman holding a machine gun in a stationary position in front of a volcano. The volcano exploded and various lava bits would come towards Bomberman, which he had to shoot. You point with the Wii Remote and hit the A button to fire. This was an uneventful demo.
The second game was called Pierrot which, interestingly, had Bomberman balancing a bomb on a stick. You had to move the remote left and right to keep the bomb balanced. It was rather fun, but easy to master.
The third game was the "best." Bomberman rode down a giant pipe on skates; by twisting the Wii Remote, the pipe would rotate, and Bomberman could avoid traps and walls. Jumping with A was occasionally used as well.
If Bombermanland is just going to feature small mini-games like this, it won't be worth anyone's time. However, I'm betting a real game is in development, and these mini-games are a front for now.
The demo gives you a quick preface: your job is to beautify the park. This amounts to gardening, really, but this isn’t Harvest Moon. When you find a blue bud in the ground, you use your squirter to water it, then play music to make it grow. Growing a full plant gives you a “Flower Point" as well as some Happy Points.
Since the game is now on DS, the controls have changed. Luckily for us, the game is controlled via touch-screen and D-Pad, which works excellently. You move with the D-Pad, naturally, and hold L to sit (can slide down hills). On the touch-screen you’ll find a few icons. When you aren’t holding an item, the icon on screen is a big plug. If you tap it you’ll pick up the plug, as in the original. If you tap an item, on the left of the touch-screen, you’ll equip it. It then replaces the plug as the big icon. The squirter is controlled by touching the stopper and sliding it forward. When you equip your “boom box," you’ll have to spin a record with the stylus, (similar to Ouendan or Elite Beat). Spinning music makes the flowers in the park happy, but if you spin at inconsistent speeds, your music will sound bad and the flowers will give you less happy points. If you get enough points, (I believe over 50), the flowers will grow to full bloom, and give Chibi one flower point. The spinning dynamic was fun, and aiming with the squirter was not difficult. Of course, the animations and music were again classy and funny – Chibi fans, take heart. Camera controls were also simple and intuitive.
It is unclear whether flower points or happy points are turned into electricity in the Chibi-House, (probably both), but whichever it is, they fill a meter with juice. Your Chibi-House acts as a rechargeable energy source – you can’t just fill up anytime. You have to get flower points or happy point, turn them into electricity, and then you can recharge your own battery, at the cost of the electricity you just created. This is an interesting feature since in the original Chibi-Robo you could fill up as much as you want, despite the Sandersons constantly complaining about electricity bills. Now you have to make your own electricity, which will limit how much you can recharge.
For those of you who finished the original Chibi-Robo, you might be surprised to hear that Chibi still has his battery. Apparently this is the same Chibi from the original, since the Sandersons are again present, but no explanation for this was given, (side-story, maybe?). When you first start, Chibi has only 90 points of electricity, but as soon as you do some work and fill up your electricity meter, you can charge up to 500.
Of special note are a few of the things you can do around the park: there’s a swing that requires you to move your stylus back and forth as a swing, and when you reach maximum height you can have Chibi jump off. Distance is recorded, and if you break a record you get happy points. Also there is a trampoline that requires you to tap every time you land a jump, gaining more height. You can reach some happy points with four jumps, but if you keep your timing you can go higher and higher. I was able to jump really high, though it doesn’t do anything. All of these activities were fun to do, and touch screen control was responsive and perfect. I can’t wait to see the new abilities and interactions the developers will add.
Finally, there were some unkillable bad guys and a river you can’t cross. The game could potentially capture a Metroid: Gardening feel, with more unlockable techniques and areas to explore. There were cars passing on a nearby road that looked ominous, but hopefully you can cross the road eventually. This is one of the most exciting DS games of the show to me; the guy sitting next to me said he had been playing it for fifteen minutes, since no one was waiting in line. Chalk this one up as a must-buy when it comes out.
The E3 demo has you playing as Patrick who, for some reason, has been strapped to a rocket. You fly through space and a space station with a few weird creatures floating around inside. The rocket slowly runs out of fuel and you must collect canisters along the way, while firing blasters at obstructions or enemies.
The entire flight path is on rails – you can only control your position on the screen, but don’t think Star Fox; this is not nearly as intuitive. In fact, the Nintendo reps manning the booth suggest (firmly) that you shouldn’t point the remote forward at the screen, but rather point it straight up like a joystick. I don’t personally like the idea, but I could see it working in a much better game. The problem, par for the course in Nintendo’s booth, is that the Wii Remote is too sensitive. One little jerk and you’re on the side of the screen. It’s really too tough to keep the character in the center of the screen; THQ’s intended audience will not enjoy this, I’m sure.
I might even go so far as to say it’s impossible to finish the demo, because I was trying hard. No one I saw did any better, either. I may revisit the game later to give it another shot.
You play as a young man with board shorts and a hip shirt who seems to be stuck in the woods. You move with the control stick, hold A to look around, and hold B and swing the controller to use your stick. If you shake your Nunchuk you will roll left, shake the Wii Remote and you’ll roll right. The rolling looks darned silly, but it did come in handy.
The woods are predictably dark, making your flashlight a necessity. Your Wii Remote does very little while you move, but for some reason you have to hold A to look around. This is the first major problem. Also, the map of the level, oddly, has areas lit up, indicating you should visit. Without this, Necro-Nesia's demo would take a lot longer because you'd have no idea what you are supposed to do, or where you should go. I must assume the map guidance is an E3 demo feature only, otherwise the game will be far too easy and meaningless. While moving towards your first target, you find a giant herd of weird oval-shaped characters that will crawl over you and hurt you, kind of. Your first goal on the map is an orange, whose need is perhaps undisputed while lost in the woods, but gameplay wise is unclear at first.
While moving up a hill towards another flat area of dark woods, (no real trees, just black fog), you encounter a giant praying mantis. His one attack is quite mean compared to your one attack, and you have to keep good timing to dodge, then attack back. It takes so long to wind up your attack that this battle is quite scary (bad control = terror, a la Resident Evil). After you beat him, barely, you are confronted with two more. This fight is harder, though hit detection is awful which, again, ups the scares. When my health dropped to zero, my orange was used automatically, revealing its secret gameplay function. After the two praying mantises, the demo shows a giant gorilla rumbling towards you, but the demo ends before you can play him.
The whole game reeks of an action/slash Resident Evil, but much less playable. If the developer wants this to sell, they have a lot of work to do. Though the demo was atmospheric, play control is the main issue. Why do I have to hold the B button, and then move the remote to attack? Why not just hit the button? The Wii Remote does not make this game better, in fact it probably makes it worse. Graphically the game is trash, animation is clunky, and fighting enemies is unnecessarily hard. Without any story details or gameplay promises, the E3 demo feels like a tech demo for an undeveloped idea, which is unfortunately not uncommon in Nintendo's Wii booth.
It’s not even as good as Chibi-Robo, but comparisons with that game could be made with a quick glance. Upon entry to the Elebits universe (a completely bizarre, unexplained universe) you are confronted with a normal kitchen decked in bright colors. Little creatures filled with wattage, called Elebits, are hiding (or just laying around), and you must zap them, Ghostbusters style. The game is essentially a first person shooter in the Wii-style: you move with the control stick and look with the Wii Remote.
Your zapper, (A or B button, your preference), serves two functions: if you attach it to an object in the kitchen, you can fling it around. This allows you to open doors, pull things apart, and break things against the wall. When an Elebit appears, it will run away, but not fast or even with that much effort. You’ll find a few sleeping on counters, or inside drawers; if you turn on the toaster, several will pop out. Once they are visible, you use your zapper again to, like, kill it, I guess. Again, this world is not explained. It has something to do with electricity: the red Elebits are worth twenty Watts, while Blue are worth five. The demo plays until time runs out - if it’s possible to get every Elebit, I didn’t see anyone do it.
Unfortunately, the game’s controls are nowhere near polished. Moving around is clunky and aiming is loose. As with most Wii titles on the show floor, the sensitivity off the Wii Remote was too high. You must hold your hand very steady to keep your bearings, which makes the unique concept a harder sell. There is a part where you can go outside and pick up everything you see, including trees, fences, and houses. But the main problem with this scene is that it reveals the weak physics engine of this physics demo/game : everything feels exactly the same. A house, a dishwasher, a fridge, they all have the same weight and resistance. For a physics-heavy game, I was unimpressed.
In all, I’m willing to admit I just don’t get it. The collectathon is fun, to a degree, and if a real game is formed from this concept, I would love to see it. But if this is all we get, it isn’t worth your pennies.