A couple nights ago I removed the rubber nub I tried to add, and shortened the effective uncompressed length of the spring. The trigger feels softer (reduced return force) and more comfy to deal with; I don't get the sense my finger will cramp after 10 pulls, happily delaying the inevitable. The unfornate downside remains that the trigger can be perceived as "mushy", the result of a mechanism utilizing a long shaft/wire to linearly slide a plastic bump against the click-oriented B-trigger (less dextrous than the plastic tabs that expand upon the B-trigger on the Zapper and Wii Wheel). I hear Nyko's Perfect Shot feels all right, most likely due to its compactness.
You would think House of the Dead 3 would be the perfect match for this shell, but it's not (Ghost Squad is...). When immersion vs. playability are taken into account, HotD3 is a horrible combination with any light gun setup (nevermind that not all gun shells are suitable for calibrated aiming, due to the bad precedent set by the Zapper)
1) The characters sport shotguns. Do you have a pistol shell? a Zapper or SMG shell? Great, right? WRONG, AUTOMATIC FAIL, THESE DO NOT MIMIC SHOTGUNS. So much for authenticity and consistency.
2) So you decide to use a Zapper/SMG including the Nunchuck, and you want to fire with the Z-button cuz a two-handed gun with a trigger assembly placed where the foregrip should be makes no sense at all. Good luck, cuz in order to fire with the Z-button in HotD you have to also hold down the B-trigger. ABSOLUTELY RETARDED.
3) You might have CTA Digital's shotgun style shell. Everything looks ok: it's a shotgun shaped thing, and the nunchuck is optional. Smooth sailing? HA-HA-HA, NO. HotD3 has a weird design shortcomming in that it continues HotD2's (pistols) trigger happy tradition and pairs it with THE WRONG WEAPONS (shotguns). Doesn't matter if you have the Wii Shotgun or even a legit single-shot arcade light-gun rifle (hypothetically), the amount of firepower you have to desperately unleash becomes painful, tiring, and annoying. Clicking the Remote's B-button is no big deal, but having to pull a trigger a half-inch or 3/4 of an inch rapidly gets old quick. The joy of having an accurately-aiming arcade experience at home goes out the window when the game makes you concerned with hammering the trigger and reloading ASAP.
Spending time with HotD further cements Ghost Squad's supreme badass-ness. The default game mainly employs a submachine gun (with variable firing rates); but with the player profile feature, additional weapons and uniforms can be unlocked as you build up experience. The unlockables easily accomodate the different gun shells on the market, and the available button configurations don't suck. On top of that, the gameplay is derived from the Virtua Cop tradition, favoring accuracy on pop-up targets from a variety of locations, as opposed to showering lead on a few monsters to keep them from walking closer to you.
Submachine Guns: Check.
- firing rates: single shot, 3-round burst, full auto (in-game power up)
- aim: awesome with SMG shell
- gameplay: standard, tight
Pistols/Revolvers: Check.
- firing rates: single shot
- aim: awesome with pistol shell
- gameplay: Virtua Cop REBORN
Shotguns: Check.
- firing rates: single shot buckshot
- aim: awesome with the shotgun shell
- gameplay: well-paced BOOMSTICK target practice. Buckshots do spread, adding an additional predicament to aiming: NO HOSTAGE is safe from the player, leading to all kinds of amusement.
Apparently some Sega suit mentioned today they have more MURDER SIMULATORS in store for Wii. Let's hope they're original offerings that take Ghost Squad's functionality to new levels, along with more game length.
"SJ: We are fans of the Wii Zapper. Our “Ghost Squad” game keeps selling. We have more Zapper games going. The same for the Wii Balance Board, although we have nothing announced yet."
Funny how Ghost Skwod is mentioned and not House of the Fail.