Zangeki no Reginleiv is an adventure title that lets players use both sword and magic attacks to for close and distant combat. There will be over 300 weapons to choose from, and the game will also have online play for up to four players. Players will be able to meet in a lobby and participate in co-op play.
How do you make a game that supports both Motion+ and the Classic Controller? It seems to me that if the controls can be easily assigned to the traditional design of the Classic Controller then you really can't possibly be making good use of Motion+. Ideally if you're going to support Motion+, to really use it right, you should design the game specifically for it, to make use of its strengths and uniqueness. If you can do that then I don't think you should be able to reassign those controls to buttons and analog sticks. With just the remote I can see it since not everyone has a Classic Controller so you pretty much have to have SOMETHING working with the remote but Motion+ is an optional add-on.
How do you make a game that supports both Motion+ and the Classic Controller?
How do you make a game that supports both Motion+ and the Classic Controller?
More controller options are never a bad thing. You just have to complain. You'd complain that there was no Classic option if there weren't one because games like this have been done before with those controls
QuoteMore controller options are never a bad thing. You just have to complain. You'd complain that there was no Classic option if there weren't one because games like this have been done before with those controls
I'm thinking of the past when the analog stick debuted. It was a new concept that Nintendo put on their standard controller and at first the idea was kind of out there. But you sat down with Super Mario 64 and it became immediately apparent that this new analog stick was perfect for the game and was absolutely essential. And it proved to be essential for so many games that followed it.
One could at a glance have said "why don't you just have a run button like in the old Mario games"? But once you used it you knew that wasn't possible; one would need to dedicate multiple run buttons for various different speeds. It just wouldn't work and Super Mario 64 DS tried offering a run button and it was a mess.
Maybe the analog stick just raised my expectations so high but when Nintendo says stuff like "this is going to be the new controller standard" those are big words and they've got to prove that to me. That's just for the regular remote. Motion+ is another step up and it requires an additional purchase. One would assume that Motion+ would provide certain control possibilities that would be impossible to implement with a traditional controller or even the bare-bones remote. Otherwise it just seems so pointless to me. If you're going to make it work with traditional controls as well it suggests to me that you're not fully exploring the possibilities that Motion+ should provide. And if we're buying this controller add-on shouldn't we expect them to go for broke with it?
I'm not looking for a different way to do the same thing a traditional controller already does. It was never broke, so I don't need it fixed. When you're talking about new standards and innovation, sorry, you have to provide me with something truly substantial. Otherwise you're full of **** and you're just a flim-flam con-man trying to rip me off.
I think it has to be a "this could not possibly be done any other way" situation and in that case you just couldn't offer the traditional option. It wouldn't work.
That makes me think a Western release is more likely than I would have thought before.
The Reginleiv report is up. Here's a summary:
- Two playable characters: Freyr and Freyja. They're siblings in the game, which is based on Norse mythology and Ragnarok.
- Freyr uses melee weapons like swords, spears, hammers, etc. Freyja uses range weapons like bows and magic. The 300+ wepaons available in the game are separated between the two characters. It's totally like EDF2.
- You are allowed to bring 3 weapons into each mission. When you defeat enemies, you gain mana. You use mana to "create" new weapons using alchemy. I suppose it's easier to just think of mana as currency, and new weapons as stuff you development along weapon trees available for each character.
- There are NPCs in various missions, like villagers running for safety, or other soldiers fighting alongside you. Similar to how it was in EDF2 and EDF3 I suppose.
- The game is normally running at 30fps, but like all Sandlot games, the framerate is "variable" (lol). It can climb up to 60fps, or dip to below 20fps. Apparently the game is programmed to take these framerate drops into account so it won't hinder the actual controls in the game, but... lol anyway. EDF!!!!!!!
- There are 5 difficulty settings for each mission, like in EDF. Very Easy, Easy, Normal, Hard and Inferno.
- For range weapons, Freyja uses homing and lock-on to fire her arrows. From what he says, it sounds like how ZoE and Panzer Dragoon handles it. A bow at lvl1 can apparently lock on to 4-6 targets at once, but the number increases with higher level weapons. When you use magic, it consumes MP, which you regenerate by defeating enemies. Not sure if MP is the same as Mana.
- the game will have luxury VC (voice casting)
- CERO:D due to the violent and bloody zone (eg. enemies' body part been slashed off)
- Tree diagram to show the path of the weapon customization
- unknown specifec guage for the weapons (maybe to count the durability)
- you group your team at the lobby like PSO
- name & HP meter will be shown above the head of the character
- characters can have simple variety customization
- small communication is available likely (fixed form sentence chat only though)
- you cab replay the stage with different difficulty after you passed the stage
- the atmosphere is like "Lord of the Rings" battle zone
yes (http://www.nintendoworldreport.com/forums/index.php?topic=29861.0)