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Messages - trip1eX

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176
TalkBack / RE: Nintendo Annouces Two New Wii Titles
« on: August 23, 2006, 09:49:37 PM »
Great news and both games go on my list.  Hopefully the WiiSTrikers will have more meat to it than on the 'Cube.   It was quite the fun game tho.  Just a bit skimpy.

And hopefully BW will control alot better than on the 'Cube.  It sounds like it will.

I'm excited by both games.  


177
Nintendo Gaming / RE: Analysts Suck
« on: August 17, 2006, 06:37:00 AM »
Analysts don't know what to make of the Wii and thus you'll see Wii sales predictions varying wildly.  I think it's safe to say that the Wii does better than the Gamecube with lotst of upside potential.  

178
I think it hurt it's image a bit, but realistically most (90% of xbox) gamers just didn't go online.  

I think NIntendo just didn't have enough quantity in the game releases.  Both Nintendo titles and 3rd party stuff.  Plus MS spent $4 bil to buy a seat at the table and that hurt Nintendo.  Of course MS is now $5 bil in the hole and counting.  Nintendo I'm sure made money with the 'Cube and their 1st/2nd party 'Cube games plus 3rd party royalties.

It didn't help early on either that Nintendo didn't have any big 'American' title in their lineup.  NO GTA.  No Halo.  No Fable.  No GT.  Maybe if RE4 or similar blood/gore/action title would have came out in the 1st year of the 'Cube's life things would have been a bit different.  

179
Nintendo Gaming / RE:PoP: Sands of Time is Complete and Utter CRAP
« on: August 06, 2006, 12:39:45 PM »
Quote

Originally posted by: couchmonkey

Of course, I'm still stuck in the olden days of gaming, where you never trusted the game not to trap you somewhere.


hehe.  me too.  

180
I'm be sampling quite a few old games.   It's just icing on the cake as far I'm concerned.  

181
Nintendo Gaming / RE: This was hidden in a PS3 Story
« on: July 16, 2006, 06:11:39 AM »
Where's our link?

Very true.  ON the pc, games are often released in buggy states and fixed later if the game sells well.  

Good point about Nintendo being a big rival to other developers on their own console.  That is a sort of curse to Nintendo being so heavily involved with both the software and hardware and the fact they tend to make high quality games.  Supposedly they are being more open this time around by giving 3rd parties greater access to the hardware sooner than ever.  

Good point too about Nintendo perhaps not being the thing that young males in middle school and high school want.  It might not be dark and bloody enough for 'em.  

182
TalkBack / RE: EA Announces Need for Speed Carbon
« on: June 22, 2006, 07:57:13 PM »
Another year another Need for Speed milker.

183
E3 is alot of smoke and mirrors.  Trailers are a dime a dozen as are promised features.

Credit Nintendo for at least putting up playable demos and being short of the trailer bs.  
 

184
Nintendo Gaming / RE: What's the deal with Madden Wii?
« on: May 23, 2006, 09:19:02 AM »
Alot of folks had mixed impressions on alot of games.  I think it's the controller and a players expectations and the fact that no one game appeals to all.  

Some folks picked up the controller and got the hang of it right away.  Others had a hard time and thus their brief 5-10 minute play experience wasn't good.  They tried to hike and it didn't work or they juked and they were like wtf?

As far as expectations go some folks are sorta anti-NIntendo and/or thought the controller would be some piece of alien technology.  Maybe they can't get past not having hi-def graphics and it effects their judgement.  

Also obviously not everyone is going to like the same game.  To put it into perspective even the most popular games on a system are only bought  by like 10-20% of the console base at most.    

185
Nintendo Gaming / RE:d-pad wiimote change
« on: May 20, 2006, 04:18:23 AM »
Quote

Originally posted by: Ian Sane
I would keep the d-pad where it is and then add the extra buttons.  I see no advantage in moving the d-pad to an out-of-the-way location.


You move the d-pad down to the bottom so the wiimote can still be held sideways for a game like Excite Truck.

You replace the d-pad at the top with four arrow buttons so that a player can easily reach them unlike how the d-pad it setup now.  (SEe Gamecube controller to see how easy it is to reach the buttons around the big 'A' button.)

When you hold the wiimote as a pointer, as I said above, you  aren't actually gaining any extra buttons.  What you are gaining is accessibility.





186
Nintendo Gaming / RE:d-pad wiimote change
« on: May 20, 2006, 04:12:29 AM »
Quote

Originally posted by: Hocotate
Quote

Originally posted by: Bill Aurion
that D-pad is absolutely WORTHLESS in that position...(And YUCK at the extra buttons...)


Amen. I love the current Wiimote setup, adding more buttons doesn't automatically make it better (makes it worse actually). And if you're going to put the D-pad in THAT position, you might as well just take it off because it's useless there.


NO it's not useless.  IT's for when you turn the wiimote sideways.  Doh.

I mean you could say the same thing about the two buttons that are at the bottom of the wiimote now.    

And really you aren't exactly adding more buttons here.  When you use the wiimote as a pointer or hold it like you would a TV remote then you really have no more 'buttons.'  IT's just you have 4 arrow buttons instead of the d-pad.  The beauty tho and advantage is that these buttons are accessible without shifting your grip.




187
Nintendo Gaming / RE: Gamesindustry Editorial
« on: May 19, 2006, 03:22:26 AM »
BS article.  Fault a product for being popular enough that it has a long waiting line at a closed to the public convention that is meant to show off products to buyers and to the press.  I thought the goal was to attract alot of interest in your product!?!??! That's why they have all these elaborate booths and everything.  Right?

And these conventions aren't for people to stop by for 5 minutes after a day's work.  Mostly hardcore gamers attend E3 along with the press.   And actually E3 is for the buyers.  YOu know the people that are responsible for buying the product that goes onto the shelves of your Best Buys, Circuit Cities, Wal-marts, Targets, Gamestops, .... etc.  

And dam if that's  a negative  then Ian is a positive person.  If this is a mistep then Nintendo should take more misteps.

The article hints that the booth was poorly designed, but offers up no evidence to support that.  I guess they want invidual lines at each station?  Now that would have been chaotic and I'm sure the author of that article would have found fault in that too.

I saw a couple mainstream television news reports.  They showed the people having fun with the product.  Exactly what Nintendo wanted.  And they declared it their favorite of the show.  These folks are the non-gamer types.  To me the long line there only made the product look in demand.

The only folks complaining about the long lines are those that wanted to try Wii at E3 and didn't want to wait.  I'm sure there many of these folks, but that's what happens when something is popular.  Look it at the other way.  More people tried the Wii than any other product at E3.  

 

188
Yeah it looks like from all the reports out there from E3 that you can't aim directly at a spot on the TV like with a lightgun like I thought.   Altho then again I'm not positive about that either.

The article is a bit off about the boxing arm thing.  The wiimote is a gesture system.  And it can determine location in 3d space away from the sensor bar and direction and angle and acceleration/speed.

Here's a couple paragraphs  about the Wii and sensor bar from another article.


"The sensor bar emits an infrared field out directly in front of the TV. In order to accomplish this, it is necessary to place the sensor bar in the same plane as the TV, either on top of or below the TV is recommended. As the remote is pointed towards the TV, it interacts with the infrared field. Using triangulation logic, the remote is able to determine location, angle, and distance; as you move the remote around, the change in location/angle/distance is calculated. The remote then communicates with the console via Bluetooth, sending this information to it, and from there the software determines how your movements relate to the game world/application.

The sensor bar doesn't receive any type of signal from the wireless remote and is there purely to generate the field. The remote also has a gyrometer and accelerometer to allow it, for instance in the tennis game, to know the difference between a back hand or regular swing. You need to maintain a proper distance from the sensor bar as well; if you come to within about three feet or less, it will not work precisely."

http://www.anandtech.com/tradeshows/showdoc.aspx?i=2757
 

189
TalkBack / RE: REVIEWS: Rampage: Total Destruction
« on: May 19, 2006, 03:02:28 AM »
I grew up on the Atari 2600 and played the original game in the arcade so this game has some interest like you said.  

190
Nintendo Gaming / RE: d-pad wiimote change
« on: May 18, 2006, 07:56:06 PM »
The only rational argument I've heard against this design is what happens when you turn the remote sideways.  Where's that 2nd button?  Well all they would have to do is make the top arrow button taller which will make it wider when the wiimote is turned sideways.  Thus it be an easy to hit 2nd button.

I think it's a better setup.  It seems to fit the 'hard-core' games better.  Even if they move the d-pad down a bit this type of setup would be way easier to use imo.  If you think about it the layout of the A button and the arrow  buttons roughly resembles the button layout on the Gamecube controller.  

And yet still the design is very simple looking for non-gamers.   It's a design that you see in most every television remote and as a whole is still far much less complicated than any television remote.  



 

191
Nintendo Gaming / RE: d-pad wiimote change
« on: May 18, 2006, 07:06:11 PM »
I don't think it looks more complicated tho.  The A button next to the d-pad looks just as complicated imo.  It has the same number of functions at the top.

I don't think the button combinations will get confusing.  Why?  BEcause in simple games you will only use the big 'A' button.  In more complicated games like Zelda you are asked to use the d-pad anyway and right now according to PGC it's in a bad position.  I'm not sure that can be fixed much.  IT can be lowered a little.  

But moving the d-pad to the bottom, eliminating the 2 buttons at the bottom and making the button layout at the top like the Gamecube controller would be much more user friendly and not look anymore complicated.  I think I would do like the diagram, but put the Gamecube button layout in there in instead the arrows.  

I look at my TV remotes now and my simple remote for the simple TV upstairs still has 22 buttons on it.  That's for a really small simple remote.  My Tivo remote has a ton more and it's supposed to be one of the most user friendly remotes and system out there.  And you what?  It is.    So I don't think one more button is going to complicate things.

192
Nintendo Gaming / d-pad wiimote change
« on: May 18, 2006, 05:49:21 PM »
Hey check out this wiimote design I saw on IGN's boards.

I think it rocks.  The arrow layout is actually similar to the button layout on the Gamecube controller with up/left/right arrows being equivalent to the Y,B and X buttons respectively.  They could even use the same Gamecube layout instead of arrows and ditch the arrow underneath the A button.

The d-pad is still on there, but at the bottom.  

It doesn't look more complicated than Nintendo's design.  Still user-friendly.  Sure would be easier to hit buttons surrounding the A button than hitting  the d-pad where it's located on the current wiimote design.    

193
Nintendo Gaming / RE: Wii's hardware
« on: May 16, 2006, 01:35:46 PM »
Oh I think you might survive.  

194
I usually play my games from the same distance away as it is now.  I don't think it will be a problem at all.

IF I switch to my other TV in another room it might take some adjustmenting ( or adjusting ) to.

IT's still early and folks have just got a taste of Wii.    

195
TalkBack / RE: REVIEWS: New Super Mario Bros.
« on: May 16, 2006, 08:49:20 AM »
Yeah them bastards.  gotta get a DS-Lite now.  

196
TalkBack / RE: IMPRESSIONS: The Legend of Zelda: Twilight Princess
« on: May 15, 2006, 08:16:54 PM »
My bad.  I thought the d-pad was just meant to select your weapon and not hold it down while aiming and let go of the d-pad to fire the weapon.  All the article said was that the d-pad was for weapon usage and I took that it was just for selecting weapons.  It did reference the first article to it's credit which at the time I didn't go back and read.  If you're making a big point about the d-pad dealio you should have quickly explained what the d-pad did right there and then tho.    It does seems like quite a strange system.  So I can see why you all thought it was awkward.

Definitely the problem is they are taking the same GAmecube Zelda control system and mapping it to the wiimote instead of building a control system from  the ground up for the wiimote.  I did expect some of this because after all we know the game spent most of it's life as a 'Cube game and it might be too much to go back and redesign the game around a whole new control system.

Still I can think of a couple of ways to fix it.

Scheme #1:  Why not make the 'b' trigger fire all the weapons.   Use the d-pad to select the sword, bow or boomerang.  At the same time make the help key part of the menu rather then the up direction on the d-pad.  The up direction can then be used to select an additional item. The beauty here is it would be alot more comfortable using the 'b' button to fire the bow and boomerang.  The downside is you have to shift back to the sword  using the d-pad everytime you want to use it.

Scheme #2:  Another similar scheme is to make the down direction of the d-pad the fire button for weapons and items.  The other 3 directions select the weapon or item you want to use.  The help button is moved to the menu screen.  The thinking here is the down direction is closest to the 'A' button and you should be able to reach it pretty easily with the top of your thumb without shifting your grip.  This would also give you simultaneous use of your sword because the 'b' trigger would always be used for the sword as it is now.  So you could  have the sword and another item at your disposal simultaneously with no need to shift your grip or select the 2nd weapon/item. Sort of a compromise between the first scheme I listed and how WindWaker is.

Scheme #3:  Wiimote or nunchuk gestures are used to select weapons instead of the d-pad.  Could be used in place of the d-pad weapon/item selection in schemes #1 and #2.  The thinking is gestures would allow you to even more quickly switch between weapons/items.  These would be simple gestures like twist the wiimote left or right to select bow or boomerang.  Then use bottom direction of d-pad to fire as in the 2nd scheme above for example or you could use it conjuction with scheme #1 where the 'b' trigger is always the 'fire' button for every item/weapon including the sword.  Nunchuk could also be used twisted left or right to select a weapon or item.

I think I like scheme #3 best.  

The other thing I might do away with is Z-targeting.  It seems there is less of a need for this as aiming, imo will prove to not  as clumsy with wiimote compared to the analog stick.  Or I would map the Z-targeting button to the d-pad which frees up the nunchuk button for something more useful.  

197
TalkBack / RE: IMPRESSIONS: The Legend of Zelda: Twilight Princess
« on: May 15, 2006, 05:32:58 PM »
Ah no pullback?  Ah well.  It doesn't seem like the controls are complicated tho.  What's complicated about aiming while holding a button and letting go of it?  It sounds like more fun than moving that analog stick to aim with the bow.  Analog stick bow aiming in the  mini-game you played with the fish in Windwaker sucked arse.

I threw a quote up above in another post that I found in an E3 Endgadget/Joystiq interview that said Miyamoto didn't want to make it easier to aim and hit a target with the bow.  Designers complained your aim 'shook' when you pressed the button to shoot an arrow.  He actually said yeah, but it's realistic.  That's how a bow is in real-life.  And so it stayed in there.   I just think aiming will be fine.  

The only beef I read that doesn't sound good is the d-pad thing, but it doesn't seem to be a big dealio in a game like Zelda where, at least in the last one, it doesn't seem like you need to rapidly switch weapons while playing.  They could change this too to pointing and aiming at the icons to switch.

I looked at the wiimote again and the d-pad is awful close to the A button.  CAn't you  press the 'A' button with the the middle of your thumb and use the top of thumb to control the dpad?   I do that with the Gamecube controller and the 'A' and 'Y' buttons.  Is the d-pad as tiny as on the Gamecube?  Maybe they need that one on there if it isn't.  But that wouldn't be good for games when the thing is turned sideways.

Anyway I guess  I always saw Zelda on the Wii as a Gamecube game with enhanced features for Wii instead of a 'for the Wii from the ground up' game.  And that's exactly what it seems like we're getting.  I didn't really expect the 'full-fledged' wii treatment here.      

198
Nintendo Gaming / RE: What is Quarter 4?
« on: May 15, 2006, 03:56:34 PM »
It'll be out before this Xmas.  

199
TalkBack / RE: IMPRESSIONS: The Legend of Zelda: Twilight Princess
« on: May 15, 2006, 01:28:13 PM »
Q:  This more active gaming style is a departure from today's gaming, which tends to be sedentary.  What's the backup plan if gamers aren't willing to follow into that more active sort of gaming? Do you see more games being made for the classic controller?

Miyamoto  says "Of course we will have games that will be functional with the classic controller as well. And in fact if you try Zelda in the living room setting on the show floor you'll see that you can actually sit back and with very little motions play Zelda and have a very good time with it. Those gamers who aren't interested in doing those very sweeping motions, they don't have to. But in fact, I think, they're going to find as they're playing that they're gradually going to start doing those motions because it's so much more fun to actually be that involved in what is going on the screen and it adds that much more realism and I think there a large number of players out there that are really excited for that type of control scheme.

Even when you're just sitting there with this more laid back style of gameplay, I think everyone's going to find that just using the pointer in and of itself is very convenient and a very good addition to the control experience as well."
 

200
TalkBack / RE: IMPRESSIONS: The Legend of Zelda: Twilight Princess
« on: May 15, 2006, 01:25:23 PM »
Miyamoto says "This is a kind of a slightly different case then what I just explained, but one example I can give would be with The Legend of Zelda: Twilight Princess, which as you know takes advantage of the Wii remote for aiming with the bow. Some people found that when they were aiming with the bow, as they release the button to fire the arrow your aim would move slightly, and that would make it more difficult to hit the enemy. So the natural thinking was that maybe on the software and programming side we could make it so that even if your aim moves just a little bit as you release you'll still hit the target, kind of almost like an auto-aim type of feature. That was kind of the natural thinking in terms of how we could improve that.

But I went back to the team and I said, well, you know, if you think about it though aiming a bow is not something that's very easy to do. So the fact that you have to be very precise adds reality, it adds realism to the game. So rather than try and take that type of aiming system and change it into something that's more along the lines of a shooting game, it's better to retain that type of realism and challenge the player to really kind of get into the feeling of shooting a bow. I think often times people kind of have these old habits in creating games, that they always tend to try and resolve issues in the same way, even though resolving that issue may not be the best solution for that particular piece of software."

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