You Say You Want A Revolution?
rafemonkey writes "Looks like the first hard info on a revolution game has hit the internet. The game, from Ubisoft, is called Red Steel. It's a FPS where the Revo's positional controller takes the place of the mouse. And, for those of you that were worried, the graphics look nice." PointlessWasteofTime points out that it doesn't actually look like an FPS, but more of a GunCon title, in a piece called A FanBoy Intervention. Elite Bastards has a brief history of the Revolution console. From the Waste of Time article: "Look at the Red Steel screens again. Never mind that Ubisoft has a habit of publishing concept renders and claiming they're in-game screenshots, and never mind that shots like that in magazines tend to have usually been 'touched up' a bit. Just look at the screens, then look at the inset photos of the people pointing and shooting with their Rev controllers: Guys... it's just a freaking light gun game. Tell me it's not. This isn't a badass 'Halo killer.' It's next-gen Duck Hunt."
But he's damn right on almost all accounts. I don't care about product or brand loyalty. I go to the system with the best games. Nintendo has had some really amazingly fun titles in this generation (SSBM all night), but what have they done for you lately? Sure, its hip to be "old school" and reminisce about all the good times you had playing Mario Bros. and cursing at that damn Duck Hunt dog, but this is 2006 and I don't see any signs of Nintendo going back to the old days where games.
Have you ever tried to hold a laser pointer in a constant position on a wall? See it wobble much? (If you haven't, I'll answer for you -- YES) Yeah, same problem ...
I guess you've never been to an arcade before.
No, you'd get a different result (well, depending on your training). A real gun has much more mass and is easier to hold steady. The way you hold a gun and your stance is also a factor.
Get off the crack. All those fancy sensors are doing is projecting a line from the controller to the screen based on the device's position. Or are you attempting to argue that where your "shoot" is not related to where you point the controller?
The "aiming" problem (wobbly dot) is the same regardless of the method used to determine where you are aiming.