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Slate Pans the Wii, Slate Loves the Wii

thatguywhoiam writes "Slate's Eric Sofke takes a few considered shots at Nintendo's latest console. He claims the Wii Remote has major accuracy problems, which are compensated for by too-easy games. Meanwhile, just next door, Chris Suellentrop says the Wii is even better than the PS3. Check out both sides of the issue." From the Sofke article: "The new Nintendo's flaws make me question who the Wii's audience will be. Kids don't want embarrassingly easy games. Casual gamers of any age will bail out the first time their crosshairs go AWOL. And hardcore gamers like me aren't going to bother with a magic wand that makes us less efficient at killing aliens. For a console that wants to start a revolution, making users doubt their reflexes is a serious design flaw."

161 comments

  1. To Be Blunt by HappySqurriel · · Score: 4, Interesting

    To be completely blunt, most of the control problems I have seen people have with the Wii have been problems with the user, not the interface. Much like the analogue stick (or the keyboard mouse before that) it will take a little time to get used to the input device.

    I remember (back in the day) watching people flail around in Goldeneye or crash in Mario Kart simply by making too large of a gesture on the analogue stick; after you had a few games under your belt these problems went away. The Wii is fantastic, but it is a new way to control games; an input method that you don't have 20 years of experience using.

    1. Re:To Be Blunt by Anonymous Coward · · Score: 5, Funny

      To be completely blunt, most of the control problems I have seen people have with the Wii have been problems with the user, not the interface.

      Spoken like a true Linux-developer.

    2. Re:To Be Blunt by skeib · · Score: 3, Informative

      Isn't it also true that one can adjust the sensitivity of the controller? I wonder if this will help with the issues mentioned.

    3. Re:To Be Blunt by El+Gigante+de+Justic · · Score: 3, Informative

      I agree completely, although besides user error, the setup of your sensor bar and other objects around your system is a factor too, and takes some trial and error. I moved my sensor bar from below my TV to above my TV and found that I had much more success with it, and aiming it felt more natural too (especially when standing). As for other objects, some fairly innocuous things like bright lights or heat source (candles, laptops, etc) between you and the system can cause problems if you accidentally point in their direction.

    4. Re:To Be Blunt by GeckoX · · Score: 2, Insightful

      OK, I'll bite, coward.

      This isn't a new way of doing the same thing. This isn't a redesign of a standard input field. This isn't a new fancier mouse.

      This is a new controller. There is no parallel for 99% of the people out there that will try it.

      A parallel would be to expect a 16 year old that has only ever seen cars in pictures to be able to hop in a car and drive it off the lot with zero issues the first time through.

      And you've got your meme wrong anyways. MS is the one we typically flog for trying to foist the 'right' way to do things on their users.

      --
      No Comment.
    5. Re:To Be Blunt by Sciros · · Score: 2, Insightful

      But isn't the whole point that the Wii Remote doesn't have the learning curve that came with a joystick controller? Otherwise how would I convince my non-gamer relatives to pick it up as opposed to my wireless X-Box 360 controller?

      --
      I like basketball!!1!
    6. Re:To Be Blunt by Control+Group · · Score: 1

      I remember (back in the day) watching people flail around in Goldeneye

      I can't even express to you how much fun it was to play Goldeneye with my roommate of the time...he was hopeless with the analog stick, and you would almost always see him staring straight up at the ceiling or straight down at his feet. It helped that he always played as Oddjob, of course.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    7. Re:To Be Blunt by imbaczek · · Score: 1

      Only a nipple doesn't have a learning curve.

    8. Re:To Be Blunt by anotherone · · Score: 2, Informative

      The sensitivity option controls how sensitive the remote is to infrared light, not how sensitive it is to motion. I saw several sources get it wrong pre-release.

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    9. Re:To Be Blunt by n2art2 · · Score: 5, Informative

      You're obviously not a parent of a baby who is being breast-fed. trust me there is a learning curve.

      --
      Self proclaimed wannabe geek. You know how it is. Most of us who read this stuff probably fit in that category.
    10. Re:To Be Blunt by HappySqurriel · · Score: 2, Insightful

      But isn't the whole point that the Wii Remote doesn't have the learning curve that came with a joystick controller? Otherwise how would I convince my non-gamer relatives to pick it up as opposed to my wireless X-Box 360 controller?

      That is the point, but (from what I have seen) it is not the non-gamers that have been having problems with the Wiimote; mostly I have seen hardcore gamers complain that "I used to own people in Halo 2 and I can't (automagically) own people in Red-Steel".

    11. Re:To Be Blunt by porcupine8 · · Score: 1

      A week or so ago, I got to preview the Wii at a Gamestop. The guy in front of me was trying to play excitetruck while holding the remote with the buttons facing him, instead of facing upwards. It was kinda painful to watch, but I didn't want to embarrass him by saying anything.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    12. Re:To Be Blunt by Mattintosh · · Score: 1

      Part of the problem with Goldeneye was that people used the default (1.1/1.3) stick=walk/turn instead of the 1.2/1.4 stick=look control scheme. If you compare it to a PC keyboard/mouse, the 1.2 and 1.4 control schemes were just right. C-buttons were "walk" (WASD on a keyboard), analog stick was "look" (mouselook). The other control schemes were just stupid and wrong. It's worth noting that Turok got it right as well, and many months before Goldeneye was released.

    13. Re:To Be Blunt by grammar+fascist · · Score: 1
      ...aiming it felt more natural too (especially when standing).

      Aiming is always more natural when standing. In fact, I can't think of a single time I tried to aim while sitting. That's just... weird.
      --
      I got my Linux laptop at System76.
    14. Re:To Be Blunt by Heir+Of+The+Mess · · Score: 1

      MS is the one I typically flog for trying to foist the wrong way to do things on their users. GVIM is the only right way to do things.

      With this new controller I think the idea is that it is meant to be closer to real world interfaces, so it should be easier to pick up. Of course the execution of that idea might have fallen short. I'll find out after I give my girlfriend a Wii for christmas and I get to try it out.

      --
      Australian running a company that does C# / C++ / Java / SQL / Python / Mathematica
    15. Re:To Be Blunt by robi2106 · · Score: 2, Informative

      you must not be a redneck hunter then. They all hunt from couches in the back of pickups, dontcha-know.

      jason

    16. Re:To Be Blunt by robi2106 · · Score: 1

      What? A slashdotter with tact and social skills! Unpossible!

      just kidding of course.

      jason

    17. Re:To Be Blunt by DrunkenTerror · · Score: 1

      GoldenEye also had the 2.X control schemes, which was really a nice touch! One N64 controller in each hand, and you had full analog movement AND look. Turn off auto-aim and you're sitting pretty.

    18. Re:To Be Blunt by Pluvius · · Score: 1

      To be completely blunt, most of the control problems I have seen people have with the Wii have been problems with the user, not the interface.

      Isn't this the sort of statement that gets Sony in trouble?

      Rob

    19. Re:To Be Blunt by SP33doh · · Score: 1

      true... but In a truly good game experience, the controls should dissolve. it should become entirely about the gameplay. and the wii controller, in many cases detracts from gameplay. (play through trauma center for the DS, then play trauma center on the wii, you'll quickly see what I mean) sure, eventually we'll get used to it, and it'll only get better and better, but for now the games are too much about the controller, rather than the game. (the important thing) and there's nothing that can be done about this, but it isn't exactly the "revolution" nintendo's claiming.

    20. Re:To Be Blunt by Fluffy+the+attack+ki · · Score: 1

      Was that some sort of obscure Wii joke or have you just not done much shooting?

    21. Re:To Be Blunt by AcidLacedPenguiN · · Score: 2, Funny

      . . . You better hope she's expecting one, because if she wakes up christmas morning with a wii in her grasp I think you'll have some explaining to do.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    22. Re:To Be Blunt by julietmikealpha · · Score: 1

      Only for the the parent. For the child, they just suck ;)

    23. Re:To Be Blunt by Abreu · · Score: 1

      Ha! I remember the first time I showed my dad an X-Box controller... He was like "but how do you expect to push so many buttons! Do you have to grow extra fingers to play this thing?"

      I think that the wii-mote is something friendlier to people who have never touched a gamepad... In any case they will feel more confortable since it resembles a tv remote, which is an interface that is known by all.

      --
      No sig for the moment.
    24. Re:To Be Blunt by ShadowsHawk · · Score: 1

      Very true. My non gamer wife has been kicking my ass is just about every Wii sport.

    25. Re:To Be Blunt by BigCheese · · Score: 1

      You too? The first game we played on the Wii was Bowling and she trounced me. I think the Wii controller is more intuitive for non gamers then gamers.

      --
      The obscure we see eventually. The completely obvious, it seems, takes longer. - Edward R. Murrow
    26. Re:To Be Blunt by ShadowsHawk · · Score: 1

      My sister-in-law stopped by last night and tried the Wii. I just got a call from my wife saying that they're planning on spending several hours playing tonight. I'm never going to finish the first temple at this rate...

    27. Re:To Be Blunt by lordmatthias215 · · Score: 1

      I agree- I was able to get my mom to *try* Wii Sports. I could never get her to even pick up a '64 controller, much less anything from this generation. I even bought her the Namco Museum pack, which she used to play religiously at arcades when she was a teen. Nothing worked. But I got her to pick up the controller and try bowling. There was a learning curve there, but it was mainly just the coordination of buttons and all of that stuff that we gamers already have covered. It took her about two seconds to get the actual motion sensing down. In fact, she completely trounced me the second game...

    28. Re:To Be Blunt by AugstWest · · Score: 1

      A couple of weeks ago a friend and I were barreling through the woods on quads when we bumped into a hunter, who was pissed that we had been tooling around frightening away his prey.

      a) I felt good about that, and b) he was on a freaking quad himself. Was he hunting deaf deer?

      Seriously, he was in full camo, on a motorized vehicle that could be heard for miles. WTF?

    29. Re:To Be Blunt by robi2106 · · Score: 1

      hehehe the lazy hunter. was his quad running? if not, then he might had tried to say he had staked out a spot... but quads have fumes and deer can smell gas / oil fumes.

      jason

  2. question for you, sir by muel · · Score: 4, Insightful

    "And hardcore gamers like me aren't going to bother with a magic wand that makes us less efficient at killing aliens."

    Is he pointing his remote like a gun and holding it to his eye as if it had crosshairs? Cuz otherwise, I don't get how you could miss anything; it has been pretty much effortless for me to aim and shoot in Rayman Raving Rabbids' gun games, for example. Anybody else having accuracy problems out there?

    I also have trouble with the guy telling everyone what he thinks "mainstream" and "hardcore" people want. If you're gonna review it, tell us what YOU think. Seems a bit more relevant than what you assume grandma will think (unless, of course, you report on what your grandmother's impressions were, which would be much more valid, not to mention a pretty interesting idea).

    1. Re:question for you, sir by Ralph+Yarro · · Score: 2, Interesting
      I don't get how you could miss anything

      Or as the summary puts it "compensated for by too-easy games".

      It almost looks like you agree.
      --

      The real Ralph Yarro posts as Anonymous Coward. Anyone else is an impostor.
    2. Re:question for you, sir by Fozzyuw · · Score: 3, Insightful
      [Slate's Eric Sofke]claims the Wii Remote has major accuracy problems, which are compensated for by too-easy games...And hardcore gamers like me aren't going to bother with a magic wand that makes us less efficient at killing aliens."

      This sounds like a review for Red Steel. The controls are very difficult and even buggy to the point they jump around the screen. On moments of clarity (aka the crosshair not jumping), it was very easy to point it my enemy and headshot them. Due to this technicality, Red Steel feels like it WAS made easy. No matter how many bullets you take, if you hide for 5+ secs without damage, your life will refill to full... at any time. They also make ammo easy to come buy.

      For a console that wants to start a revolution, making users doubt their reflexes is a serious design flaw.

      This console does change a lot. Just because one First Person Shooter game has a lousy control scheme, doesn't mean the whole interface is flawed. In fact, I'm actually surprised the by accuracy of it. On other games, like DBZ and Zelda, they give you cross hairs which can move across the screen effectively and accurately to my movements. Or so it seems.

      The truth is, the system is still too now to judge it's interface on one poorly designed control system on one game. I can tell you, the Wii has really improved the DBZ fighting game experiance compared to the last 2 games and I look forward to what other creative developers come up with! I just hope that all FPS don't suffer the Red Steel issues or maybe Sofke will be right.

      Cheers,
      Fozzy

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    3. Re:question for you, sir by Riley+Holmes · · Score: 3, Informative

      The Rayman plunger shooting games are perfectly done. They are more accurate than anything else I have played so far - Red Steel, Call of Duty 3. If you play Rayman and Trauma Center, you won't have any gripes about the accuracy of the controller. Those two games are perfectly fine.

    4. Re:question for you, sir by Overly+Critical+Guy · · Score: 1

      No kidding. In Zelda, aiming with the remote is pixel-accurate. "Hardcore gamers" like him won't bother with a remote that allows them to efficiently point and aim like a mouse rather than struggle with cumbersome gamepad Z-targeting controls?? What an idiot.

      --
      "Sufferin' succotash."
    5. Re:question for you, sir by Black+Mage+Balthazar · · Score: 1

      No matter how many bullets you take, if you hide for 5+ secs without damage, your life will refill to full... at any time.

      This is the same health mechanic as Halo {2}, and no one's complaining it about it there.

    6. Re:question for you, sir by Spit · · Score: 3, Insightful

      He's using a standard logical fallacy: appeal to authority. He is claiming to speak for a majority to make his personal opinion appear authorative, when in reality it is only his view.

      --
      POKE 36879,8
    7. Re:question for you, sir by MoriaOrc · · Score: 1

      Well, there is one big thing in Halo 2 that counter-balances this: your enemies regain their shields too. This is true of the common enemies in the campaign as well as other players in multi-player. Also, enemies throwing grenades (the AI is at least as good as players) makes it so sufficient cover can be a bit harder to come by if you've taken a decent beating.

      I've not played Red Steel, though, so I don't know if they've done anything (either like those things, or something) to counter-balance your regeneration for the enemies. Certainly I've seen a few other games do this since Halo (Gears of War does, for example), and the mechanic itself is certainly as good as any other way of doing health in an FPS style game. If people feel like it makes the game to easy in Red Steel even though they don't for these other games, it might mean the Red Steel developers didn't give the enemies enough of a way to counter it (through AI, map design, or some sort of counter-balancing abilities).

    8. Re:question for you, sir by Anthony+Boyd · · Score: 2, Insightful
      Is he pointing his remote like a gun and holding it to his eye as if it had crosshairs? Cuz otherwise, I don't get how you could miss anything; it has been pretty much effortless for me to aim and shoot in Rayman Raving Rabbids' gun games, for example. Anybody else having accuracy problems out there?

      Yes. I have to aim high to hit things. It turns out there is an obvious explanation -- the Wii remote's signal is captured in relation to the sensor bar, not the TV. Of course the sensor bar is very close to the TV, and most people stand a ways back from the TV. That mitigates the problem. But everyone with a Wii does have this problem, more or less. Stand close to the TV, perhaps 3 feet away or so. Try aiming at buttons, then look at your hand. Notice anything? You're aiming too high. You shouldn't be hitting the mark. Turns out you're really just aiming at the sensor bar.

      Having said that, I actually did have to stand close to the TV and then look down at my own hand to see what I was doing. In other words, adjusting to aim high was so natural that my body did it automatically. My point? If adjusting is that natural, then even if the reviewer is correct that the Wii has accuracy problems, it's still overblown.

      But I... uh... wouldn't mind the ability to recalibrate the thing.

    9. Re:question for you, sir by AvitarX · · Score: 1

      I bet games where accuracy is a requirement (no crosshare) will let you adjust like older light gun games.

      When there is a crosshare it doesn't really matter (as you stated), also where is it supposed to aim from. I don't want it to sight along the "barrel" because I naturaly hold the Wii-Mote slightly up when sitting, and my TV is fairly low. Aiming along the length of the Wii-mote would be awkward at best.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    10. Re:question for you, sir by dukieduke · · Score: 1

      As long as it registers on screen, I am not sure what the point is.
      Some folks cannot obviously get used to the control-scheme. Most of us have no problem making the mental-connect between moving a mouse on a horizontal surface to control a vertically moving cursor on our PC's, Macs, whatever.
      As for looking at your hands? It happens in Real Life(tm) too. There are millions of golf, baseball and tennis books that attest that a certain grip or twist will give you success. Kudos for Nintendo for allowing spin to be a factor in Sports Games. You should be keeping an eye on your follow-through.

    11. Re:question for you, sir by tomservo84 · · Score: 1
      I bet games where accuracy is a requirement (no crosshare) will let you adjust like older light gun games.

      What do angry rabbits have to do with this???
      --
      Agile Spaceport - You will never find a more wretched hive of scrum and villainy. We must be cautious.
    12. Re:question for you, sir by takotech · · Score: 1

      Zelda allows recalibration. You can set the size and location of the sensor bar as well as calibrate the accuracy of the Wiimote. It's in the Options menu when you press '2' in-game. I adjusted the sensor bar and it improved things greatly.

    13. Re:question for you, sir by recursiv · · Score: 1

      Think of it like a mouse. You move a mouse to get the same relative movement of the cursor on the screen. You don't actually have to put the mouse on the screen. Similarly, you don't actually point the wiimote at your target. You aim with relative movements. FWIW, I find slingshot aiming in Zelda to be the best projectile aiming system I've ever seen in a console game.

      --
      I used to bulls-eye womp-rats in my pants
  3. Should be a different article... by __aaclcg7560 · · Score: 3, Funny

    Slashdot Pans The Wii, Slashdot Loves the Wii

  4. Scary by Anonymous Coward · · Score: 5, Funny

    OMG it's like when different people think different things... but on the same site! Whatever happened to good old fashioned values like Groupthink? :(

  5. Accuracy Problems, Pointless Bashing by miyako · · Score: 4, Informative

    I ran into some accuracy problems for the first maybe 30 minutes when I got my Wii home. If you just take it out of the box and expect it to work with no tuning, you will definitely have problems. Of course, if you RTFM and follow the instructions, things are much better.
    Basically, you have to be really careful about how you position the sensor bar in relation to yourself and the TV. I'm not sure there is much science behind it, but you have to make sure to get the sensor bar centered horizontally and at the front of the TV, but it also needs to be perpendicular to the way that you are aiming the controller. If it's a little angled, then things get a little messed up. The other big thing is that if you have other sources of IR than the sensor bar (like the sun, or anything that is going to reflect the IR from the sensor bar) then you need mess with the sensitivity of the wiimote and possibly cover things up (a lot of people on the gamespot forums recommend covering up any theoretical glass coffee tables that are between you and the system).
    As for games being easier, yeah- some of the games do seem to START OUT easier, they get harder though (you wouldn't realize that if youre a typical sort of reviewer who only plays the first 30 minutes of a game though). You also have to remember that A: Nintendo is trying to rope in people who might have NEVER played a console game before in their ENTIRE LIFE. You have to make games easier for those people. B: Even hardcore gamers have never used something like the wiimote before, so everyone needs some time to get used to it. Look at how easy the first few levels of Super Mario 64 were- nobody was used to fully 3D analog control then either- but the game ramped up in difficulty toward the end.
    I'm no blind nintendo apologist, but the Wii is a really fine system, and it seems like there are a lot of people who are either having legitimate problems with it because it's something new, and need to be set strait, or are just trying to set the console up to look like a failure, since it's doing something new.

    --
    Famous Last Words: "hmm...wikipedia says it's edible"
    1. Re:Accuracy Problems, Pointless Bashing by twosmokes · · Score: 1

      A: Nintendo is trying to rope in people who might have NEVER played a console game before in their ENTIRE LIFE

      It seems to me that they're going to have a tough time with that if

      Basically, you have to be really careful about how you position the sensor bar in relation to yourself and the TV. I'm not sure there is much science behind it, but you have to make sure to get the sensor bar centered horizontally and at the front of the TV, but it also needs to be perpendicular to the way that you are aiming the controller. If it's a little angled, then things get a little messed up. The other big thing is that if you have other sources of IR than the sensor bar (like the sun, or anything that is going to reflect the IR from the sensor bar) then you need mess with the sensitivity of the wiimote and possibly cover things up (a lot of people on the gamespot forums recommend covering up any theoretical glass coffee tables that are between you and the system).

      is required. But good luck to them. An expanding gaming market isn't bad for anyone.

    2. Re:Accuracy Problems, Pointless Bashing by Overly+Critical+Guy · · Score: 1

      I didn't put any thought into how I set mine up, and I did no tuning. I just plopped the bar on top of my television and turned on the Wii, and it works fine. The remote is pixel-level accurate and very easy to use. I can't wait to use the new Expert mode of Metroid Prime 3 that supposedly plays like a mouse-and-keyboard FPS. You also haven't lived until you've attacked enemies on horseback in Zelda, aiming AND steering the horse effortlessly at the same time.

      --
      "Sufferin' succotash."
    3. Re:Accuracy Problems, Pointless Bashing by pythian · · Score: 2, Funny
      (a lot of people on the gamespot forums recommend covering up any theoretical glass coffee tables that are between you and the system)

      Please Note: This recommendation only applies to THEORETICAL glass coffee tables. Any actual glass coffee tables should be left uncovered.
  6. I wonder by Anonymous Coward · · Score: 5, Insightful

    I wonder how many people having problems forgot to calibrate their wands.

    You must A) tell it the proper position of the sensor bar (which should be as close to immediately below the TV, or directly on top of it, as possible, with on top being HIGHLY reccomended by nintendo)

    and B) in most games, actually configure it if it needs accuracy. This usually consists of shrinking an area on the tv until it knows the size of your tv in relation to the sensor bar, but in Red Steel they use a more ingenious method. You're asked to look at things on all corners of the screen as part of the story so its harder to ignore.

    But anyway, I wonder how much is simply calibration problems, or due to it being too far from the bottom of the tv?

    1. Re:I wonder by MeanderingMind · · Score: 1
      You must A) tell it the proper position of the sensor bar (which should be as close to immediately below the TV, or directly on top of it, as possible, with on top being HIGHLY reccomended by nintendo)


      I actually found on my 46" HDTV that placing the bar on the bottom was more accurate. Then the bar was on top the pointer was about a half screen height lower than where I was pointing (the Wii settings reflected the position of the sensor bar). When I moved the bar to the base of the TV (along with the settings) the position because much more accurate.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  7. Calibration? by the+dark+hero · · Score: 1

    Now, I wasn't fortunate enough to get my hands on a Wii, but I imagine there is a way to calibrate the thing right? I think I remember seeing someone mess with the options at the local Gamestop.

    --
    You constantly struggle for self improvement - and it shows.

    Hooray for bad Engrish on fortune cookies

    1. Re:Calibration? by PaulMorel · · Score: 2

      Yeah, you can set the sensitivity of it, and you need to tell it whether the sensor strip is above the TV or below it. You NEED to set those two things properly, but Nintendo makes that pretty transparent, IMO.

      --
      burrocrisy
      and that would be what? Ruling by jackasses? Never has a slashdot misspelling been more apropos
  8. Sofge's criticisms are specific to Sofge, I think by Control+Group · · Score: 5, Insightful

    While everyone's entitled to his opinion, some opinions are less generally applicable than others, and I suspect that Mr. Sofge's are among the "less" bunch.

    Every time I sighted down the controller at the TV, the crosshairs were off-center

    This presupposes that you should be sighting down the controller to aim the crosshairs, which I contend is not how most people (myself included) will be using it. A light gun, since it mimics the feel of a real gun, should meet this standard. The Wiimote, since it mimics the feel of a laser pointer (roughly, at least), need not. When I point a laser pointer at part of a slide, I don't actually sight down the barrel before pressing the button. I point it at the intended target, turn it on, then adjust the aim appropriately. I'm sure if the laser was significantly off-line, it would be problematic, but as long as it's close, I don't really care. If there's an onscreen pointer, then I don't see this being a problem. It's certainly not going to be less "realistic" or "natural" than moving a mouse - in a plane perpendicular to the viewing plane - to aim a gun, and that's been the standard for FPS-style aiming for a decade and a half.

    During a quest to catch a magical fish, the onscreen directions told me to cast my line by swinging the right controller back, then forward. And when the fish bit, a graphic showed me how to make a reeling motion with the nunchuk. I was annoyed when I couldn't shoot straight, but this was worse. The Wii is T-ball for gamers.

    I hardly think that having games show you the appropriate controls to accomplish in-game tasks is unique to either Zelda or the Wii. While the growth of in-game tutorials might be criticized for leading to a dearth of quality manuals, it's certainly an effective way to learn how to play a game. So it shows you the correct motions to make to do something in the game. How is this any different than a manual showing you which buttons to press to accomplish something in the game? You still have to go and actually do it, after all. Besides which, Zelda as a franchise (recently, anyway) isn't exactly known for being a demanding twitch/precision control style of game. It's a pseudo-RPG in its modern incarnations. A little assist on the dextral mechanics for playing isn't really a bad thing.

    After a few whacks, I realized that the Wii isn't asking me to simulate a realistic swing... [snip] ...compared with the full-body workout of a game like Dance Dance Revolution, you're not getting any kind of exercise at all.

    No kidding. I can virtually guarantee that a console which required a full-body workout to play games would be a dismal failure on the marketplace. It's one thing for DDR, it's another thing for a whole system. The idea behind the Wiimote, in my mind, is that someone can pick it up and play baseball as if he was actually swinging a bat. That's the part that's accessible to everyone who's gone bowling, or played tennis, or baseball, etc. That you don't have to do that doesn't mean the system's a disappointment. In fact, for a lot of people, that's probably an advantage: that means that the novel control scheme won't get in the way of having a good time.

    (And I won't even touch the amount of criticism that Nintendo would draw if their console was completely inaccessible to, say, paraplegics)

    Which is why I could hit one-handed home runs without winding up or following through.

    Strictly speaking, follow through isn't a physical requirement for hitting home runs. Once the ball has left the bat, the bat imparts no more energy to the ball. It could stop the instant it was out of contact with the ball, and the ball would go just as far. Follow through is simply a result of swinging that mass around, and mentally focussing on follow through is what allows the actual impact to be smooth and at peak velocity.

    If you translate this to something the mass of the Wiimote, you've still got exactly as much follow throug

    --

    Reality has a conservative bias: it conserves mass, energy, momentum...
  9. After 45 Minutes, the Wiimote is Gold by PaulMorel · · Score: 5, Insightful

    Admittedly, playing an FPS with the Wiimote takes some getting used to, but once you do, you will never want to go back to dual-analog. I played through CoD3 over the last two days, and it took me a solid 90 minutes to get accustomed to using the Wiimote as is necessary to get through the game. However, once I did, the experience became so much more immersive and satisfying than it would have been otherwise (CoD3 is a pedestrian game saved by a cool control scheme).

    I have played most of the major FPSs ever to come out. From Wolfenstein, Doom, Goldeneye, Half-Life (and mods), Halo, HalfLife2...etc ... On some, I have used a console controller, on others, I have used a PC. IMO, for FPSs, the wiimote is far better than dual-analog, but not quite as good as wasd+mouse.

    Personally, I won't ever go back to using archaic dual analog ... even for Gears of War. In fact, I think that in 4 years, all the next-next gen consoles will be sporting Wiimote-like controls.

    --
    burrocrisy
    and that would be what? Ruling by jackasses? Never has a slashdot misspelling been more apropos
    1. Re:After 45 Minutes, the Wiimote is Gold by alphaseven · · Score: 1
      Admittedly, playing an FPS with the Wiimote takes some getting used to, but once you do, you will never want to go back to dual-analog. I played through CoD3 over the last two days, and it took me a solid 90 minutes to get accustomed to using the Wiimote as is necessary to get through the game.

      90 minutes is pretty good, WASD + keyboard took hours and hours to get used to. Using the mouse to look around was such a bizarre concept that when Quake came out you had to hold down a key to look around. It took years for the WASD keyboard setup to become standard (it wasn't until around when Quake 2 is when it became the default).

    2. Re:After 45 Minutes, the Wiimote is Gold by FictionPimp · · Score: 1

      IS CoD3 better than red steel? I can't look/turn left in red steel, I can only look/turn right. The guy just jumps around like an idiot when I try to go left. I think it's funny that I get pixel perfect accuracy in zelda, but red steel is impossible to aim for shit.

    3. Re:After 45 Minutes, the Wiimote is Gold by Anonymous Coward · · Score: 0

      You might have an infrared light source somewhere on the left. It could be any number of things: an uncovered window, a reflection off a picture frame, something shiny on a coffee table reflecting the sensor bar's own light. The sensitivity setup in the system menu (under the sensor bar option) should help you find it or adjust for it.

    4. Re:After 45 Minutes, the Wiimote is Gold by FictionPimp · · Score: 1

      I thought that, but the thing is that I have no problems at all with zelda bow/boomerang targeting... But I'll keep screwing with it.

  10. Sofke is an idiot by SageinaRage · · Score: 4, Interesting
    He has no idea how the Wii actually works. He treats it like a light gun, and of course it doesn't work, because that's not what it is. He brags about his 14 hour long Halo tournament, of course he's not going to adjust well to a new scheme, he's as ingrained in the old method as you can be. He gives the system about 10 seconds to impress him, and is disappointed.

    Everyone I know who has used the remote has started off extremely dubious, but eventually been won over, and gotten used to it. It sounds like the Wii just didn't match up to what he wanted, instead of trying out what it was.

  11. Re:Scary, I was humming this when I read it! by Anonymous Coward · · Score: 0

    but where are those good old fashion values, on which we used to rely?

    Sorry, I was humming this as I read your message, now thats scary :S

  12. slate is owned by microsoft by Anonymous Coward · · Score: 2, Informative

    slate is owned by microsoft

    conflict of interest?

    1. Re:slate is owned by microsoft by damsa · · Score: 2, Informative

      Slate is owned by the Washington Post. Microsoft sold it a while back.

    2. Re:slate is owned by microsoft by MeanderingMind · · Score: 1

      Apparently this guy didn't get the memo.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  13. weird guy by Tom · · Score: 5, Insightful

    This is the Wii's biggest letdown--you don't need to stand up, leap around, or otherwise leave the warm embrace of your couch.

    Actually, that's a huge advantage. It's cool that the game allows it (wireless controler) but doesn't enforce it. I would hate to come home after work, exhausted and tired, and have the game console force me to jump around. Sometimes I want to, sometimes I don't - and if the console respects that, bonus points for playing nice with me.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:weird guy by nbehary · · Score: 1

      Amen to that. I'm pretty sure I pulled something in my right arm the first few hours with my Wii. (god, that never stops sounding funny) I'd be really upset if I had to keep playing everything the way I did initially all the time. It was fun, may be fun every once in a while, but not all the time.

  14. Complaints about accuracy by americangame · · Score: 1

    In the first article the writer beings to complain about accuracy problems with the remote. Stange that there is no mention of hime calibrating the Wii to make it as accurate as possible. Not to mention that the few games he does talk abouit having calibration problems on haven't been played by the public or seen by the press since the New York launch date announcement.

    1. Re:Complaints about accuracy by prockcore · · Score: 1
      Stange that there is no mention of hime calibrating the Wii to make it as accurate as possible.


      Yeah, this guy's entire review was obviously based off 5 minutes of playing at E3. He complains about a fishing tutorial in zelda, when there isn't a fishing tutorial in the version currently on store shelves... he talks about Metroid, which isn't even available for reviewers yet.

      Why didn't he write this review 6 months ago? Because that's obviously the last time he played it.
    2. Re:Complaints about accuracy by strider2k · · Score: 1

      Objection! (points finger like Phoenix Wright)

      Most likely the guy is playing it via the Wii Tour amongst the Westfield malls as stated on the nintendo website. But, my point is moot if this guy isn't living/visiting America the time of writing the review.

      --
      Every geek has some sort of website, programming or computer project. Here's mine: www.youtasteit.com . What's yours?
    3. Re:Complaints about accuracy by MeanderingMind · · Score: 1
      Objection! :slams fist down Edgeworth style:

      During my first closed-door demo of the new console, I tried out a sci-fi title.


      The Westfield mall setups are not closed-door demos.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  15. Penny Arcade by schoolisdeath · · Score: 5, Funny

    Boy, did they hit the head on the nail:

    He says:
    "I realized that the Wii isn't asking me to simulate a realistic swing. There's no reason to assume a batter's stance, and no reason to bother swinging the controller fast or following through--flicking the controller like a pingpong paddle works just as well. This is the Wii's biggest letdown--you don't need to stand up, leap around, or otherwise leave the warm embrace of your couch. The console senses motion, but compared with the full-body workout of a game like Dance Dance Revolution, you're not getting any kind of exercise at all."

    PA says:
    http://www.penny-arcade.com/comic/2006/11/13

    I say:
    He doesn't appear to understand a certain type of fun that videogames can provide. You _can_ decide to play it like Cartman playing WoW, or you could have fun. Your choice. He chooses to be a f***ing toolbox.

    I'm not a Wii fanboy, but I have to say that article is pretty terrible.

    1. Re:Penny Arcade by SP33doh · · Score: 1

      but Isn't it supposed to be about the fun game experience, rather than your fun imagination?

  16. Sighting? by interiot · · Score: 4, Insightful

    "Every time I sighted down the controller at the TV, the crosshairs were off-center."

    The Wii-mote isn't designed for this, period. While there is minimal configuration for the Wii-mote's sensitivity, there is no way to make the Wii-mote's pointer line up pixel-perfectly. The Wii-mote is pretty accurate, but it's more of a relative movement like a mouse. Games aren't designed to require pixel-perfect accuracy. If you needed pixel-perfect accuracy, you'd need a more complicated setup to calibrate for the size of your TV, the orientation of the TV and sensor bar, and to take in account the fact that players will be playing from different angles. It's just not needed.

    1. Re:Sighting? by modecx · · Score: 1

      Probably so, but still, it would be fun if a gun attachment would be relatively close, requiring sighting through the pistol/rifle, just to make the game a little more immersing. Anyway, the size of the TV, relative position of the user could probably be calculated with the interface and all the sensors. I don't see why it would be impossible to project the pointer through the plane of the TV. Personally, I'd be very attracted to a zombie/tactical shooter that would behave in this way, ala the arcade.

      --
      Constitutional rights may be respected, repealed, or modified; but they must never be ignored.
    2. Re:Sighting? by HappySqurriel · · Score: 1

      If you wanted Pixel Perfect Accuracy (for a light gun game as an example) it would be pretty easy to calibrate in game. Essentially all it would require would be for a person to shoot at what they thought were the corners of the screen and then at the center (like you used to with certain light gun games); from that information a game should be able to determine the size, shape and placement of your TV compared to the senser bar. It wouldn't be perfect (it would probably screw up if you moved the sensor bar mid game) but would be good enough for most situations.

    3. Re:Sighting? by Anonymous Coward · · Score: 0

      Funny and there was I distinctly remembering Nintendo showcasing a "zapper" case that you could put your remote in. Is my memory faulty? No it isn't. Clearly the intent from the beginning was that the onscreen aiming would matching where you were pointing the device. Whether the reality is different is irrelevant - that was the intent.

    4. Re:Sighting? by poot_rootbeer · · Score: 1

      While there is minimal configuration for the Wii-mote's sensitivity, there is no way to make the Wii-mote's pointer line up pixel-perfectly.

      The Wii Remote does not have a viewfinder or targeting reticule built into it. There's therefore not even any suitable reference point for determining of the pointer placement IS pixel-perfect or not.

    5. Re:Sighting? by UbuntuDupe · · Score: 1

      Yeah, this is what ticks me off about the Wii, at least until I get some new information. They quite clearly could have made it so you could "help out the Wii" by telling the system what the boundaries of your actual screen are. i.e., you pick an approximate TV screen size and sensor location, and it shows you a rectangle that you expand to the boundaries. It could then figure out where you're really pointing based on that offset/scale, and the locations of the IR emitters on the sensor bar as they appear in the camera.

      Instead, the most I can help it out with is "sensor bar is above/below the screen". =-(

      Sadly, it's not easily fixable with a patch. I mean, don't get me wrong -- I've had endless fun with it. But man, they could have made it so much better with just a little trigonometry.

    6. Re:Sighting? by modecx · · Score: 1

      Sadly, it's not easily fixable with a patch.

      I haven't had the chance to play with the Wii yet (dying to, just haven't had the chance), but I have a feeling that the system might be a little more flexible than people give it credit for. It's probably possible to enhance the controller inner-workings with a patch. It would be really neat if they could add TrackIR support :)

      --
      Constitutional rights may be respected, repealed, or modified; but they must never be ignored.
  17. Super Monkey Balls REALLY shows the shortcomings by drhamad · · Score: 3, Informative

    While the Wiimote is pretty good, game companies need to understand its limitations - and this includes Nintendo. Wii Sports is a lot of fun, because it uses mostly relativistic movements of the controller. By contrast, Super Monkey Balls includes a lot of games that require precision aiming, like a gun. This does NOT work well. It was frustrating. So it depends what you use it for. It's a great controller, great functionality - but its limits need to be understood. Furthermore, I don't want to put as much energy into my game playing as many of the games such as Wii Sports makes you - usually I want to relax. Wii Sports/etc are GREAT fun, but I don't want those most of the time. So I hope that companies realize that that functionality should be supplemental, in most cases, to the game play, and not the be-all end-all of control.

    --
    -Daniel
  18. Sofke seems out of touch. by fatty+ding+dong · · Score: 1
    Everything about the console is designed to welcome casual gamers, from that unfortunate name to the remote-shaped controller (aka the Wii Remote) that translates movement into in-game action.


    The Wii Remote? Whatever happened to Wiimote? And didn't everyone get over the "unfortunate name" months ago? Between these examples and the references to playing Duck Hunt and arcades in Times Square, it seems to me that Sofge is acting like a crochety old man with no desire to keep an open mind. He even throws in Halo to make it seem like hes "down" with the new kids. Don't get me wrong, I grew up in the Duck Hunt era (I was depressed when it was coming to virtual console because 15 years later I still can't shoot that damn laughing dog). I remember paying 3 quarters to play Street Fighter 2 Turbo. Sofke, despite living through the same era, kept a tone made it seem like unless the Wii danced the polka and then cooked him a steak dinner, it sucked. The entire article might as well say:

    "In my day, we only had 1 button and a joystick, and we liked it! And we had to hike to video game store 5 miles in the snow! Uphill both ways!"

    --
    -Now I may be an idiot, but there is one thing I am not sir, and that, sir, is an idiot.
    1. Re:Sofke seems out of touch. by Purity+Of+Essence · · Score: 1

      Nintendo calls it a "Wiimote" because "weemote®" is a registered trademark of Fobis Technologies.

      weemote

      --
      +0 Meh
    2. Re:Sofke seems out of touch. by Purity+Of+Essence · · Score: 1

      Whoops, I mean: Nintendo DEOS NOT call it a "Wiimote" because "weemote®" is a registered trademark of Fobis Technologies.

      weemote

      Dammit, previewed and everything...

      --
      +0 Meh
    3. Re:Sofke seems out of touch. by fatty+ding+dong · · Score: 1

      S'alright, I just got finished reading the second article where it says Nintendo dropped the name Wiimote because it was Wiitarded. I'm still new around here, can I "-1 Idiot" myself?

      --
      -Now I may be an idiot, but there is one thing I am not sir, and that, sir, is an idiot.
  19. Isn't it like driving a car? by n1hilist · · Score: 1

    Takes a while to get used to any analogue control, surely.

    New clutch, new steering wheel or, power steering.

    It took me a few days to get used to my Logitech MX1000 mouse after using a standard el cheapo mouse for years, mainly because of the shape, I could not draw a straight vertical line in Photoshop with the MX1000, now I'm used to it.

  20. If the wiimote supports precision fighting by Knuckles · · Score: 3, Insightful

    It seems a general consensus is that a well-calibrated wiimote is very accurate as far as the hardware goes, but the first wave of games does not use this accuracy. Instead they all go for a kind of mouse gestures without 1:1 mapping off player movements to in-game movements. Of course this disappoints gamers who already dreamed of "real" sword fighting, golf, or tennis.

    That the first games that are published for the Wii go this route does not surprise me at all though. First of all there is Nintendos initial main focus on casual gamers, which of course makes them emphasize more accessible games. The developers also need to come to grips with the controller, they need to understand a new kind of gameplay, and there also may be some hardware precision issues in the first Wii generation.

    However if the wiimote is capable of precise tracking in principle, and it seems like it, then I am convinced that the second or third wave of games will go into completely new directions, and there will be games that will use precision movements for all kinds of stuff: sports like gold, tennis, or ballsports, sword (or lightsabre) fighting games, and things I am not creative enough to think of.

    I for one cannot wait.

    --
    "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    1. Re:If the wiimote supports precision fighting by rjung2k · · Score: 1

      "It seems a general consensus is that a well-calibrated wiimote is very accurate as far as the hardware goes, but the first wave of games does not use this accuracy. Instead they all go for a kind of mouse gestures without 1:1 mapping off player movements to in-game movements."

      After playing tennis, baseball, and bowling on Wii Sports, I can say that this statement is incorrect.

    2. Re:If the wiimote supports precision fighting by justchris · · Score: 1

      The Wiimote is capable of amazing precision. The problem is, most human beings aren't capable of fine enough motor control to distinguish a movement of 1/10 of a degree, so developers are trying to find a balance between what people are actually able to do and what is fun in game terms.

      --
      just some guy
    3. Re:If the wiimote supports precision fighting by Knuckles · · Score: 1

      What part of the statement is incorrect: that "a well-calibrated wiimote is very accurate as far as the hardware goes", or that "they all go for a kind of mouse gestures without 1:1 mapping [of] player movements to in-game movements."?

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    4. Re:If the wiimote supports precision fighting by Knuckles · · Score: 1

      That's what I meant. And finding that balance is extremely important for the launch games if the Wii shall be successful. But if the Wii selles well and there is demand and interest in, e.g., a sword game with very fine control, I am sure it will be done (if the wiimote precision supports it, which you confirmed.)

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    5. Re:If the wiimote supports precision fighting by nbehary · · Score: 1

      I agree. I really worried that things could be too hard if developers used the full accuracy of the thing right off the bat. If they did, we'd be hearing alot more complaints, I think. The thing definately seems to have the potential though. Anyone who has one should try just using the interface sitting in a Lazy-boy that rocks while thinking they are sitting still. It picks up everything. (which gets annoying sitting in a Lazy-boy, but I do have a couch too.....)

  21. Trash by AstrumPreliator · · Score: 4, Insightful

    Here is a choice quote from the first paragraph...

    But the Wii, which is being marketed as the ideal system for newbies, made me feel like an incompetent novice. I don't blame myself. The ugly truth is that the Wii's already-legendary motion-detection system doesn't work very well.

    Emphasis mine. That pretty much sums up the article.

    1. Re:Trash by macshit · · Score: 1

      Emphasis mine. That pretty much sums up the article.

      Yeah. Sofke sounds like he's got some serious self-image issues -- he's got a lot emotionally invested in being a "733t hardcore gamer" and predictably reacts rather negatively to anything new which puts him on the same level as the unwashed masses.

      Kind of pathetic really...

      --
      We live, as we dream -- alone....
  22. Adjust the Wimote sensitivity and stand back by fhage · · Score: 1
    I worried about the accuracy of the Wimote before I purchased, but am very satisfied after actually using it. I found the same kinds of "miss-aim" problem when playing very close to my 52" screen. When I hold the wimote 3-4 feet from the screen, the "beam" comes out at a downward pointing slant. When I stand back the problem disappears and the beam comes out along the major axis of the Wimote. The pointer is quick enough and accurate enough to pick and shoot several times per second. Rayman has a mini-game that has one trace shapes on the screen with a "marker" and it worked well for me. It is sensitive and stable on my system.

    Perhaps Eric didn't read the directions or trouble shooting guide and adjust the sensitivity or place the sensor bar in a good location. The sensitivity setup feature is really cool; it displays an image of the sensor bar's IR LED's from the Wimote's IR camera. You can easily tell if the Wimote is picking up reflections or if the bar is blocked from some angles of view. Every TV remote should have these features and I predict they will within a few short years. It's that good.

  23. Re:Super Monkey Balls REALLY shows the shortcoming by Manitcor · · Score: 2, Informative

    I dont have super monkey balls but I have CoD3 and Rayman Raving Rabids and both feature FPS. So far I have had no trouble shooting or targeting. Honestly I think its easier to play FPS with the Wii controllers. I gave up on the Genre long ago because play on consoles sucked with dual analog. Perhaps Super Monkey Balls just implments thhe hardware badly.

    --
    "Don't mess with him, he taunts the happy fun ball."
  24. Re:Super Monkey Balls REALLY shows the shortcoming by barjam · · Score: 2, Interesting

    What are you talking about, precision aiming is where the WiiMote absolutely shines. I suspect you don't have something set up correcty. Oddly enough the "FPS" mini game in monkey ball features the best FPS control setup I have ever played (on a console). Red Steel, no so much.

  25. Wii Accuracy by ShawnMcCool42 · · Score: 1

    When you play a racing game how do you drive? Do you gently move the stick 1/3rd of the possible range? Probably not, most people apply the same strategy to analog sticks as digital pads. You move the stick 100%, release, and back. This is what i call "tap steering".

    Playing Gran Turismo years ago taught me how to use an analog stick properly. The wii is very similar. There are a number of challenges to face players. For example, trauma center has you selecting your tools with the nunchuck's analog stick. Sounds easy enough, but since the nunchuck and wiimote aren't rigidly connected, i find my left hand rotates to the right a bit, meaning the direction i traditionally translate to upwards motion is now up-left.

    It is the adult view to apply known concepts to new problems (tap steering).
    It is the child's view to find an optimal solution to the challenge.

    Some people will never grow up. And some people never revisit youth. You get out what you put in.

    1. Re:Wii Accuracy by pizzach · · Score: 1

      I actually fought with the GameCube's c stick because up didn't feel like up when you come from the N64 controller.

      --
      Once you start despising the jerks, you become one.
  26. *Square* peg, round holes by stryc9 · · Score: 1
    Sure enough, when I tried hitting a baseball in another game, it was another exercise in round pegs versus round holes.

    Wouldn't a round peg and a round hole fit just fine?

    This guy is an idiot. Sure the Wii has its problems, and I am not a fanboy (at least of Nintendo, I am an xbox fanboy if anything) but this guy just doesn't get it. First off the remote is not a light gun, and you shouldn't be holding it to sight down it at all. Next of course you don't have to swing the remote like you really would a bat or bowling ball or your fist. To force people to do that would be stupid. But you sure can jump around with the remote and look like an idiot if you want. I do when I play the golf or bowling for example. I think that it is fun and that is the appeal of this system: Fun.

    --
    www.madeofwinandawesome.com
    1. Re:*Square* peg, round holes by Anonymous Coward · · Score: 0
      Wouldn't a round peg and a round hole fit just fine?

      Congratulations. That whooshing sound is you, being scalped by the point.

      He's saying the Wii is too easy - no more challenging than putting a round peg in a round hole - because its control system is too inaccurate for subtlety to enter into the control equation.

      This guy is an idiot.

      People who live in glass houses...
    2. Re:*Square* peg, round holes by stryc9 · · Score: 1

      Touche. But next time have the balls to not post AC.

      --
      www.madeofwinandawesome.com
  27. Re:Sofge's criticisms are specific to Sofge, I thi by ronanm · · Score: 1

    Ok, I was fine up until this point: "Strictly speaking, follow through isn't a physical requirement for hitting home runs. Once the ball has left the bat, the bat imparts no more energy to the ball."

    Huh? I've never played baseball in my life but it's simple enough - if you were to swing the bat in such a way as to be able to stop it immediately the ball has left it, the energy imparted would be very small indeed; follow through is everything.

    Going back to Wii Sports, it is supposed to be incrediably easy to "cheat" in all the sports games, greatly reducing the fun level. Personally I'm surprised that there hasn't been more reviews along the same lines as Sofge's, but I guess Nintendo marketing has done a good job. (Got the journos well liquored up and not let them play the same game too long.)

    It looks (ftm) like the Wii is going to be a huge success, however, it will surely depend on how well the remote is exploited vs. how many of the games rely on gimmickry.

  28. Re:Sofge's criticisms are specific to Sofge, I thi by HappySqurriel · · Score: 1

    When it comes to games the difference between a gimick and a revolution is largely dependant on execution. I have seen many of the 'greatest games of the year' be reviewed so well based on the inclusion of features which were readily availabe in a (much worse) game that was released 18 months earlier; in most of these games these features are passed off as gimmicks.

    Whether the Wii ends up being as successful as it can be (both in terms of critical and ecconomical success) depends largely on whether they can convince large (high quality) third party developers to focus on their system; regardless of this I suspect that Nintendo will provide enough games that show of the potential of the system.

  29. He must be clumsy by Romwell · · Score: 2, Informative

    My friend's suitemate got a Wii the day it was out, and I got to play Red Steel and Zelda. It was flawless. I could easily aim wherever I wanted and actually enjoy playing the game. Of course, I'd do it much faster and more precisely with a mouse, but it would be less fun , that's why they don't have mice on arcade machines. Also, last time I tried playing Halo or any other FPS on a PS2 - I couldn't play, because I just couldn't use the controller. For a first-time user, Wiimote is much easier to learn than dual-stick; it's faster to move around - and has the fun level which dual-stick will never achieve. In my opinion, he must have been clumsy or slightly impaired if he had too much trouble. Or maybe he was so used to dual-stick that he cannot accept anything else.

    1. Re:He must be clumsy by Deadguy2322 · · Score: 0

      Yeah, playing Halo is difficult on the PS2, practically impossible. Maybe that's because it's an X-box game? Hmmm.........

      --
      Check out my foes list to see who is so retarded that they can't use the signature line!!!
    2. Re:He must be clumsy by 2008 · · Score: 1
      --
      I quit!
  30. The only intuitive human interface is the nipple by tepples · · Score: 2, Funny

    The only intuitive human interface is the nipple. Everything else is learned, including pen, keyboard, mouse, and gamepad. You just seem to forget the effort that you spent learning them because you learned them before age 12.

  31. Hint it's a new control scheme people. Also... by kinglink · · Score: 4, Informative

    Ubisoft sucks.

    Let's start at the begining. Play a nintendo game. Don't want to pay for it? Play Wii Sports. Wii sports is suprisingly spot on with it's controls (Zelda and excite truck is too). So that means the controller is good and the system is amazingly responsive.

    Now let's look at the problem with the controller. Point the controller at the screen, can you hold it there for 3 minutes. I can't either. Know why? Because it's a new system. You're not going to completely master the wii mote in the first minute. It takes a couple hours at least. I'm pretty good with the control now, and I expect to get far better. Try holding up a hand and not moving it for 3 minutes, can't do that either right? Again it takes time and practice with it.

    Now let's look at the games being too "Easy"? They might be simple (though Again zelda is far from simple) but they arn't "Easy". And why is that? Because companies didn't know how far they could push the new control scheme. You could program a Xbox 360 game years before it came out, because of a simple fact. It's the same as a Xbox control scheme with minor changes you tweak when you get the final dev kits.

    As for unresponsive? Out of 4 games (including wii sports) the only unresponsive game was Red Steel, and that was hardly the only problem with that game. There was numerous problems with ubi's launch titles, either being graphically inept (both racing games). Being minigame, with out a real game (rayman) and being Red steel (with a number of problems). So the system sucks right? Well excitetruck showed that the system is more than a little good with racing games, Monkey ball shows we can have full games with mini games, and Call of duty 3 which looks weaker, is said to have the best controls out of all three systems.

    The bottom line is that this is a NEW console, with radically NEW control schemes, just because reviewers have had it a week doesn't mean you'll master it in that time. You should already be better at it, and just like us, developers should be getting better and better at it. Just don't blame Nintendo for Ubi's crappy titles when Nintendo and Activision both prove the Wii is more than capable at holding it's own.

    1. Re:Hint it's a new control scheme people. Also... by Jarlsberg · · Score: 1
      Now let's look at the problem with the controller. Point the controller at the screen, can you hold it there for 3 minutes. I can't either. Know why? Because it's a new system. You're not going to completely master the wii mote in the first minute. It takes a couple hours at least. I'm pretty good with the control now, and I expect to get far better. Try holding up a hand and not moving it for 3 minutes, can't do that either right? Again it takes time and practice with it.
      Gee, playing games with the Nintendo Wii sure sounds like FUN.

      The bottom line is that this is a NEW console, with radically NEW control schemes
      You got that right. :)

  32. Already on there way by aztektum · · Score: 1

    I can't find the article but /. ran a story about a company hoping to piggyback off Nintendo's idea with RF based gyromotes for the 360, PS3 and even PC.

    --
    :: aztek ::
    No sig for you!!
    1. Re:Already on there way by MeanderingMind · · Score: 1

      I have several major concerns about the technology.

      1) The 1up article mentioned a base unit at the player's feet. I don't know about anyone else, but in games that encourage me to move physically the last place I would want to place a valuable component is at the player's feet.

      2) Additionally, does each player have to have one of said base units? How close does each player need to be to said base unit? Does said base unit require batteries?

      3) The idea of appropriating controls built for the Wii on this is neat, but are the controllers built in fundamentally the same ways? If the signals are significantly different it may not be as easy as it looks.

      4) Unless this third party takes off for the other systems it's ultimately pointless to think the Wii is in danger. How many games use the DDR Pad or the Guitar Hero controller? That's right, just DDR and Guitar Hero. Unless all 7 million Xbox 360 owners get up and buy this there won't be mainstream support.

      5) There's also the question of cost. At this point you'll already have dropped $400 into an Xbox, $600 into a PS3, or even more for a PC. Even if the wholem Gametrak shebang was only $50, you're paying a minimum of $200 more for something Nintendo does right out of the box. On top of that, Nintendo's setup is extremely easy to put together. Sensor Bar, power, plug into TV, turn on and bing you're on your way. Anything significantly more complicated will slight the blue market Nintendo is targetting.

      Overall, this third party has a lot more to overcome than even Nintendo. This peripheral may simply sit in the same category as those controllers with 25 Atari games. It's nifty, it's fun, but ultimately those don't change the fundamental dynamics of the three main consoles.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
  33. Found it...sorta by aztektum · · Score: 3, Interesting

    not the slashdot blurb but still what i was looking for clicky

    --
    :: aztek ::
    No sig for you!!
  34. My only accuracy complaint... by 7Prime · · Score: 1

    Is in the lack of settings for the Wiimote. Asking whether the sensor bar is above or below the TV is great, but if I have the the intest, let me get in and fine tune the mother fucker: adjust how FAR above the TV it is, and how large the TV is. So far, the horizontal accuracy of the Wiimote is perfect, but the vertical is not very close. It would be nice to be able to tweak it to your perticular game style. I understand that Nintendo is trying to make things simple, but that's what "advanced options" buttons are for. Maybe in a future firmware update. But this is a much smaller complaint than you would think. I'm absolutely loving Zelda (which has a few additional Wiimote options, btw), and my few minutes on WiiSports Tennis was lots of fun. I've heard way too many complaints about Red Steel, and some concern over Metroid... which I hope they fix before its release.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    1. Re:My only accuracy complaint... by seebs · · Score: 1

      I actually agree with this; I just don't know whether this would require mods to games, or whether the OS would provide improved accuracy to games.

      The existence of games with in-game calibration makes me worry that the new calibration would have to be included in new games, not just provided by the OS.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    2. Re:My only accuracy complaint... by UbuntuDupe · · Score: 1

      I agree. Before buying, I had assumed the setup would be something like speakers in Windows. That is, you first tell it roughly where your sensor bar is and how big your TV is. Then, it would show you some box where it "thinks" the screen boundaries are, and then you adjust it until it fits your screen.

      But of course, instead, it's just "above or below?". It could just have been to shorten setup time, but not even have that as an "advanced option"? That said, it's still accurate enough not to have major problems.

    3. Re:My only accuracy complaint... by MeanderingMind · · Score: 1

      I'm not terribly concerned about Metroid. I've heard complaints like his before, and they've always been from people used to their 1337 skills in console FPSs like Halo. The new control scheme makes them feel like a newbie. Instead of reveling in a completely new experience and exploring its depths they keep thinking about how if they were playing Halo with two sticks they'd be owning things.

      The end result is rants like this. They are a 1337 gamer and so they can't be at fault. It must be the controls (gee, how often have I heard that one).

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    4. Re:My only accuracy complaint... by 7Prime · · Score: 1

      WTF??? I'm not even CLOSE to a 1337 gamer. I mostly play RPGs, Adventure games, and platformers, I hate standard FPSs. I just want to be able to have decent control of the cursor (not even gun sight). Why the hell would a 1337 gamer be talking about an adventure game like Metroid Prime, anyway?

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    5. Re:My only accuracy complaint... by MeanderingMind · · Score: 1

      You misunderstand.

      My comment was not directed at you as much as the many "concerns" I have seen directed at Metroid Prime 3 in the past (including in the article, hence "complaints like his "). I have watched videos of different people reacting to the game, and the "1337 gamer" stereotype reacted much as he (again, referring to the reviewer) did.

      I was not calling you a 1337 gamer, but was referring to 1337 gamers and their concerns as it seemed relevant.

      However, Metroid Prime is not an adventure game. The days of a game fitting purely into any one genre are over, and have been for some time. Metroid Prime is a FPS/Adventure game. 1337 gamers would be talking about Metroid Prime because of the FPS portion.

      There is no need to flip out.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    6. Re:My only accuracy complaint... by 7Prime · · Score: 1

      I've never seen a 1337 gamer get excited about Metroid Prime. It's all part of the Metroid/Zelda/Castlevania triumverate of similarly constructed action/adventure games (you can now add Okami to that). The fact that the creators decided to make the 3D Metroid games first person was a stylistic decision, as they realized that having a big orange robot suit in 3D would essentially kill the organic atmosphere of the game... it had little or nothing to do with what kind of game they intended to make. Thus, Metroid Prime is no more like an FPS than Zelda is to a TPS. The only difference is that in one I shoot energy bullets, and in the other I shoot magic arrows. Their gameplay still follows a similar enough path to be considered well within the same genre. And more importantly, their fan bases hugely overlap. Calling Metroid Prime an FPS/Adventure is fine... but I've never heard Zelda refered to as a TPS/Adventure.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    7. Re:My only accuracy complaint... by 7Prime · · Score: 1

      Oh, and BTW, I appologize for flipping out. I innitially thought your post was a reply to the other repliers of my post, so when you said "complaints like his", I thought you were talking about ME, not to me. I see now what you were saying, sorry for the confusion.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  35. Psst. by Anonymous Coward · · Score: 0

    I think it was meant to be a joke. News for Nerds... high percentage of Linux geeks here. You do remember funny, right?

    1. Re:Psst. by Anonymous Coward · · Score: 3, Funny

      There's no room for funny when defending the honor of the Wii!

  36. Re:Super Monkey Balls REALLY shows the shortcoming by Overly+Critical+Guy · · Score: 1
    By contrast, Super Monkey Balls includes a lot of games that require precision aiming, like a gun. This does NOT work well.


    It works beautifully in Twilight Princess.
    --
    "Sufferin' succotash."
  37. Hype Overload by Anonymous Coward · · Score: 0

    I've played about four hours of Madden Wii. It wasn't fun and playing with 4 people was ridiculous, if not impossible. Two players is the absolute most to sensibly control things.

    The controls are akward, exhausting, and have a very steep learning curve. Unless you sit down and practice the tutorials, you'll have trouble even throwing the football. Even then it's hit and miss, and the wii falsely detects the motion..

    Other flaws include the instability of syncing the system up to the controllers wirelessly (sometimes it took us 10-15 minutes)

  38. Cheat? How is that? by smurfsurf · · Score: 1

    'Going back to Wii Sports, it is supposed to be incrediably easy to "cheat" in all the sports games, greatly reducing the fun level.'

    Say, if you play on your own, you cheat on yourself and deprive yourself of the fun. Unless you are into sado-maso, why would you do this? And if you are playing with some folks in your living room, there will quickly be a social consensus about acceptable moves. I do not see a problem here.

    1. Re:Cheat? How is that? by Anonymous Coward · · Score: 0

      If I start playing a game and discover that I'm really good at it, then I'm really happy, however, if I discover that I'm not really good and I could get the same results half-heartedly waving my hand around then I'm going to feel cheated.

        If it's too difficult for Nintendo to implement some sort of sliding skill level what chance do the third parties have? Two things, I think Wii Sports was designed to be a proof of concept/demo and included in the box to "ease entry" for people. It's not designed to be an immersive sports game and hopefully we'll get proper sports games with more playability. (And I don't mean a game with "'07" at the end of it.)

        The other thing is that the inclusion of Wii Sports could be to the detriment of the console, because of journos who do a review based on 60-90 minutes play rather than 5-10 and at Christmas when the parents don't purchase games because the console already comes with one.

      (Posting as an AC, because I can't remember my password. ;)

    2. Re:Cheat? How is that? by yarbo · · Score: 1

      Wii sports does have a sliding skill level. The games get harder as your skill level improves (well, not in bowling or golf). The difference between a boxer at level 100 and a boxer at level 700 is huge, and your skill level only goes up if you're beating the previous boxer. That means you spend a little while learning the system and then you end up at a level where you're challenged, but still have a chance. That being said, I love Wii sports and my roommates and I have been playing it more than Twilight Princess.

  39. Seems like the ds situationj repeats itself by MemoryDragon · · Score: 1

    The first titles using the touchpad were a hit and miss situations, the controls even nintendo with its mario 64 port sometimes were out of being playable to a good degree, the situation now is way better, most games are very playable and there are 3-4 standard schemes how the touchpad is utilized. History seems to repeat itself with the wii. It will be interesting to see how the system will be used in the future. If it really is similar to a mouse pointer, adventures and goot strategy titles can arise form it like they did with the ds... Also the ds could function as a mouse for the screen in the long run.

    1. Re:Seems like the ds situationj repeats itself by exp(pi*sqrt(163)) · · Score: 1
      The first titles using the touchpad were a hit and miss situations
      Yes. It got better when game developers stopped using the touch screen. Don't get me wrong, I love my DS Lite (and I loved my DS before it) but using the touch screen as an analog joystick was a disaster.
      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    2. Re:Seems like the ds situationj repeats itself by MemoryDragon · · Score: 1

      Actually it depends... the main problem mario 64 had was simple, the crosshair which was the only trigger of the analog movement, that was too problematic for my taste, newer 3d titles utilize the touchpad way better. It is a matter of getting a hang of it, but I can understand that some people hat the pad in analog games. The formfactor and the weight do not blend in too well with the pad controls, you get cramps very easily. I recently found out that for action games the thumbpad works way better than the stylus due to cramp avoidance. The pad however blends in perfectly for slower types of games like strategy games and adventure games, they are a match made in heaven. Wheather you like the analog controls in action games or not is a matter of taste, I like them, but I either use the straps, or I simple place the ds in a way that I do not have its weight in my hands. The controls itself work very well after getting used to, even in fast paced action games. Basically every game which works well with a mouse also works well with a pad scheme.

  40. Getting the basics wrong... by SilentJ_PDX · · Score: 1

    Apparently, he "was in love with the Nintendo Wii long before [they'd] ever met" but he then goes on to describe "the remote-shaped controller (aka the Wii Remote)"

    How much of a fan can you be without knowing it's called "Wiimote"? That kind of gaffe makes me question the rest of the article.

    1. Re:Getting the basics wrong... by SP33doh · · Score: 1

      I can't tell if you're trying to be funny or if you're just stupid...
      it's called the wii remote... unfortunately, penny arcade is not the official namer of products.

    2. Re:Getting the basics wrong... by Convector · · Score: 1

      Actually, that part's correct. The official name for the controller is the "Wii-Remote". Nintendo planned to call it the "Wiimote", but later discovered that term was copyrighted by some other toy company already. Why anyone else would want the name is beyond me. By that point, the name "Wiimote" was already being used by gamers, much like "Xerox" is sometimes used as a general term for "photocopy", even though the former is a copyrighted brand name.

  41. To the contrary. by EinZweiDrei · · Score: 5, Funny

    The only intuitive human interface is the nipple.

    Not even that. Just ask the first woman I ever got naked.

    --
    Perhaps life really is full of possibilities.
    1. Re:To the contrary. by heinousjay · · Score: 4, Funny

      But I haven't talked to your sister in forever.

      And I apologize, I mean nothing by it. I just seem to be genetically unable to pass up the slow pitch.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    2. Re:To the contrary. by EinZweiDrei · · Score: 1

      Oh, I was absolutely asking for a wisecrack; just didn't even have the energy to type out a caveat. And my post was deprecating enough as it was anyway.

      --
      Perhaps life really is full of possibilities.
    3. Re:To the contrary. by elrous0 · · Score: 1
      The joke's on you. She started out as his brother.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:To the contrary. by MS-06FZ · · Score: 1

      Same difference - boys have nipples, too.

      --
      ---GEC
      I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
  42. Re:Super Monkey Balls REALLY shows the shortcoming by bogie · · Score: 4, Funny

    "I dont have super monkey balls "

    Baaawhahahawww

    Sorry.

    --
    If you wanna get rich, you know that payback is a bitch
  43. Re:Adjust the Wimote sensitivity and stand back by iluvcapra · · Score: 1
    When I hold the wimote 3-4 feet from the screen, the "beam" comes out at a downward pointing slant. When I stand back the problem disappears and the beam comes out along the major axis of the Wimote.

    \{me puts on my photographers hat} As the camera that senses the sensor bar is in the wiimote, it's using the position of the IR emitters in the light bar to figure out its orientation. I'll bet the lens on the wiimote's CCD has a short focal length, meaning that if it could see normally, it would see fisheye; this means that it can see a wide swath of space, but things held close to it will appear distorted.

    This implies that when one holds the wiimote too close, the sensor bar's emitters are being displaced further from the center of the CCDs image (the optical axis) than if they were at a distance. Thus, if your sensor bar is above your TV, your cursor will deflect down. The opposite is probably the case; if you place your emitters beneath the image, your cursor will deflect up if you hold the wiimote too close.

    I admit, this effect being noticeable at all is a testament to the sensitivity of the wiimote, it simply must be held at a good distance. If Nintendo could cell LCD screens with emitters embedded behind the center of the screen, you could be as close as you want =D .

    --
    Don't blame me, I voted for Baltar.
  44. Re:Sofge's criticisms are specific to Sofge, I thi by Sparr0 · · Score: 1

    I have seen many of the 'greatest games of the year' be reviewed so well based on the inclusion of features which were readily availabe in a (much worse) game that was released 18 months earlier; in most of these games these features are passed off as gimmicks.

    You mean like every single feature in Warcraft 3?

  45. Re:Super Monkey Balls REALLY shows the shortcoming by justchris · · Score: 1
    Actually, the FPS mini-game in Super Monkey Ball is just about the best one in the entire game. SMB comes with 50 mini-games though, and while half of them are stellar, the other half leave a lot to be desired. I think I've played through all 50 now, and some are just flat out unplayable.

    I think they focused too much on including as many mini-games as possible, rather than focusing on perfecting controls for each particular game, and it shows.

    SMB is made by Sega, btw, not Nintendo.

    --
    just some guy
  46. Re:Sofge's criticisms are specific to Sofge, I thi by DDLKermit007 · · Score: 1

    You mean like how everyone decried every early game on the DS a gimmick? History is at the door...it's here to repeat itself.

  47. Some thoughts on this by seebs · · Score: 1

    I've had some games suck and others be very good.

    In Super Monkey Ball, if I'm sitting on my bed near my bedroom TV, it's very hard to control some of the games; the remote sensing tends to be off. If I move to a TV I can be further from, most of them work fine... But whackamole's "move the remote around to move the hammer" doesn't work well at all, with the hammer bouncing all over the screen. On the other hand, disc golf works like a charm at that range.

    In Rayman, the only control problem I've had is that, in the dancing minigame, I tend to have a hard time telling when the remote will feel it's been "shaken", so my timing's poor. The rails shooter is excellent; the game's accuracy is better than I've gotten with any controller but a light gun before. Way better than a trackball or mouse. (Actually, it's fairly similar to using a drawing tablet.)

    Trauma Center shows that the potential is there for flawless controls; I'm still getting the hang of it, but I can reliably cut people open in the right spots without missing.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  48. Re:Super Monkey Balls REALLY shows the shortcoming by Temporal · · Score: 1

    I just played one of the FPS games in Super Monkey Ball, and frankly I was amazed at how natural it felt. Sure, it doesn't beat a mouse, but it's certainly much better than using an analog stick to aim.

    My experience with most Wii games so far is that they can feel very awkward at first -- and if you are an experienced gamer, you may find this frustrating, because you feel like a beginner -- but after 10-20 minutes it feels totally natural.

  49. Re:The only intuitive human interface is the nippl by Blue23 · · Score: 3, Insightful

    The only intuitive human interface is the nipple.

    Spoken as someone who hasn't had a problem with a baby latching on to nurse.

    I know it's a common cliche, but that doesn't make it right. There are multiple organizations out there because the nipple isn't an intuitive interface. La Leche League. Lactation consultants.

    To bring this back to the Wii - yes, people will have to get used to doing something new. But people do that all the time.

    Good luck,
    =Blue(23)

    --
    LITTLE GIRL: But which cookie will you eat FIRST? C. MONSTER: Me think you have misconception of cookie-eating process.
  50. Re:Adjust the Wimote sensitivity and stand back by trdrstv · · Score: 1
    The sensitivity setup feature is really cool; it displays an image of the sensor bar's IR LED's from the Wimote's IR camera. You can easily tell if the Wimote is picking up reflections or if the bar is blocked from some angles of view.

    Where is this option? I readjusted the sensor bar, and things are running great now, but I would like to know if there are any 'blind spots' that I haven't discovered yet.

  51. Article Summary by MeanderingMind · · Score: 1

    In short, this is a new spin on the old classic excuse of blaming the controller.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    1. Re:Article Summary by Codemastaflex · · Score: 1

      This line deserves more than one point. Its Classic.

  52. Re:Sofge's criticisms are specific to Sofge, I thi by poot_rootbeer · · Score: 1

    All in all, it seems like this reviewer's reasons for disappointment are largely specific to this reviewer.

    True, but that doesn't completely invalidate the review.

    If you're the same type of gamer as the reviewer is, this writeup may very well suggest that playing Wii would to you be a frustrating and disappointing experience. The reader, thus more informed, can make smarter purchase decisions.

  53. Re:Sofge's criticisms are specific to Sofge, I thi by C0rinthian · · Score: 1

    That is the standard MO of Blizzard. They don't necessarily innovate. Instead, they take existing concepts and refine them to a higher point of quality than anyone else.

    There are generally two ways to be successful: Do something noone else has done, or do something better than everyone else. Blizzard seems proficient at option 2.

  54. The wii controller detracts from gameplay? by trdrstv · · Score: 1
    the controls should dissolve. it should become entirely about the gameplay. and the wii controller, in many cases detracts from gameplay.

    Ok, Traumacenter's hit and miss. a Stylus acting as a scalpel is MUCH more natural and intuitive than a laser pointer, but using the Nunchuck as a defibrillator Is natural and intuitive and couldn't be convincingly be done on the DS. For Trauma Center (and a number of Monkeyball mini games) it's Hit and Miss. Some controlls are superb, while others are barely functional. This is something I expected with 1st gen software with the controller.

    However in MOST cases I found (as you put it) 'the controls dissolving' and being completely second nature. My learning curve for every Wii sports games was infinitesimal. The controls were intuitive and I didn't think about what I was doing, so much as 'I just did it'.

    1. Re:The wii controller detracts from gameplay? by SP33doh · · Score: 1

      the motion sensing in most cases works very well, (best example so far seems to be madden)

      but I haven't yet played a game that uses the sensor bar / laser pointer controls in a good, fun, intuitive way. I have no doubt that it'll get much better over time, (it may just be that it'll take a while to get used to,)
      though it is in general great for menus, but I haven't yet seen actual in-game content use it in a particularly good and intuitive way. I'm really hoping we start seeing some strategy games that accomplish this.

    2. Re:The wii controller detracts from gameplay? by trdrstv · · Score: 1
      I haven't yet played a game that uses the sensor bar / laser pointer controls in a good, fun, intuitive way.

      Pick up Rayman. Some of the games are on-rails shooters like House of the Dead. It isn't particularly ground breaking, but it is a real good implimentation of a 'light gun game'. Controls are spot on, and the Bunnies are hilarious. This game has a great sence of humor and the mini games included are more hits than misses.

    3. Re:The wii controller detracts from gameplay? by SP33doh · · Score: 1

      I said game, not minigame(s). while raving rabbids is lots of fun, the gameplay in the minigames are hardly anything more than the control scemes, there's no gameplay for the controls to detract from, since the gameplay is entirely the controller.

  55. Re:The only intuitive human interface is the nippl by Abreu · · Score: 1

    Not even that, my wife had a lot of trouble learning to get the baby to "attach" correctly...

    Once she did learn, it all became easier... like the analog stick or the Wii!

    --
    No sig for the moment.
  56. I tried one for the first time last night... by joshsisk · · Score: 1

    (besides a short stint on Excite Truck at GameStop)... it was really fun. We mostly played minigames (from Sports and Monkey Ball), but they were mostly easy to pick up. I was VERY suprised at how well the remote worked. It was very sensitive, and could detect the precise angle you want to hold your baseball bat, and let you do spinning shots in tennis, and so forth. We played a FPS minigame in Monkey Ball that was GREAT! Really exciting and fun. I'm looking forward to Metroid now, for sure.

    On the flip side: The graphics were certainly nothing to write home about. They are better than the last gen, but that's all. The Wiimote does have a tendency to flip out if you move from where you start a minigame... once i moved from the right side to the left mid-game and it was annoying having to compensate for my location swap, but it went away on the next game. Not really sure why it did that, but it was noticable. Also if you are extreme angles to the sensor bar, it seems like there are issues. But both of these are things that shouldn't matter for most play, I would guess.

    All in all, for the price I think the Wii is pretty cool. I think I will want to have a 360 or PS3 as well for more traditional games, but for fun party style games I think the Wii is perfect.

  57. Has he played with it for more than ten minutes? by mzs · · Score: 1

    Honestly at first I was really very bad at using the wiimote. It was shaking all over the place. But ten minutes later it was second nature. It just takes a little experimentation to figure-out not to do stupid things like move your whole arm and hold it out straight in front of you. (Yup that is what I was doing at first.) Also one of my wiimotes was not as good as the others. It would disconnect all the time and it's pointer was very shakey on the screen regardless of what I did. I exchanged it when I noticed the others were behaving vastly better.

  58. Re:Adjust the Wimote sensitivity and stand back by Anonymous Coward · · Score: 0

    Wii Options->Wii Settings -> sensor bar (on second page) ->sensitivity
      Adjust until you see two and only two small blinking dots.

    These dots are the sensor bar LED's