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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."

9 of 161 comments (clear)

  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. 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? :(

  3. 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?

  4. 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...
  5. 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
  6. 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
  7. 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.

  8. 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.
  9. 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.