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Great Preview Video of Mario Super Sluggers

Kotaku has what looks to be a great preview video of Mario Super Sluggers, seemingly ripped from the Japanese Nintendo Channel. The video is quite long and does a great job of showcasing the game's control set. While the controls look relatively limited (especially the pitching), haven't we all wished for a few bombs to throw on those unfortunate pop-ups?

6 of 83 comments (clear)

  1. Re:ugh, this again? by Von+Helmet · · Score: 4, Insightful

    I invite you to explain to me exactly what a "hardcore" gamer is. In addition, please explain why I - being a person in possession of a Wii and a DS, who plays approximately an hour on the former and half an hour on the latter each and every day - is not within your arbitrary definition of "hardcore".

  2. Ugggggggggg WHY WILL NO ONE USE THE WII by Robert1 · · Score: 5, Insightful

    Why does absolutely no developer actually use the damn wii-control in the way people want/expect. Take Zelda - you expect Link to mimic your slashes in how you move the wiimote, instead you just shake it to get it to attack. It just serves as a funky way to push a button - shake = B.

    Take this game and its pitching, from the video, - how would you expect to pitch with the wiimote. Obviously, how you pitch in real life. It would take the velocity of your swing, the twist of your hand, the motion and direction into account for a pitch. Instead we get the same fucking motion-equivalent-to-button-push bullshit. Watch the video, you pitch by tilting your hand down. Who the fuck pitches by tilting their hand down. The tilt down can easily be replaced by a button press, since they serve the same purpose. If you want to immerse people in the game with unique controls, why the hell don't the actually do it. How is tilting down a controller to pitch any more immersive than pressing a button.

    I have been very, very disapointed by the Wii, since it seems that no one, apparently not even Nintendo, cares to make a game that actually uses the wii-mote in any meaningful way besides as a crosshair or as simply being another way to push a button (shake to attack!). The game that came closest to something like this was Boxing in Wii Sports. Sure it was flawed, but it gave a hint about how to make immersive gaming by showing how to use the controls to that effect. Everyone waited for a boxing-like game to come out, one that was more polished and really responsive - basically just improve upon what seems like a tech demo in Wii Sports. But it doesn't exist, hasn't been made.

    At this point I'm beginning to wonder about the limitations of the wii-mote. It seems to me that the lack of games that we expect for the system - those with immersive, direct controls - may be fueled not by developers simply being lazy, but by the limits of what the wii-mote can do. Maybe we can never have a Zelda where the player directly controls his sword because its simply not possible with the wii-mote. Maybe we will never have a responsive boxing game because the wii-mote simply isn't responsive enough to do it. These are the things I and everyone expected from the system. Instead we have games that simply use the motions as buttons (does spinning in Mario Galaxy by shaking the wii-mote offer any benefit over a button?) or others that straight-up tell you to use a regular controller - Smash Bros. The only games we can say successfully used wii-mote it were RE4 and Metroid Prime as they actually used the aiming ability for it. Still, no actual games exist that actually uses the motion to any great benefit.

    Sorry for the rant, but seeing yet another game completely miss the point of what the Wii SHOULD be just pissed me off.

    1. Re:Ugggggggggg WHY WILL NO ONE USE THE WII by Kimos · · Score: 4, Informative

      You should try Boom Blox. The game is basically a physics engine and a whole lot of little games that use it. The throwing physics are extremely realistic, to the point of exhausting your arm if you play for more than a few minutes. The jenga-like levels use extremely sensitive Wii controls to let you delicately pull blocks out of towers in all directions.

      Nintendo may not be taking full advantage of the controls, but someone is...

    2. Re:Ugggggggggg WHY WILL NO ONE USE THE WII by quantumplacet · · Score: 4, Insightful

      you're completely right, and expect to continue to be disappointed. the wiimote does offer possibilities for interesting control schemes, but ultimately a true 1:1 motion to onscreen action correlation is not possible given the wii and wiimote hardware. everyone bought a wii and thought it was going to be amazing because wii sports gave the impression that such a 1:1 ratio was possible, but if you really examine how wii sports interprets motion controls, it's ultimately just a cheap trick to emulate 1:1 controls, which it only gets away with because the games are so simple. I do fully agree with you in being disappointed with the wii. my girlfriend and i bought one about a year ago, played it like crazy for a few weeks, bought 3 games within the first month, and haven't really touched it since.

    3. Re:Ugggggggggg WHY WILL NO ONE USE THE WII by Rydia · · Score: 5, Insightful

      You do realize that you can't have players directly control the sword in Zelda, or any other control scheme people keep ranting about, because your controls aren't the only factor that determines what happens.

      Let's use zelda. You swing your sword. The enemy blocks it with a shield, and Link gets thrown back a bit. But you do not. You arm is down, but the fact that you were blocked necessitates the sword to be up in the air, reeling backwards. How are you going to reconcile the two? You could disable user control for a bit as Link reels, but where do you pick up afterward, provided the remote doesn't move? Link's sword teleports from being up to down, and you've just confused your player.

      Another additional concern that is less prevalent in zelda that it would be in other games, that a large part of balancing a game (not to mention setting a scene) is controlling what the player is able to do. The remote is nearly weightless, it would be simple to just run at enemies swinging the remote back and forth as quickly as possible (very fast) to have link swing his sword as superhuman speeds. This destroys the scene (ridiculous physics), but it also screws up balancing; does the developer assume everyone will swing like a madman and make it really difficult for those who choose not to, or make it really easy for those who choose to do so by balancing the game toward those less inclined to flail their arms wildly?

  3. "The video is quite long" by MagicM · · Score: 4, Funny

    3 and a half minutes is long? If your attention span when watching video is less than 3 and a half minutes, why are you still reading this comment?