By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Procrastinato said:

I'm curious. Having not played CoD:WaW on the Wii... how does it handle sidestep and turning both? Which one of those is on the nunchuk, and which one is on the Wiimote? (I kinda assumed sidestep would be on the nunchuk)

Is the Wiimote control (is it sidestep or turning?) easy to use in places where a lot of strafing or turning fast is needed? Like in a multiplayer game where you shoot at fast targets and not molasses-y AIs?

I don't know for CoD personally... but this was my intitial thought at problems with fast paced FPS not long after the Wii launched (before I had played an FPS on it)

I believe the standard on Wii shooters follows that of the dual analogue shooter.... which is that the control stick is for forward/backward and strafing (or sidestep as you call it) while the IR pointer always has to have a bounding box or something similar to enable you to look up/down and to turn left/right.

After actually playing Metroid Prime 3 (only 3-4 months back), this does in fact work really well, but then MP3 isn't a fast paced multiplayer focussed shooter.

---------

What I thought of about a year and a half ago after playing RE4:Wii though, in addition to playing SSX Blur.... is that instead an FPS could control like this:

Control Stick up/down = Move forward/backward (obviously)
Control Stick left/right = Turn left/right (like the default in Goldeneye)

Nunchuck tilt left/right = Strafe left/right.
(This idea was from being able to do this to turn the board in SSX Blur)

The strafe and turn could be easily interchangeable of course, so you could still have strafe on the stick, and turn to the tilting of the nunchuck... but it seems more natural to me that tilting would be strafe.

The bounding box idea would still be needed to be able to look up/down. But for most FPS I know you don't need to look up/down moe than the screen allows very often, which means the bounding box could be the same size as the screen.
With the huge bounding box, you can freely aim anywhere on the screen and the character will not move..... but if you point off the screen the camera will rotate in that direction (so point up/down = look up/down, and point left/right = turn left/right) however you don't NEED to use the pointer to be able to turn, which would make it easier to aim and circle strafe at the same time.