| Gamerace said: There's quite a few games that have made great and innovative use of the motion controls or IR to create new game play, the problem is the public has by and large ignored them all except for mini-games. To name a few, Elebits, Dewy's Adventure, Mecury Meltdown, Kororinpa 1&2, Let's Tap, Zack & Wiki, Lost Winds, and many others. Many incorporated motion/IR to traditional games to great effect and enhanced gameplay but not great sales. Titles include: Godfather, Bully, The Conduit, Madworld, CoD5&6, Excite Truck and other racers, RE 4, RE:UC, and many really under appreciated titles like Blazing Angels, Splinter Cell Double Agent, Tomb Raider Anniversary and many, many more. Yes some of those sold over a million but still not as strongly as they did (or could have) on HD systems. Critics blasted a lot of these games for the controls being not as accurate as analog, as are right to a degree but they ignored the engaging and tactile feeling those controls gave. The motion renaissance your looking for came, was ignored, and left already. But get ready for round two next year when Natal comes out. |
I disagree. I think most of my favorite games for Wii would made little or no use from the unique Wii controls (I'm referring to Mario Galaxy, NSMB, Twilight Princess, Smash Bros Brawl, and several others).
I want to see more games make unique use of the Wiimote. A Star Wars lightsaber game with 1:1 controls, or perhaps Red Steel 2. I agree with what you're saying about the tactile file - that's exactly why I prefer playing Mario Kart Wii with the wheel instead of the joystick, but I don't get that feeling in Zelda or Mario... instead I'm just shaking the remote instead of pushing a button. If I was supposed to be shaking a soda can like in Mario Party, then that's great, but if the effect is Link doing a spin or Mario doing a jump, how is that any more tactile than pressing a button?







