nordlead said:
snowdog said:
After I read the first two reviews I thought that the game had broken controls and no online multiplayer so decided against buying it. Someone from the IGN forums gave everyone the link above to look at and it changed my views completely. The controls are 1:1 with no lag and the physics of the game working correctly only make it appear to be non-responsive. The IGN review was also a dozy twonk who incorrectly pressed the O button and put his hands up to his face to block punches, whereas pressing the O button and holding the Move controllers to your chest calibrates the Move controllers...so he was incorrectly calibrating the controls every time he was blocking lol. No wonder he was having control issues!
It's looking like there's a good amount of skill involved in playing the game well, you need to find your distance before releasing punches just like the real thing. When caught inside you need to use short uppercuts and hooks to the body and head, again, just like the real thing. I think a lot of review scores are going to be low on this one not because the game is bad or the controls are broken but because reviewers can't punch their way out of a paper bag lol.
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This is why 1:1 can be bad and an aproximation can be better (or at least the software should have both modes). You want the controllers to be accurate enough to understand what the user is trying to do, but the software should make playing the game easy enough for the intended target audience.
If they only want The Fight to sell to serious boxers, then the controls are great. If they want The Fight to sell to your average gamer, than they lost them with bad controls (bad being defined as hard to understand and execute).
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Yeah, I remember hearing about a talk I think at the last GDC where 1:1 motion controls actually aren't always good. Most people actually aren't good at swinging a sword, boxing, turning a crank, or whatever else but they're good at mimicking a motion.