| ion-storm said: The new eyetoy whatever it's called seems to have a better feature set than the current one. I am quite interested to see if it can work well. I had the last one and it was good for a novelty, much like the wii-mote. The problem with the wii mote I find frustrating is that they still use it like a normal controller. Instead swinging it is like pressing A or B or left or whatever. It still takes your input and the game has to recognise it or it does nothing. It's like in Wii boxing your swinging your arms like a nutter and your mii takes about two punches. Having something like the Wii mote makes me think I should have more control, not the same amount. |
I actually don't agree at all. True some games have done this, but its purely because they are early, weak, lazy titles.
Wii Sports uses the Wiimote in a very analog fashion, and can't be mapped to any number of buttons (nor would you want to).
And what are you saying about Wii boxing? (which I quite like BTW - its not perfect, but its not bad for a first attempt).
Its NOT about creating a 1-1 match between your movements - and your character on screen. This just doesn't work for several reasons, and using an EyeToy type control scheme would only make things worse. Think about collision issues, animation issues... your character takes a hit, but YOU don't fall over... do you?
...
Ultimately, I can't think of anything that can be done with the EyeToy input, that can't be done with a couple of Wiimotes (besides full body rather than arm/hand movements) - and many things the other way around. There is no real comparison between the two devices.
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