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Forums - Gaming - Which games should have motion control and which shouldn't

Someone needs to make a Wii game using the remote as a joystick, mortar-and-pestle style. Like in Z&W when you're in the gun pod. That would be GODLIKE.

And more point n click please, although based on Z&W's sales and the creative rut more companies are in, I'm not banking on it. Although the Sam n Max guys did want to do their game for Wii.

Lol, Sierra should port KQVI to Wii to become the new king cash-in.



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The biggest game I would like to play with wiimote is GTA. Godfather was awesome and a must buy if you haven't already, GTA would just be better.



FPS of course need the IR pointer function... but what about side-stepping by tilting the nunchuck? You could have the weapon control like Red steel with tilt from the remote, B would be fire of course, A would be reload/general action, d-pad for selecting weapons, control stick for forward/backward and turning [I can't stand having sidestep on the same stick as forward/backward]... this would solve the turning with IR problems, duck and jump would be c and Z [which would also act as zoom in/out]

various other things could be added of course, like perhaps when you have no weapon you have rudimentary Wii boxing controls added, and +/- could change weapon functions.



Ah yeah I forgot to mention RTS games, I really want Star Craft on the Wii, or something like it, cause they made the old Star Craft for N64, and since Nintendo and Star Craft are both making their come backs at the same time ;) but yeah if its a little too much for the Wii just dumb down the graphics a bit, and of course include IR and online play.

The genre that seems to take a hard negative hit from motion controls has been fighting games, even Nintendo is doing the classic button play on Smash Brothers, DBZ is a fine fighting game that implements motion well because of the motions from the series, but it seems like most others might need to start back at square one, just like the old fighting games evolved from 1 button to 2 and then more to make combos, there might have to be a lot of hit and miss in this catagory.



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I have said before about a damn good control set up for a driving sim;
Using the Wii wheel or similar [purely because you need the extra grip]
the balance board acts as peddals - accelerate and brake.
The nunchuck could also be plugged in [or use an extra remote, but nunchuck is easier to hold.... this would basically act as a gear lever, so if you want to go from 1st to second you just yank backward in mid air, second to third you would draw the up-right-up shape... etc (you would have to stop accellerating for a moment of course)

The only problem is holding the steering wheel and the nunchuck, but it is feasable to have nunchuck in left palm, while your fingers stretch past to the wheel/remote [try it yourself].

There would have to be control options for those without a balance board [accel/brake as 1 and 2] and for those who want to play it "flappy paddle gears" style, ie up and down gears with buttons.... but I for one would be changing gears properly.



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Does anyone like my control schemes?... if I don't get someone congratulating me on how great I am and saying I should work for Nintendo I may have to make a number of threadsupon the subject.



I agree, motion controls are really great. For example something that I really enjoyed about Folklore is that is when you absorb a creature(dunno if you guys played it) you press R1 and nudge the controller upwards.

I found it quite entertaining, and it wasnt used too much in the game, *cough*lair*cough*



im kind of assuming, i guess, that mario kart wii will have the option for normal analogue controls. i could be wrong but there are always going to be people who prefer steering the classic way, and it would not be hard for nintendo to implement this, so why wouldnt they?



 

 

 

 

 

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@thanny
for something like a racing sim i would agree.. you want the option.
MarioKart has always been briliant though despite the lack of customisation or anything.... I mean unless it is in MKDS [which I haven't played] there hasn't even been more than 1 camera angle to use in any of them... yet you barely notice you only have that one camera because you never want it to be anywhere else.
I'm not sure if nintendo will add a control stick option, and to be honest I am not interested in it at all... when has MK been about precise steering?... in MK64 it looked like you were sliding all over [that may have been the 2D sprites on 3D track, but still]



TWRoO said:

OR perhaps they could integrate the old functions from L and R [drift and hug i called them] into the nunchuck tilt as well... and there could be some incredible skill involved in using the remote tilt [steering] and the nunchuck tilt together to go round corners faster.

I agree that in games where the primary task is controlling direction (racing, flight combat, jet skiing) two inputs should be combined. In flight combat the nunchuk analog should be the main input but then combined with the nunchuk tilt for high-G climbs, dives and banking. Tilt may not be as accurate as analog in targetting an enemy during approach (see Lair) and the IR may be too accurate (making it an unrealistic twitch-control airplane!).

Actually, save the IR for the nose camera of a guided missile.