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Forums - Nintendo - Top 8 games that were wasted on the Wii

IIIIITHE1IIIII said:
Play4Fun said:

You may prefer Dual analog controls for shooters but IR pointing is factually more fluid and precise than it is. It only comes second to mouse in that regard.

Then would you please tell me why all recent Call of Duty's on the PS3 was not for the Move?

So the target casual audience isn't owned by the hardcore move one.



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Maybe with age comes wisdom, but I have learned not to take Rol seriously when he posts something like this.

Basically, the gist of the argument is that games are better in high-definition and without motion controls. The Wii was a standard definition console with motion controls. Therefore, any game that was good/great on the Wii could have been better/even better on another console.

What is clear is that today, somewhere between 3/5s and 2/3s of US households have HD TVs -- and that is the highest rate in the world. Thus, if you make something for HD, you probably have only half a market. (Ironically, in mid-2010, only one-fifth of all US TV viewing was done in HD, meaning a lot of money was being spent for not a lot of results). In other words, HD is not universal, so wishing for it cuts who can enjoy it.

Mike from Morgantown



      


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Viper1 said:
Barozi said:


btw. don't have Goldeneye and CoD WaW aim assist ? Not really sure but Google mentions something (maybe only for the classic controller idk)

Those are perks.   They aren't a default or settings option.  Many dual analog games have aim assist built in and you cannot turn it off.  MW3 for X360 for example.

Which is funny because my 360 copy of MW3 says:
Aim Assist - Disabled (which is how a play all of my shooters)

It's true though that you can't disable it in all games, but having played a lot of FPS on my 360 I can safely say that in at least 80% of all games you can turn it off. It's auto disabled in the multiplayer modes anyway.



KylieDog said:

You make turning boxes small, aim at centre screen which is most of the box area covered by target, even when turning the aim is still pretty much centre screen.  Press target lock...camera locks onto enemy...since boxes so small and aim is middle screen...auto-aim.

No skills involved.  At all.

Doesn't work that way at all.   As I said, target locks only lock the camera in a single position (usually focused on the target.   But a bounding box is not taken into account when you have a target lock (meaning you can point all over the screen with no camera movement).   So matter what size you adjust the bounding box, it's irrelevant because the bounding box dimensions are ignored under a target lock.

Prove me wrong with a video clip.

KylieDog said:
FPS games aren't just about aiming. Movement matters a lot and this is hindered hugely with nunchuck and pointer controls, the reason target lock on was created for pointer control games, so you could move properly while aiming, since ithout target lock you cannot turn, move and aim freely due to aiming and turning being combined.

Hang on a minute.  Are you trying to tell me that with a dual analog set up, you can turn your character, move the camera and aim all independantly?   Explain to me again how you obtain 3 independant axial motions from 2 analog sticks.   Is not the right analog stick mapped to both camera and aiming concurrently?  As in not independant?



The rEVOLution is not being televised

mike_intellivision said:
Maybe with age comes wisdom, but I have learned not to take Rol seriously when he posts something like this.

Basically, the gist of the argument is that games are better in high-definition and without motion controls. The Wii was a standard definition console with motion controls. Therefore, any game that was good/great on the Wii could have been better/even better on another console.

What is clear is that today, somewhere between 3/5s and 2/3s of US households have HD TVs -- and that is the highest rate in the world. Thus, if you make something for HD, you probably have only half a market. (Ironically, in mid-2010, only one-fifth of all US TV viewing was done in HD, meaning a lot of money was being spent for not a lot of results). In other words, HD is not universal, so wishing for it cuts who can enjoy it.

Mike from Morgantown

aren't you forgetting that HD games can also be played on SD TVs ?
In fact only a few games are difficult to play on SD TVs and that are the games that use a small font like Dead Rising did.

So SD games run on SD&HD TVs and HD games run on SD&HD TVs. Isn't that 100% of the market ?



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Barozi said:

Which is funny because my 360 copy of MW3 says:
Aim Assist - Disabled (which is how a play all of my shooters)

It's true though that you can't disable it in all games, but having played a lot of FPS on my 360 I can safely say that in at least 80% of all games you can turn it off. It's auto disabled in the multiplayer modes anyway.

1. It's not disabled in multiplayer at all. 

2. Play a round, spin around with an enemy nearby.  As your cursor moves over the enemy, watch as your cursor slows.  That is visible proof aim assist is still on. Go try it.

3. Try it will all your games that allow you to turn aim assist off and it may surprise you how many still have a default level of aim assist going on.   Very few dual analog FPS's don't use any aim assist.   Want some developers to ask about it?  I can name you a few.


Here's a decent video regarding it.   I know it's for MW2, not 3, but the same aiming system was used.
http://www.youtube.com/watch?v=RnWWmfakFFQ&feature=related



The rEVOLution is not being televised

Technically all of them could have looked better on ps3



           

Play4Fun said:
IIIIITHE1IIIII said:
Play4Fun said:
IIIIITHE1IIIII said:

I guess I'll answer the same way I always have: Motion controls are more accurate.

 

Dear God...

Can't come up with a coherent counter-argument. Just as I thought.


I also thought you couldn't.


You must have missed my recent post. Let me put it up again for you.

"

I'm just going to give reasons why IR pointer is superior to dual anlog for shooters and see what proper counter-argument you can come up with.

Analogs were created for moving around in a 3D space, not for precise aiming. This is why devs have had to design shooting games around it's limitations and come up with design choices such as  "sticky aiming" "bullet magnetism," "bullet curving," "snap-to aiming", etc.

Pointers on the other hand are were  made for aiming. They are more intuitive, accurate and faster.

Mouse > IR Pointer >> Gyro Pointer >>>>>> Analog stick for aiming. FACT.

Dual analogs have been around for over 2 gens now so it natural that there are players who are more comfortable with it for shooting or haven't bothered to give an alternative a try, but don't fool yourself. Dual analog is the inferior option for shooting mechanically."

 

Now go on.


You must have missed my post on the top of this pyramid. I've never disagreed about that.



IIIIITHE1IIIII said:
curl-6 said:
IIIIITHE1IIIII said:
curl-6 said:
Skyward Sword and Prime 3 would most likely have been inferior on PS360 due to being handcuffed to dual analogue controls. (Move could have helped, but I doubt they'd bother)

Galaxy 2 as well, to a lesser extent.


If anything the entire Wii library is handcuffed by motion controls. (Except titles like Wii Sports, obviously.)



Prime 3's pointer controls blow dual analogue aiming out of the water, and Skyward Sword simply couldn't be done without motion unless you absolutely crippled the combat.


We both know that is bullshit. Dual analogs have far more precision while motion controls are heavily inaccurate and clumsy.

 

As for skyward Sword, that could easily have been done with another joystick. But if you like swinging your arms around like a (insert offensive word) that's fine by me.

Apparently nobody sent you the memo, it has already been debated to death on vgchartz and is pretty much accepted as fact that IR controls make dual analogs look primitive at best for fps. The reason being have already been stated by many on this thread. If DA is your own personal preference their is no problem with but don't try to pass your  opinion as fact.



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cyberninja45 said:

Apparently nobody sent you the memo, it has already been debated to death on vgchartz and is pretty much accepted as fact that IR controls make dual analogs look primitive at best for fps. The reason being have already been stated by many on this thread. If DA is your own personal preference their is no problem with but don't try to pass your  opinion as fact.


How can that be a fact when it's a matter of opinions?

 

I'll give you another try.