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

Other than Skyward Sword, just play them on your dolphin emulator in 1080p. Plus you'll see Xenoblade is just an all-round hideous game even in 1080p. Some of the character models are disgustingly low poly and would be deemed as inexcusable even as PS2 launch material. It's safe to say the Wii didn't hold it back in that regard, the devs got lazy and they got away with it. I don't think I saw a single critic give the graphics the bum rap that they deserved.

There is also a Gecko code to replace the waggle control scheme in DKCR with the B button. It works rather well. You guys should check it out if the controls are too much of a hindrance.

I can't say much for MHTri, but compared to Monster Hunter Freedom Unite's purely ad-hoc multiplayer, it can't be too bad.

I agree with one of your sentiments towards Galaxy 2 though. Felt like a horribly unnecessary sequel that I would have preferred to see on the 3DS as opposed to that horribly easy SML3D game. Perhaps even on the Wii U at launch. Galaxy 2 was still a great game though. Also I stress again, if your issues with certain Wii games are purely graphics related you should really try them out on Dolphin, Galaxy 2 looks gorgeous on it.



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Your OP, whilst a reasonable argument, is flawed.

Because any game could be 'improved' if it had better graphics.

For example, is Ocarina Of Time 'flawed' because it's on inferior hardware? Are any current gen games worse off because they don't have graphics like those found on the PC? No.

If your arguments were valid, like Red Steel would have been improved without waggle controls, and TP was weaker on the Wii because of the waggle, then fine. But, as it stands, your argument is invalid, aside for MHTri (which FYI works just fine).



 

Here lies the dearly departed Nintendomination Thread.

Your instigation of class warfare is simply disgusting.

All games mentioned were just fine in their presentation, only a one or two lacking in great general appeal, I'm looking at you Kirby.

Half of those games would have been worse on other consoles based on their standard controllers, with or without HD visuals. However, you can easily argue that all of them would be in some fashion 'better' on WiiU utilizing new controller or wiimote with HD upgrade.

I also find it interesting you can post a thread where you are obviously mocking a common trend that you have previously ridiculed, yet you get so much genuine dialogue. Well done sir.



KylieDog said:

@bolded, How about you make a video clip disproving it, since you're the one claiming accepted game mechanics do not work.  When you use target lock on you constantly face that target with them mid screen, if you keep the aiming pointer mid screen, you are always pointing at them while locked on, effectly auto-aim.  It works without shrinking the turning boxes, but if you do shrink them then it means you never need move the aiming pointer away from midscreen much at all.

But I'll show two examples anyway.  First, Metroid Prime 3.  You clearly see that so long as he is locked on and aiming centre screen, he is always aiming at target.
 

Next, Conduit, I use multiplayer gameplay to stop that excuse being used for MP3, this guy didn't make his bounding boxes very small, but it isn't needed to show the auto-aim issue, is just less effective.  You'll notice everytime he uses lock-on he just aims centre screen, nowhere else.  Is because with target lock-on you do not need aim anywhere else.


As to you second comment about controlling three things at once with 2 analogue sticks, you do not need to, movement is done with left stick, camera (turning) with right stick.  You do not need aim because it is a fixed point where you shoot, it is same as camera. 

The Wiis problem is it seperated the turning and aiming mechanism, these are two things now, only you do not have different input abilities (since the only stick is still movement), so the turning and aiming on Wii despite being two seperate things is not shared by one input device, the IR.  So trying to turn without re-adjusting aim is not possible, and if you want to aim without affecting turn at all you can only do it withing the specified turning boxes.

Any competitive FPS gamer will tell you that you will need turn while aiming/shooting near constantly, moving also.  So there is the problem, you need turn but it affects accurate aiming, hence the invention of target-lock-on for Wii games, since once target lock-on is used the camera/turning part of control is disabled for the player and becomes automatic.

Rol already covered the first bit for me so no need to go back over that.  As for Conduit, even when using Target Lock, the aiming is still free floating, it is not locked onto an enemy (regardless of the size of the bounding box).   As I told you twice already, all a target lock does it hold the camera in place so that your camera doesn't shift when you aim into the bounding box.   It helps with straffing.   It doesn't do a damn thing for auto aiming because you still have to aim correctly.  It doesn't snap your gun to the enemy position when pointed near it, it doesn't warp your bullet trajectory to your enemy, it doesn't give you 10 pixels of hit detection beyond the player model.  You can't just lock the target and shoot at the center of the screen.  Just watch your own video.    As this is to say nothing of the natural cursor bob and weave they add to a stationary gun or the massive recoil they add to Wii versions.  Also situations where rate of fire is lowerd on the Wii version to compensate for the greater accuracy.



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KylieDog said:
Viper1 said:
KylieDog said:

@bolded, How about you make a video clip disproving it, since you're the one claiming accepted game mechanics do not work.  When you use target lock on you constantly face that target with them mid screen, if you keep the aiming pointer mid screen, you are always pointing at them while locked on, effectly auto-aim.  It works without shrinking the turning boxes, but if you do shrink them then it means you never need move the aiming pointer away from midscreen much at all.

But I'll show two examples anyway.  First, Metroid Prime 3.  You clearly see that so long as he is locked on and aiming centre screen, he is always aiming at target.
 

Next, Conduit, I use multiplayer gameplay to stop that excuse being used for MP3, this guy didn't make his bounding boxes very small, but it isn't needed to show the auto-aim issue, is just less effective.  You'll notice everytime he uses lock-on he just aims centre screen, nowhere else.  Is because with target lock-on you do not need aim anywhere else.


As to you second comment about controlling three things at once with 2 analogue sticks, you do not need to, movement is done with left stick, camera (turning) with right stick.  You do not need aim because it is a fixed point where you shoot, it is same as camera. 

The Wiis problem is it seperated the turning and aiming mechanism, these are two things now, only you do not have different input abilities (since the only stick is still movement), so the turning and aiming on Wii despite being two seperate things is not shared by one input device, the IR.  So trying to turn without re-adjusting aim is not possible, and if you want to aim without affecting turn at all you can only do it withing the specified turning boxes.

Any competitive FPS gamer will tell you that you will need turn while aiming/shooting near constantly, moving also.  So there is the problem, you need turn but it affects accurate aiming, hence the invention of target-lock-on for Wii games, since once target lock-on is used the camera/turning part of control is disabled for the player and becomes automatic.

Rol already covered the first bit for me so no need to go back over that.  As for Conduit, even when using Target Lock, the aiming is still free floating, it is not locked onto an enemy (regardless of the size of the bounding box).   As I told you twice already, all a target lock does it hold the camera in place so that your camera doesn't shift when you aim into the bounding box.   It helps with straffing.   It doesn't do a damn thing for auto aiming because you still have to aim correctly.  It doesn't snap your gun to the enemy position when pointed near it, it doesn't warp your bullet trajectory to your enemy, it doesn't give you 10 pixels of hit detection beyond the player model.  You can't just lock the target and shoot at the center of the screen.  Just watch your own video.    As this is to say nothing of the natural cursor bob and weave they add to a stationary gun or the massive recoil they add to Wii versions.  Also situations where rate of fire is lowerd on the Wii version to compensate for the greater accuracy.


You are wrong, I proved it, you ignored the proof.  Recoil, laughable. Not wasting anymore time.

Well ignoring your problems with the normal z-target style lock on... what about if games followed Goldeneyes example. The lock on in that doesn't stay locked onto the enemy, but onto where the enemy was, so if they move sideways or duck you have to adjust.



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Prime 3 was one of the games that proved that Motion Controls really could work. That game was friggin unbelievable. I really don't see it being better on another console save for better graphics, and honestly, I couldn't have cared less the game was so fun. Now, of course, I would LOVE to see what Retro could do on Wii U.



RolStoppable said:

As much as I like the Wii and as much as it hurts me to say this, but there were games that are either not really suited for the platform for whatever reason or they couldn't reach their full potential due to limitations of the hardware. This list highlights the worst offenders, but I am sure that there are many more.

8. Kirby's Epic Yarn 

Based on its looks and theme, this game is a perfect fit for a Nintendo console. However, the marvellous artstyle was crippled by the SD resolution. It's a shame that the Wii couldn't do this game justice.

7. Xenoblade Chronicles

Make no mistake, this screenshot looks much better than the actual game. I am pretty sure this was captured while using the Dolphin emulator, but nevertheless the low polygon character models and lacking vegetation are obvious. Xenoblade Chronicles is a fantastic JRPG (arguably the best one of the seventh generation), but at the same time it's also clear that it could have been even better on more capable hardware.

6. Metroid Prime 3: Corruption

Retro Studios is a fantastic developer in every aspect. There's so much talent working there that it hurts to see their vision being marginalized. They successfully translated the glory of the Metroid IP into the third dimension on the Gamecube, but the third game in their Metroid Prime series is treading water with no visible progress.

5. Muramasa: The Demon Blade

What a beautiful game, just look at it. Nevertheless, it shares the same fate as Kirby's Epic Yarn. What's worse though is that this game is best played with a Classic Controller, so there really wasn't much of a point to put it on the Wii in the first place. This is one of those few instances where I have to put my bias aside and admit that the PS3 would have been a better choice.

4. Super Mario Galaxy 2

A great sequel to a great game. Unfortunately, not much has changed from its predecessor. The positives remain largely the same (now with Yoshi!), but the same goes for the negatives. It's still hard to look at on an HDTV with all its jaggies. And did we really need a second 3D Mario game on the Wii? It wouldn't have hurt to have this at the Wii U's launch.

3. Donkey Kong Country Returns

It's Retro Studios again with another magnificent revival of an old Nintendo IP. The game has a lot going for it, but Nintendo's decision to not allow the use of the Classic Controller and instead opt for a little bit of motion controls for the sake of motion controls was... unnecessary, to say the least.

2. Monster Hunter Tri

A game that is heavily multiplayer-focused on a console with a disastrous online infrastructure? No need for further explanations.

1. The Legend of Zelda: Skyward Sword

The Legend of Zelda is a legendary franchise, so the best is just good enough for it. But occasionally, it has to settle for less. Due to the Wii's graphical limitations, Nintendo's developers had to settle for a less than stellar artstyle to make the game look at least somewhat decent. Just like the rest of the games on this list, The Legend of Zelda: Skyward Sword would have been a better fit for the Wii U (or in the case of third party games, also the PS3 and/or 360).

So, Rol, what would other platforms have provided to Prime 3's great Point and Shoot FPS experience? I prefered my Corruption experience to any other shooter I've played, even Black Ops. It was purely fun and I thoroughly enjoyed it. Yes graphics could be better, but it was not a must. With one of their main engineers gone after Prime 2, Retro still managed to do a fantastic job, great game. You don't say why it would've been better on other platforms other than that Retro could have outdone themselves on a certain level, but you don't say where. There was progress in controls and graphical detail (this to a lesser extent, but still).

Epic Yarn, more like Epic Yark! What a stupid moronic idea, bad theme, bad game. Could not be bettered on any platform except for graphics, since nothing else was going for it. Yes, in visual appeal, LBP kicks Epic yarn's arse. But Nintendo doesn't make games on other platforms, and since this could neither be made on a competing platform, neither was it interesting, it was just a waste and nothing else with no worthwhile improvement possible.

Skyward Sword. Though the WiiU will blow our minds with the HD Zelda Nintendo has in store, the fact remains that graphically speaking and from an art direction standpoint, the game is a gem. Other things (like flow, linearity and tasks) break the game a little compared to OoT or MM, but nothing that other consoles could have remedied.

For Tri, bad online I think is trollbait. I own Tri, let and watched my roomie play but have so many other games to play that I haven't tried the online yet. But I heard its online features were amazing, as well as free of course.

Donkey Kong returns could do everything it needed to do on the Wii. The fact that they injected waggle controls doesn't mean it couldn't have been set up otherwise, on the Wii. Great game. Don't own it, but got to land 3 at Walmart.

I play my Galaxy games on an SD TV and thoroughly enjoy them (well, Galaxy 1, and soon Galaxy 2 when I get it). Graphics should be pretty similar between the 1 & the 2. Amazing games with superb visuals, gameplay and music.

Never played Muramasa or XB Chronicles, but from what I can tell Muramasa is a very much loved niche game on the Wii.

XB Chronicles received much praise, and most of all I believe offers an experience that would have been reduced had too much effort been put on graphical detail. Rather, on the contrary, it would have been a waste on the HD consoles I believe. Oh, and that must be the ugliest screenshot of Xenoblade Chronicles I've seen this far.



spurgeonryan said:
guess I agree, but what were developers supposed to do? Not put any games on the Wii? That is the best they were able todo obviously. So when I say I guess I agree I am saying you are right in the fact that these games would have been better on another console. But they were not. I see you and Happy Dolphin talking about red ocean and blue ocean and many other techical things beyond me. I will not lie. But does it make sense for Nintendo to really not put these games on the Wii? In the end of this incoherent rambling I am just trying to say that even though you are right I think you are wrong as well. Just don't seem to be able to explain it how. Want to.

Spurge, this is a Rol thread It's meant to confuse, so the fact that you are isn't surprising.

It's meant to be satirical, and pull on lose reasoning that might stem from his own anti-Nintendo bias (which he has ), or from fanboyish attitudes we see from fans of other parts of the land. His statements are halve-truths at best, so have fun and play with it, and watch for the landmines