Sal.Paradise said:
You know what? I actually defended this game a few months back on this site, saying it looks promising and could be the first great core Kinect game. Fuck that.
"My problems were very basic: I could not get the game to work. - Ben Kuchera, The Penny Arcade Report
"Steel Battalion's Kinect integration is so fundamentally flawed that it astounds me it could have shipped like this in the first place. - Alex Rubens, freelance critic for G4
If my intention cannot translate reliably into the game each and every time I make an input, I'm not playing a game. I'm fingerpainting. - Julian Murdoch, Gamers With Jobs
I guess that's what I get for defending Kinect, just once. Damn.
|
@ underlined.
I think that is the fundamental issue with motion controlls though. a button is a button - the end user and the game know exactly what just happened. once you get into motion controls and things aren't digital but rather analog it is really hard to ensure that the user's intention and the game's interpretation are the same.
i remember getting stuck in Zack and Wiki for around an hour. It wanted me to push pot onto the head of some guy below me. I made sort of a punching motion and failed for hours until I finally figured out the game wanted a twist down motion. i was soo frustrated.
nintendo gets around this in a way that might apease the casuals but i hate it -- any motion results in the appropriate reaction. i.e. waggle.
i think this is just another example in a long line of games and games to come that prove one thing: the core will never be happy with motion controls.