Parokki said:
I don't think gestures that imitate what the character does on the screen are a good idea in a 2d side-scroller. They can help immersion in 3d, and especially 1st person, but in 2d they'd just be confusing.
One of the things developers have to learn on the Wii is when to use the many unique features of the wiimote, and when to stay with the basics. Stuff like "zomg, wave it around like a lightsaber!!1" and "zomg, swing it like a whip!!1" sounds kinda questionable to me. =/ |
Honestly, I can't for the life of me understand everyone's complaining of a developer over-using the Wii-mote. Sure, don't tack it on, don't use it for stuff that's completely unnecessary, but HONESTLY PEOPLE! WHAT SEPARATES THE WII FROM OTHER CONSOLES IF IT DOESN'T USE GOOD MOTION-SENSING?!?!?
When the Wii was first announced, who out of the people who were excited for it did NOT instantly think about how awesome a sword-fighting (not necessarily lightsaber) game would be? And how it could be used to get you to mimic real hand motions for greater immersion than pressing a button? WHY DOES ANYONE EVEN OWN A WII IF THEY DON'T WANT DEVELOPERS TO MAKE GOOD USE OF MOTION-SENSING?
There would be MYRIAD benefits to having a Wii-mote whip in Castlevania, so long as they don't just make you do a predetermined motion for a predetermined animation. Whipping hard could do more damage, the satisfying 'crack!' sound could come from the Wii-mote speaker (which could admittedly still be done otherwise), you could whip a skeleton and pull him toward you, aim at different angles much more intuitively, I could go on all day...
Could I trouble you for some maple syrup to go with the plate of roffles you just served up?
Tag, courtesy of fkusumot: "Why do most of the PS3 fanboys have avatars that looks totally pissed?"
"Ok, girl's trapped in the elevator, and the power's off. I swear, if a zombie comes around the next corner..."