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Forums - Nintendo - The Conduit impressions(GoNintendo)

man i cant wait for this it will be totally awesome



tag:"reviews only matter for the real hardcore gamer"

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humm i would like too work on some of the animation but I guess its still work in progress and things will hopefully move better other then that I am really starting too get pumped fore this game. Cant wait too play it!



    R.I.P Mr Iwata :'(

Conduit w/ 1:1 and Voice Chat...

I wouldn't be suprised if they delay the game to allow mapping of the 1:1 functions by players.

Also, thanks for proving atleast 700,000 others like that game... I only wish they would do some more add-ons for the maps online. That and teaming with noobs would lead to massive heart-ache.



I'm Unamerica and you can too.

The Official Huge Monster Hunter Thread: 



The Hunt Begins 4/20/2010 =D

More impressions here.

http://www.neogaf.com/forum/showthread.php?t=327410



"The Conduit feels really good to play. The team employed a really interesting (maybe controversial in a minor way) decision to heavily limit the Y-axis aiming--so you can't look straight up, for example. This does mean the gameplay won't be particularly vertical--Corso noted that level design is of course affected by that choice--but it makes you feel hugely more stable and in control. [EDIT: Just to clarify this, you can aim as far as you want up on the screen, but you can't move the entire camera up very far.]

Basically, you never get that thing that I even got in Metroid Prime 3, which I did really love as a game, where your cursor goes gets sort of "stuck" at the edge of the screen and you start spinning around. The Conduit's controls are very tuned to the point where the game does a lot of work smoothing out your aiming and keeping everything even.

There's a nice array of weapons, including pistols, zoomable rifles, a gun that shoots what is essentially a bolas made out of energy, and a thing that acts like the Half-Life 2 rocket launcher that you can guide after firing with the cursor.

Design-wise, I would say the biggest thing to improve at this point would be creating a little more visual guidance through levels--I had a few times where I'd kill all the enemies in an area, then not be sure where to go next, until I finally noticed a hole, or an open door, or something. Some of the city environments have sort of a Half-Life 2 vibe--so if the developers take any further influence from that series, that would be a good place to do it.

It looks quite nice--obviously you aren't going to be mistaking it for a 360 or PS3 game, but is genuinely good-looking. I fought a pretty large normal-mapped multi-legged boss that was pretty unusual for the system, and there were no framerate drops I saw there either. I also didn't notice any loading throughout the whole level I played, which is nice.

Apparently the game is largely content-complete, but there are about nine months left of development, and the team will be doing optimization passes among other things. I don't know if it's going to blow the doors down in terms of revolutionary FPS game design (it still has that kind of "find an area that happens to be populated with a bunch of aliens, kill them, move on" thing going, but so do a lot of other games), but as far as taking advantage of the Wii graphically and control-wise I'm pretty sold.

It was a lot of fun just using the controls--and, thankfully, unlike most console shooters regardless of system, you can remap every single button. (Why doesn't every game do this? Come on now.) I didn't get a chance to look at the options for tweaking the remote dead zone and all that, but I was promised that's pretty extensive as well.

Anyway, looking forward to it, we'll see how the whole thing shapes out.


EDIT: I forgot to mention the locking on. The lock on is sort of like Prime 3's expert mode, where the camera locks to the enemy but the reticule doesn't, except it's even softer--so the camera isn't hard-locked either, it just sort of roughly focuses on the enemy. It works really well, and makes locking just feel like a slightly more focused version of regular aiming, rather than a separate "mode."

I did come across flying enemies. Honestly I wasn't really thinking about it at the time, so I don't remember exactly how it worked, but it wasn't a problem. It's not like your vertical field of view is really limited or anything, you just can't move the camera up very far. You can still aim up at the top of screen of course.



I'm not a big shooter fan, but I'm TOTALLY buying this game on day one!!! I hope it really really sells well, if not.... I don't want to think about the consequences =S



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Enemies know to take cover if they are outgunned. But I thought the Wii couldn't handle AI, even though the Xbox and Gamecube could.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

definite buy for me and i hope it sells well after what the publisher had said about them



Million said:
Can some one explain to me why people care about the graphics in coduit , at all ?

 

Graphics can add to immersion, but only if t he core gameplay is intact enough to support it.

For example, Oblivion, for its time, was a graphically beautiful game, but bizarre character facial expressions coupled with glitchy NPCs which tended to get caught on obstacles broke you out of the immersion, making the graphical prowess of the game a moot point when it came to making the player forget they were playing a game and instead convince their mind that they're actually IN the game and that this is reality.

On the flip side, Resident Evil 4 had awesome gameplay and stellar graphics, making the game an all around immersive experience.

If the conduit has gameplay on par with its graphics, then it could be a truly excellent and immersive experience. I myself feel that gameplay is most important to immersion because I've felt more immersed in a 2D sprite based MMO than I have in WoW (which reminds you at every turn that it's a game and does little to immerse you).



"I mean, c'mon, Viva Pinata, a game with massive marketing, didn't sell worth a damn to the "sophisticated" 360 audience, despite near-universal praise--is that a sign that 360 owners are a bunch of casual ignoramuses that can't get their heads around a 'gardening' sim? Of course not. So let's please stop trying to micro-analyze one game out of hundreds and using it as the poster child for why good, non-1st party, games can't sell on Wii. (Everyone frequenting this site knows this is nonsense, and yet some of you just can't let it go because it's the only scab you have left to pick at after all your other "Wii will phail1!!1" straw men arguments have been put to the torch.)" - exindguy on Boom Blocks

Does it have split screen multiplayer?

That's all I care about.



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Bet with disolitude: Left4Dead will have a higher Metacritic rating than Project Origin, 3 months after the second game's release.  (hasn't been 3 months but it looks like I won :-p )

BenKenobi88 said:
Does it have split screen multiplayer?

That's all I care about.

My magic 8-Ball says no. Sorry.