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Forums - Nintendo - Fatal Frame control problems

Now, I rarely criticize games befor playing them, let alone announce that a game is bad before it's released, so please don't bombard me with righteousness, as I understand the implications of what I'm posting.  But get a load of this:

http://wii.ign.com/articles/895/895630p1.html

"However, in terms of capitalizing on the strengths of Nintendo's controller, we have to cite this game as one of the biggest missed opportunities in recent times, because it completely ignores the fact that the Wii remote has an IR pointer. Why, we have no idea, because as Ruka points her flashlight around darkened environments and focuses her camera on ghosts, we can't help but wonder -- time and time again -- why we can't control both quicker and more precisely using the Wii remote. Instead, the flashlight automatically shines wherever Ruka is looking (with the analog stick) and you control the camera obscura -- get this -- using a combination of the analog stick for left and right movement and Wii remote waggle for up / down movement. That waggle stuff also extends into standard game camera control. While Ruka can look around with the analog stick, all up / down movement is mapped to pulling back or pushing forward with the Wii remote -- which, by the way, feels retarded, not to mention slow. We've come to expect stupid controls like this from Wii-ignorant third-parties, but from a game published by Nintendo, it's just sad. (We really hope someone at Nintendo didn't step in and suggest that the controls be made more accessible. If so, we might just throw up.)"

This announcement is a little dicouraging to say the least, not only due to what it means for fatal frame, but also due to the fact that it is a first party effort.  This really sucks balls.



                                                                           

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Maybe the game was too easy with IR pointing? I don't believe they didn't at least consider using it. That description is not encouraging though...

We're still far from being able to try it out, unfortunately.



My Mario Kart Wii friend code: 2707-1866-0957

I think they do this because wanted to keep the game scary's atmosphere.If you can easily control flashlight so you'll be able to detect ghosts too fast.

 

Because in game we played as a little girl who has been kidnapped 10 years ago ,not Solid Snake or Leon. :D

It think that control system suit to this game.



That really doesn't sound like that bad of a control scheme. Try to remember that there are reviewers out there that flat-out hate the Wii and never miss a moment to complain about actually having to move while playing a video game. That's what this sounds like, some jackass who was looking for reasons not to be happy with the game for whatever (anti-Wii) reason. Those Anti-Wii zealots can be as bad, or worse, than some of the most overbearing fanboys at times.

It got a pretty good score out of Famitsu, after all.



Madanial said:

I think they do this because wanted to keep the game scary's atmosphere.If you can easily control flashlight so you'll be able to detect ghosts too fast.

 

Because in game we played as a little girl who has been kidnapped 10 years ago ,not Solid Snake or Leon. :D

It think that control system suit to this game.

 

 maybe your right, but I hope they didn't make it overly tedious for atmosphere and difficulties sake.



                                                                           

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EL_PATRAS said:

This announcement is a little dicouraging to say the least, not only due to what it means for fatal frame, but also due to the fact that it is a first party effort.  This really sucks balls.

Well it's still actually developed by two thrid party developers. Both of which I think only have one finished Wii game each, and one of those didn't even use the IR sensor. Thanks for reminding me what I rarely read things written by the gaming press anymore. Nice for Matt C. to put the idea in everyone's head this may be Nintendo's fault because they ordered this as part of some plan to make it more accessible. I'm sure that's why they let Tecmo and GHM make it, neither of which are known for pick-up and play video gaming.

My (lousy) guess it's just an (also lousy) artisitc choice. Lot of these horror games that aren't action centric go through great lengths to avoid having any kind of HUD or other gaming centric indicators for immersion reasons. Pre-Resident Evil 4 games and the Silent Hill series almost always restrict all the actual pure video game visual ques to seperate isloated menus. Probably the people making Fatal Frame IV didn't want a bright cursor to distract from their enviorments and scares and nonsense and decided against it.

That's all wild speculation on my part though, but it's the internet, so why not. =P

 



Sorry BrainBoxLtd but I have to stop you right there ;)

We're talking about controls when using the camera here. There's a kind of a HUD in this mode, assuming it works like Fatal Frame 2.



My Mario Kart Wii friend code: 2707-1866-0957

Resident_Hazard said:
That really doesn't sound like that bad of a control scheme. Try to remember that there are reviewers out there that flat-out hate the Wii and never miss a moment to complain about actually having to move while playing a video game. That's what this sounds like, some jackass who was looking for reasons not to be happy with the game for whatever (anti-Wii) reason. Those Anti-Wii zealots can be as bad, or worse, than some of the most overbearing fanboys at times.

It got a pretty good score out of Famitsu, after all.

 

Matt C. from IGN is usually quite well-informed. I think he isn't hating on the wii, rather then expressing disappointment that his "console of choice" got what he seems a lackluster constrol scheme.

But as I said in the other thread, I don't mind. The control scheme will probably take some getting used to but that's it. Think off Golden-Eye now already 12 years ago. We used to aim with either the control stick + C-buttons, or R-trigger + control stick. Both of which would pale in comparison to the shooter-mechanics of RE4 or MP3. Yet still, I at least could easily blast my way through the game.

Don't worry people, it will work out. Plus, you play FF4 for the atmosphere and story, not to fight you're way through the game



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Resident_Hazard said:
That really doesn't sound like that bad of a control scheme. Try to remember that there are reviewers out there that flat-out hate the Wii and never miss a moment to complain about actually having to move while playing a video game. That's what this sounds like, some jackass who was looking for reasons not to be happy with the game for whatever (anti-Wii) reason. Those Anti-Wii zealots can be as bad, or worse, than some of the most overbearing fanboys at times.

It got a pretty good score out of Famitsu, after all.

 

Matt C. from IGN is usually quite well-informed. I think he isn't hating on the wii, rather then expressing disappointment that his "console of choice" got what he seems a lackluster constrol scheme.

But as I said in the other thread, I don't mind. The control scheme will probably take some getting used to but that's it. Think off Golden-Eye now already 12 years ago. We used to aim with either the control stick + C-buttons, or R-trigger + control stick. Both of which would pale in comparison to the shooter-mechanics of RE4 or MP3. Yet still, I at least could easily blast my way through the game.

Don't worry people, it will work out. Plus, you play FF4 for the atmosphere and story, not to fight you're way through the game



The Doctor will see you now  Promoting Lesbianism -->

                              

"using a combination of the analog stick for left and right movement and Wii remote waggle for up / down movement."

RE4 works this way and it's more than efficient IMO.