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Forums - Nintendo Discussion - Call of Duty: World at War - more Wii details

http://gonintendo.com/?p=53815

Call of Duty: World at War - more Wii details

- once again, the camera is programmed to help you along the way. If you climb a hill, the camera will help to keep your focus straight ahead
- “Our controls are more customizable than any Wii FPS shooter has ever been. Our default control sensitivity has a dead zone and look sensitivity that is very flexible and intuitive, and designed so that anyone can pick up the control and have an enjoyable game experience. Beyond that, we offer customization of the dead zone size and sensitivity, the turning speed, and adjusting the speed of acceleration of the crosshairs” - producer
- 30 member dev team
- Online multiplayer is the same as PS3/360. Same maps, modes, vehicles.
- dedicated maps for vehicles
- at least 8 playerr
- uses Nintendo WFC
- no online co-op reconfirmed
- Squad Mate Mode: adds another crosshair to the screen so a second player can help shoot
- “We are using the same engine as the Xbox 360, PS3, and PC. While the Wii console itself has no hardware shaders, we do a diffuse and alpha pass on the textures. We retain many of the particle effects and explosion effects from the engine, and do this all with a good framerate. All of this means that we’re able to achieve a high level of graphical quality for the Wii.” - producer



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

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awesome, im so looking forward to this:D



 nintendo fanboy, but the good kind

proud soldier of nintopia

 

Im glad there putting customzable controls for it,online co-op would have been good but its not such a big thing.
Its good that the online multi player will be the same as the 360/ps3 versions.



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

Ugh no online co-op. Disappointing but everything else sounds great.



We need to see more videos and screens of the game. They keep showing the 360/ps3. Give wii owners some love.



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Same engine huh? This means this will be the first game to show us what needs to be cut on the Wii for porting from PS360?



Same online as the HD consoles, eh? Too bad the leveling system in CoD4 sounds so lame to me. If they use it in CoD:WaW I won't be inclined to buy it.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.

It all sounds really good. Though 8 players online seems a bit on the low side? If there are vehicles in the maps, doesn't that mean the maps are a bit too large for only 8 players?



Sorry but I think I will be buying this one on the 360.



PS3, WII and 360 all great systems depends on what type of console player you are.

Currently playing Call of Duty Modern Warfare 2, Fallout 3, Halo ODST and Dragon Age Origins is next game

Xbox live:mywiferocks

brute said:

http://gonintendo.com/?p=53815

Call of Duty: World at War - more Wii details

- once again, the camera is programmed to help you along the way. If you climb a hill, the camera will help to keep your focus straight ahead
- “Our controls are more customizable than any Wii FPS shooter has ever been. Our default control sensitivity has a dead zone and look sensitivity that is very flexible and intuitive, and designed so that anyone can pick up the control and have an enjoyable game experience. Beyond that, we offer customization of the dead zone size and sensitivity, the turning speed, and adjusting the speed of acceleration of the crosshairs” - producer
- 30 member dev team
- Online multiplayer is the same as PS3/360. Same maps, modes, vehicles.
- dedicated maps for vehicles
- at least 8 playerr
- uses Nintendo WFC
- no online co-op reconfirmed
- Squad Mate Mode: adds another crosshair to the screen so a second player can help shoot
- “We are using the same engine as the Xbox 360, PS3, and PC. While the Wii console itself has no hardware shaders, we do a diffuse and alpha pass on the textures. We retain many of the particle effects and explosion effects from the engine, and do this all with a good framerate. All of this means that we’re able to achieve a high level of graphical quality for the Wii.” - producer

I could be wrong, but isn't this what the TEV unit is for?



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