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Forums - Nintendo - Can motion controls work for action RPG games on the Wii?

^Well, being able to recognise your slashes in the main 8 directions would help a lot, I suppose. It's just a matter of detecting the ranges of angles within which you swing your arm.



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nitekrawler1285 said:
Why not have an attack button and use ir cursor to select targets. Just because waggle is an option doesn't make it the best or most intuitive one.

 

Thinking about that, it could make for a great chaining system. How fast and how well you select your targets would affect how much damage a weapon could do. Or it could be similar to the multi-target boomerang in Twilight Princess. You get one selection per combo hit, and you can focus them all on one enemy or more than one. Once you activate, you can still press buttons for blocking or doging if needed.



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

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I think Force Unleashed worked great and if they manage to make that even better with Wii Motion Plus it can be fantastic



--OkeyDokey-- said:
I really hated the waggle in TP. Not because it was tiring or anything... more like annoying and unresponsive, but it was a launch title I guess.

Motion Plus would help of course.

I agree with this.... the spin attack needed way too much power to respond.... but the same function worked wonderfully in Super Mario Galaxy.

 



TWRoO said:
--OkeyDokey-- said:
I really hated the waggle in TP. Not because it was tiring or anything... more like annoying and unresponsive, but it was a launch title I guess.

Motion Plus would help of course.

I agree with this.... the spin attack needed way too much power to respond.... but the same function worked wonderfully in Super Mario Galaxy.

 

 

 No way! Opposite way around. It needed too little! Using the spin attack was far too easy. I mean, I could take out several enemies at once (knock 'em over) every 5th second. Considering most enemies used 4 seconds to get up and strike, you could just move backwards a few inches (so it took over 5 seconds) and do it again.

The Spin attack was incredibly overpowered, because it was so very easy to use (it was much harder in previous Zeldas)



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Button based controls hurt my fingers and this was a serious reason why I brought a Wii. Nowadays I fully endorse motion controls, I even believe there are some games to be played standing as gives a better experience than sitting on the couch.



Oyvoyvoyv said:
TWRoO said:
--OkeyDokey-- said:
I really hated the waggle in TP. Not because it was tiring or anything... more like annoying and unresponsive, but it was a launch title I guess.

Motion Plus would help of course.

I agree with this.... the spin attack needed way too much power to respond.... but the same function worked wonderfully in Super Mario Galaxy.

 

 

 No way! Opposite way around. It needed too little! Using the spin attack was far too easy. I mean, I could take out several enemies at once (knock 'em over) every 5th second. Considering most enemies used 4 seconds to get up and strike, you could just move backwards a few inches (so it took over 5 seconds) and do it again.

The Spin attack was incredibly overpowered, because it was so very easy to use (it was much harder in previous Zeldas)

I'm not talking about the in game mechanics, I am talking about actula physical movement.

Somehow on Mario Galaxy you only need to twitch to do Mario's spin attack, yet it never does it when you don't want to (like occasionally in RE4 I will adjust my seating position, and in the process Leon slashes the knife)

Shaking the nunchuck in LoZ:TP had to be done with more effort, perhaps because it required actual shaking (like RE4 cut-scenes) rather than a flick.

 



It can be painful if you do motions that twist your muscles or stretch them out. It's why just tapping keys can lead to carpel tunnel. Your fingers are supposed to move more.

As with the Wiimote, you're supposed to actually use the muscles in your arms, not just flail your wrist around.



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

LordTheNightKnight said:
From all accounts, Sould Calibur Legends stems this fear the most (although as a fighting game, it would have solved that), but considering the way that system was criticized, it's unlikely to be used for such a game again.

QFT x 5.

Soul Calibur Legends will make your wrist hurt within 30 minutes of play since it's a beat'em up that maps attacks to motion controls.  The more you jerk your wrist and snap it, the worse it gets. 

The secret I've found is that rather than snapping your wrist is to move your arms.  Don't snap your wrist to do that horizontal cut, move your arm horizontally.  It made that game go from 30 minutes = pain to very light muscle activity.



it would probaly work great. i never got tired of hacking and slashing in TP.