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Forums - Nintendo Discussion - Wii RTSes. Me want.

Little King Story will still be great. I like the idea of making people attack with pitchforks.



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i think blizzard should give it a wirl and see what could happen.



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The ironic thing about the Wii is that its interface is the most PC-like of current consoles, but because the CPU/GPU are the furthest from the capability of a modern PC, no PC ports make it to the platform. Goes to show what game developers think matters.



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Well this beggs me the question, why won't they do RTS on the PS3/X360 and supply a mouse/keyboard with the game + a soulus edition ofcourse! so it could play next to the same thing as it does on the PC?



maybe people don't make RTS because the limitations of the wii it's self as well as the controller, and no the controller does not even come close to a mouse and keyboard and worse yet it's put it's self so far away from the dual sticks that those control schemes can't even be used.

In order for RTS to work one would need to have a very steady hand and unless your a machine you won't achieve it, because if you look at it, a mouse is always steady because it's always on the table and the hand mealy pushes it in all directions, and on DS everything is steady till you tap the screan, but the wiimote is only steady when on a table for example but then one can't use the IR to point on screen, so as soon as you pick it up to point the controller starts moving and thats because the human arms are not designed to be as steady as machines.

The only way it works well is if you go the pickman, battalion wars and overlord way, otherwise get a PC for RTS games or at least one of the HD consoles.



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The mouse is only half the trouble with RTS games on consoles. The Wiimote can substitute the mouse pretty well, but playing not-slipstreamed RTSs also requires a keyboard.



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They would obviously have to make the controls work with the regular wii controls but they could also have an advanced control option which allows the use of a keyboard. Any old USB keyboard will work on the Wii.



You are not alone. I've been waiting for an RTS on the Wii since it launched. It drives me nuts that no one has taken advantage of this obvious opportunity with the IR pointer.



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Destroyer_of_knights said:
maybe people don't make RTS because the limitations of the wii it's self as well as the controller, and no the controller does not even come close to a mouse and keyboard and worse yet it's put it's self so far away from the dual sticks that those control schemes can't even be used.

In order for RTS to work one would need to have a very steady hand and unless your a machine you won't achieve it, because if you look at it, a mouse is always steady because it's always on the table and the hand mealy pushes it in all directions, and on DS everything is steady till you tap the screan, but the wiimote is only steady when on a table for example but then one can't use the IR to point on screen, so as soon as you pick it up to point the controller starts moving and thats because the human arms are not designed to be as steady as machines.

The only way it works well is if you go the pickman, battalion wars and overlord way, otherwise get a PC for RTS games or at least one of the HD consoles.

Really you guys need to give Swords & Soldiers a whirl. It's a Wiiware game so it's not as long as you'd hope a RTS to be, but it is good...



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Swords & Soldiers Review

One of the best console RTS games ever.

by Daemon Hatfield

May 14, 2009 - WiiWare has been pretty depressing lately. For weeks and weeks we've been getting nothing but super lame family party games. The drought is over, though, as Ronimo Games has delivered one of the best games for Nintendo's downloadable service -- and one of the best console real-time strategy (RTS) games ever. These are the guys that created the original concept for de Blob, and their first console game, Swords & Soldiers, is quite impressive. You may have played your fair share of RTS games, but unless you played Grim Grimoire on PlayStation 2 you probably haven't experienced a side-scrolling RTS. And even if you have, I bet you haven't played a side-scrolling RTS with ninja monkeys. That's what Swords & Soldiers brings to the table. It's almost enough to make me forgive WiiWare for Family Pirate Party.

Like most RTS games, players have to mine resources, spend resources on troops and research, defend their territory, and overtake the enemy's. But the whole shebang is presented in 2D with the player's base on the left and the enemy advancing from the right. The Wii remote is used to point at onscreen icons to summon units. It totally works as a streamlined strategy game. You won't find the same level of depth as, say, Starcraft, but there is plenty of fun and challenge here.

Your objectives will vary slightly from mission to mission. You may have to destroy the enemy base, survive for a certain amount of time, or navigate a limited amount of troops through the enemy's defenses. There are three factions in Swords & Soldiers, each with its own 10-mission campaign, units, and abilities. Each campaign starts you out slowly with just a few troop types but doles out new abilities at regular intervals. The game gets a lot of mileage out of simple controls and limited mechanics.

You can scroll left and right on the battlefield with the D-pad. A map stretches across the bottom of the screen, revealing yours and the enemy's troops and the locations of castles and towers. Some maps have branching paths that split into a high road and a low road. In these cases you can click on an arrow at the fork in the road to determine which path your troops will take on their march. This can be a strategic decision, as one path may contain more enemies but also a stash of resources.

Real-time strategy games have had a shaky past on consoles. Usually the domain of the PC, the transition from mouse and keyboard controls to an analog stick often isn't kind to an RTS. Swords & Soldiers may really be onto something with its 2D, side-scrolling approach. It makes navigating the battlefield a breeze, and there are no clunky menus to fumble through.

Beyond the campaigns there is a local versus mode for two players, single-player skirmishes, and mini-game challenges based on specific aspects of the campaign. A built-in achievement system rewards you for accomplishments like controlling 50 units at once and completing campaigns. Unfortunately, you can't post your achievements online for all to see.

Swords & Soldiers sports a great-looking, cartoon art style. The orchestral soundtrack is rousing and there is a spattering of comical voice over work. All of these little touches give the game personality and make it a standout WiiWare title.

Closing Comments


After de Blob and now Swords & Soldiers, Ronimo Games is definitely a developer to watch. There is nothing else like this on WiiWare, and the production values are much higher than most other games on the service. Strategy fans should find their fix here – just don't expect as deep an experience as some of the better-known real-time strategy games on PC. Removing a dimension and making the gameplay side-scrolling was a great way to get this genre working on a console. Swords & Soldiers was built for Wii, and as such it plays very well on the system. Don't let this one pass you by -- it's one of the best console RTS games ever.


IGN Ratings for Swords & Soldiers (Wii)

8.5 Presentation
Swords & Soldiers has a great art style, held together with easy to navigate menus and controls.


9.0 Graphics
One of the best-looking games on Wii. Vibrant visuals and smooth animation. Runs in widescreen.


9.0 Sound
A rousing orchestral soundtrack and light, comical voice acting.


8.5 Gameplay
A streamlined RTS that is simple to control and provides a nice challenge.


7.5 Lasting Appeal
The three campaigns will each only take a couple hours to complete, but the versus mode will extend the experience.


8.7
Great OVERALL
(out of 10 / not an average) See All Award Recipients

http://wii.ign.com/articles/982/982994p1.html



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