max power said:
Gamerace said: There's quite a few games that have made great and innovative use of the motion controls or IR to create new game play, the problem is the public has by and large ignored them all except for mini-games.
To name a few, Elebits, Dewy's Adventure, Mecury Meltdown, Kororinpa 1&2, Let's Tap, Zack & Wiki, Lost Winds, and many others.
Many incorporated motion/IR to traditional games to great effect and enhanced gameplay but not great sales. Titles include: Godfather, Bully, The Conduit, Madworld, CoD5&6, Excite Truck and other racers, RE 4, RE:UC, and many really under appreciated titles like Blazing Angels, Splinter Cell Double Agent, Tomb Raider Anniversary and many, many more.
Yes some of those sold over a million but still not as strongly as they did (or could have) on HD systems.
Critics blasted a lot of these games for the controls being not as accurate as analog, as are right to a degree but they ignored the engaging and tactile feeling those controls gave. The motion renaissance your looking for came, was ignored, and left already.
But get ready for round two next year when Natal comes out. |
I disagree. I think most of my favorite games for Wii would made little or no use from the unique Wii controls (I'm referring to Mario Galaxy, NSMB, Twilight Princess, Smash Bros Brawl, and several others).
I want to see more games make unique use of the Wiimote. A Star Wars lightsaber game with 1:1 controls, or perhaps Red Steel 2. I agree with what you're saying about the tactile file - that's exactly why I prefer playing Mario Kart Wii with the wheel instead of the joystick, but I don't get that feeling in Zelda or Mario... instead I'm just shaking the remote instead of pushing a button. If I was supposed to be shaking a soda can like in Mario Party, then that's great, but if the effect is Link doing a spin or Mario doing a jump, how is that any more tactile than pressing a button?
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That's because most game genres, all in fact, were built around buttons and a directional pad or analog stick. Some will never benefit from motion. Motion is useless in SSBB, and mostly pointless in SMG, Zelda, etc because it's being shoehorned into a mechanic not designed for it.
But those games designed for motion (except mini games) as I listed underperformed. So why is anyone going to make more?
Sandbox games make fantastic use of motion. Godfather, Scarface, Bully were all way more fun with motion controls and IR shooting. But did anyone buy them? No. TPS and FPS like RE4 and CoD benefit tremendously to but again, except for RE4 the few TPS sold poorly and even RE4 wasn't stellar considering it had the market practically all to itself. There's been no FPS success of significance on Wii. Sports games benefit tremendously too but except for Tiger Woods (and NHL2k) the sales don't really reflect it.
Whenever the motion is used extensively critics whine and bitch. But it's fun in Lara Croft or Splinter Cell and recently Indiana Jones but again, no one cares. People would rather play traditional games with traditional controls because they are set in their ways. And new gameplay mechanics fail more often than not.
Let's hope Red Steel 2 sales in the millions so we get more like it. But realistically, it'll be lucky to break 1m. A Star Wars lightsaber game with WM+ 1:1 would do great and I'm sure LucasArts knows it. After all Force Unleashed sold well on Wii and even that crap Lightsaber Duels has now broken a million. I just hope they make it a full featured game with extensive online and full story mode and not a casual arcade crap fest (although I want the casual arcade straight up duels in the game too).
The core audience has rejected motion even when it's superior, it adds little to nothing to the games your talking about and the casual market that loves motion don't play those types of games anyway.