I bought the Wii and DS on potential. One let me down and the other took several years to be a worthwhile investment.
I agree there's potential, but it's meaningless.
I agree there's potential, but it's meaningless.
Bayonetta is for ten year olds? Yeah okKleingeier said:Those of us who aren't 11 are unimpressed.Capitano Segnaposto said:Rayman Legends
Pikmin 3
Bayonetta 2
New Super Mario Bros U (I just love the artstyle, a cross between Yoshi's Isle and Super Mario World).
I found the Wii controls (I call them "pointers") more innately accurate than any analog stick, but less accurate than a mouse. Makes sense, since the pointer is between the two in terms of physical operation.Tippy said:The "pointing at the screen to aim" thing fell flat on it's face IMO. If you point it too far in any direction (as humans tend to do) then the Wii-mote would go off the screen and the game would start having spasms and somehow it turned out to be even less accurate than aiming with analog sticks, let alone mouse accuracy. Even for navigating menus it was painful for someone who's been used to zipping around menus using a regular controller.
I'm not sold on that.No, the only strength of all the Wii-mote flailing were games which made it a core part of the gameplay and expressly required the player to hold a straight object at specific angles (yes, a SWORD) as demonstrated in Red Steel 2. I can't really think of any other game which genuinely proved how the Wii-mote could be benefitial over a traditional controller.
The only two games that managed to benefit from that at all IMO, were Okami and Resident Evil 4. Metroid Prime 1 and 2 got lumped into the Trilogy package, and while they were obviously still great games, they also had to be graphically downgraded slightly to fit the more intense control processing cycles in.Now regarding the topic of 3rd party support for the new controller - the thing with Wii games was that by translating button pushing to wii-mote waggling, atleast developers could somewhat traslate games from the Xbox/PS over to the Wii and we saw a decent number of games come out for it.
Coding isn't so bad now. Output coding for wonky peripherals has been around since the 80s, and even the Kinect was hacked and re-purposed within a very short time of its release.But how will devs make games which use the 2nd screen without giving Wii U games some sort of entirely new/awkward gimmick which doesn't exist on PS4/720/PC due to the lack of a screen on the controller? I have no idea. Having to code such a thing seperately would be horrible.
It's a goofy gimmick to be sure, though I still don't see why people are slinging shit at it for managing your inventory or setting up destinations/maintaining a map, etc.I also saw a demo of some zombie game being played, and whenever the player aimed with their gun they would have to switch to their Wii-u screen to aim via sights, and then look back up to the TV to continue gameplay. If that doesn't fully define "breaking flow" I don't know what does.
Yeah, this would be a GREAT idea for Western RPG devs. Heck, even get a license for Pathfinder, Shadowrun, World of Darkness, Dungeons and Dragons, etc. Another possibility is adding modding ability so the DM could make their own campaigns, characters, weapons, spells, races, dungeons, ANYTHING and upload it to servers to share among other players. It'd be like LittleBigPlanet: RPG Edition. Get Obsidian or Bioware on it and add expansions for new content.LoathsomePete said:![]()
If there was something like this in the works I would definitely consider buying a Wii-U. I have so many people who know about pen and paper RPG's but don't want to play them because they don't want to learn the rules, or think that it's still "too nerdy". This could easily be a good way to bridge the gap between video games and the endless choices you can do in a pen and paper RPG.