GC|Simon said:New Info form Nibris: (translated by babelfish form the German)
Go to trailer and high-res screens:
http://www.gamescathedral.de/gamescat/modules.php?name=News&file=article&sid=5539
yeah there is acrroding to john jarker of gaf, the expert mode is more like keyboard and mouse.Doc Holliday said:Didnt want to make a new thread about this:
WHat's this i hear about Expert mode in Metroid Prime III?
Farore said:Odd question: is this the first time Nintendo uses non-Panasonic TVs?
I hope not. Probably localization problems with Elebits.Guns N' Poops said:Guys, isn't Elebits a launch title in the US? It's a 2007 release in Europe, maybe this is a hint of a Wii delay here?
Avutta1978 said:yeah there is acrroding to john jarker of gaf, the expert mode is more like keyboard and mouse.
Shogmaster said:No no no no no no no NO! "Expert mode" was just cranking up the cursor speed. All it did was allowing faster travel of the cursor from smaller hand movements of the wand. You know how I know this? BECAUSE I ACTUALLY TRIED IT INSTEAD OF SPECULATING LIKE JOHN.
Krowley said:did it make a difference? Others who've tried it also said it shrunk the size of the dead zone so movement could start without going to the edge of the screen and speed of movement increased depending on how far you went. Most comments i've heard claimed it was much more usable that way.
matt complained about the turning speed, but that was about it. and he said you don't point at the sensor bar but at the tv.so what is the problem.Shogmaster said:It helped, but turning around still sucked ass. The real problem is the sensor bar/IR combo having to do the "look" role.
Avutta1978 said:matt complained about the turning speed, but that was about it. and he said you don't point at the sensor bar but at the tv.so what is the problem.
Shogmaster said:The problem is, when there are enemies all around you, aiming at them becomes a real chore. But of course they compensate by making it so that it it takes many MANY shots for you to get killed in the game. Basically, the game is dumbed down to deal with the control problem. WIIIIIIIiiiiiiiiiii~~~
Saargabath said:Isn't it possible to lock enemies on anymore? I definitely saw locked on space pirates in videos.
Shogmaster said:It helped, but turning around still sucked ass. The real problem is the sensor bar/IR combo having to do the "look" role.
PkunkFury said:how does the problem relate to the sensor bar?
yoopoo said:
Shogmaster said:No no no no no no no NO! "Expert mode" was just cranking up the cursor speed. All it did was allowing faster travel of the cursor from smaller hand movements of the wand. You know how I know this? BECAUSE I ACTUALLY TRIED IT INSTEAD OF SPECULATING LIKE JOHN.
yoopoo said:
Thanks, that has me feeling alot better.John Harker said:Woa woa woa woa.
First off, I never used the words 'mouse and keyboard' to describe expert mode.
And Mr. Shog - I wasn't speculating. If you've read my posts, I've been talking about the games because I've been playing them Now apologize.
I Just haven't had a computer, I've only posted short things from the media room - I JUST got home from my trip now.
Expert control increases the sensativity, it makes movement faster. Standard you turn way too slow, but with Expert you can do a 180 much quicker - I never claimed it was mouse speed, but its certaintly seems it can be done, with enough practice, noticely faster than standard dual analogue movement.
I was just happy about Expert mode becuase Prime 3 was the only game that actually let you ADJUST the sensativity. Every other game didn't give you a choice, and honestly, most of them were just plain off. Prime 3 felt really accurate and well tested.
Zotty said:I dont want to sound disrespectfull to the developer of Sadness but did they ever release a game prior to this one? They release all kinds of info about this game and even a few days ago a trailer. But has anyone even seen some real gameplay footage?
Everytime I see a news post about them or some PR talk I always get the feeling that this "project" will never even see the daylight... And even if there is a game that it will be garbage.
yoopoo said:
effzee said:star fox should be amazing on wii.
Edwood said:Metroid on the Wii as an example of hardcore end-all-be-all of FPS control is like touting Mario Kart as an example of hardcore end-all-be-all of Racing Games.
Played Metroid Corruption at the Wii booth, and the game itself is dumbed down for sure, but wasn't it dumbed down in the Gamecube versions with the "Target Lock" function?
The Wii-mote's use of controlling looking around (right analog stick or a mouse) in Metroid is inherently flawed. Requires moving the cursor to the edges of screen to actually look around. This is actually slower than using dual sticks. With this method it is impossible to circle strafe without using the crutch of a "Target Lock" feature.
One method that would make the Wii-mote use in FPS games better would be to have a button held (or toggled) to change from fixing the cursor in the center and allowing looking around without having to reach the edges of the screen. And then pressing/or releasing the button to switch to the control as it was in Metroid Corruption.
Think of left trigger aiming in GRAW, but with the Wii-mote.
But even then, the games would still look like shit compared to FPS games on the 360 or PS3.
-Ed
Emotions said::lol You wrote all the big analogy to finally call it shit because it's not up to par to the 360 or PS3 graphics.
Your point = moot.
And Expert Mode would like to say HI.
Shogmaster said:That's all you fucking got? His point is moot even though he played with Wiimote and you haven't, just because he prefers real next gen graphics in 2006?
You have no fucking clue what you're talking about. Expert mode is just a faster cursor mode. It's still shit for FPS gameplay. The Wiimote is absolutely a step backwards for FPS. It only shine when married to a gimmicky or simplitic gameplay.
Emotions said:First of all We already knew the Wii is about the gameplay over graphics, so i didn't see a point in bringin over the graphics, because the game doesn't look bad at all, IMO. A lot of people have liked the graphics and have given good impressions about them.
Second point most of the impressions about MP3 have been positive, just because you hate it and have been negative about the whole Wii thing even before it was unveiled gives me a lot to think. Of course i'm going to believe the majority of people here and the sites that have been given good impressions about it wich you probably thing they're Nintards or whatever you wanna call them. I don't think you're liying either but yours is just an opinion. A lot of people in this forum have been giving good impressions and opinions about MP3: John Harker, Willco , Ark-Man, etc. So i'm quite positive that the Revmote is going to work for these games. Otherwise there would be a majority of negative impressions about it wich they're not.
PS: Nintendo wouldn't fuck up controls like that. They're ace in that regard.
Shogmaster said:How about this? Do those who gave positive opinions about MP3 enjoyed FPS controls of MP1 and MP2? How much FPS do they play? 'Cause Edwood and I mostly play FPS for our gaming enjoyment. We know FPS intimately on both PC and consoles. We know what are good FPS schemes and what are not.
The point of all this is whether Wiimote is advancing FPS controls on the console or regressing. Being FPS fans, and having played MP3 at E3, we can absolutely assert the fact that Wiimode is not advancing FPS controls but infact regressing it since it's even worse than the age old dual analog schemes dating back to DS on PS1.
Let me put this another way: If a hypothetical game was made on Wii that allowed both Halo like dual analog controls and MP3 like IR/sensor bar controls, those using dual analog controls would absolutely destroy the ones that prefer the Wiimode controls since they will be able to circle strafe the poor delusional bastards into the ground and then piss over their ashes.
soundwave05 said:If the turning issue is still a problem by the final build ... they could just use the D-Pad for quickly turning (or make the analog for turning and d-pad for moving).
Problem solved.
The Wii controller offers the control equivalent of 3 analog joysticks really, because you still have your analog + d-pad (or analog 2) in addition to the Wiimote's pointer.
Hell, if you really wanted to, as a designer you could also assign commands to the Nunchaku's motion sensors for even more specific control.
Shogmaster said:Do you have any idea what circle strafing is? How would 45 degree turning via buttons do that? Jesus, any of you people play FPS competitively?
That would work if you have a triple jointed thumb that can reach the d pad while holding it so that you could use the B button with your fore finger. And how the hell is a digital D pad equivilent to an analog stick? Think before typing.
Nunchuck only has an accelerometer. That can't do shit with providing analog like controls.
soundwave05 said:EDIT: How about this
D-Pad - Movement (like a keyboard or N64 C-Buttons)
Analog - Turning/Looking Around (like any console FPS)
Wiimote - Controls Samus' Aimer.
B button - Fire
A button - Secondary function, ala missles or whatever
C/Z buttons - Scanning/Jump
Nunchaku Motion Sensor - Samus' other hand.
There ya go. This setup actually wouldn't be able to be replicated on a keyboard mouse even, because the mouse has to control both the axis and the aimer at the same time, in this setup you can turn around and still have indepedent control of your aimer.
This is actually closer to a virtual reality setup.
Hitting the D-Pad and the B-button is no different from the Analog stick on the N64 and Z-trigger on it's undeside.
soundwave05 said:Can you circle strafe on a dual analog controller?
The Wii has basically a dual directional input too ... analog + d-pad ... the d-pad doesn't have analog movement, but you could assign movement functions to the d-pad (like a keyboard isn't analog, nor were the N64 C-buttons ... both work great for FPS movement).
You have your basic "bread & butter" controller setup on the Wii controller with the Analog + D-Pad already even before getting into the Wiimote's motion pointer abilities
It's simply up to the developer as to how they want to use all that.
To have comparable control on a Dual Shock or XBox 360 pad, you would have to be able to use the d-pad + 2 analogs simulataneously.
soundwave05 said:Seems like the only problem is the position of the d-pad. Perhaps Nintendo needs to work on that.
It seems rather silly though ... how are you supposed to play a game that just uses the Wiimote?
You can't use the d-pad in this setup?
Maybe they need to swap the position of the A-button and the D-Pad.
Your thumb should naturally go over the D-Pad when you pick up the Wiimote, I would've thought that would be a given.
I think one of the problems is they added the speaker, which now has made the remote longer, making it more difficult for the thumb to hit the d-pad.
Edwood said:DPad location is retarded. It's position is so you can turn the Wii-mote sideways and use it as a simple controller.
Many things about the Wii-mote is unintuitive. For one, why the fuck is the A button used for shooting in Metroid by default and not the trigger button?
Like I said, the only way for the Wii-mote to work is to do a Left Trigger GRAW style aiming scheme.
-Ed