Wednesday, September 19, 2007

The Gimick Unleashed.

Star Wars: The Force Unleashed is coming to the Wii.

Here are some articles.

Apparently the nunchuck will control force powers and the Wiimote will control the lightsaber.

Now the questions are:
1) How shitty will the nunchuck controls be?
2) Will the wiimote actually control the lightsaber or will it be the celda-esque swing up/swing down/swing left/swing right/stand up/sit down/fight/fight/fight?

8 comments:

MA17 said...

If the game's controls let you swing a saber in a 1:1 sort of way, then I will eat my hat, and any other hats you may have available (limit 10). As I understand it, the Wiimote can't tell where it is in space, only when it's being moved and how rapidly, where it's aiming on the screen, and the angle at which it's being tilted. If someone were to make a simulation where you knock on a door, then use a key to unlock the door, I think the Wii would be able to handle that fairly well, with the action being nearly 1:1.

Using a lightsaber is almost nothing like unlocking a door, so I must assume that it will not be done in a realistic fashion, but will feature an interface which replaces an attack button on the controller with an attack waggle on the wiimote.

Also, I'm going to post this because it's on this topic, and features the Lair creator and abuser of motion sensitive controls (read: the pot) commenting on the blackness of Warhawk (aka the kettle). Quote: ... while motion-sensing felt the perfect way to convey the feeling of controlling a dragon in Lair, he believed the kinetic technology in PS3's Sixaxis controllers shouldn't be used just because it's there. Well, he's half right.

_J_ said...

That link is insane. It should replace the "pot and the kettle" stereotype.

It seems like even if the Wiimote could not know where it was in space it could use that other information to approximate it.

Tilting the wiimote causes the blade to tilt? Awesome. Combine that with aiming and movement? They could maybe approximate it.

Lightsaber dueling in Jedi Knight was basically knowing when to jump and hit the "attack" button. I would be very sad if all the Wiimote brought to that formula was "Hey, now instead of clicking a button you get to shake a piece of plastic."

Roscoe said...

and.. yet... if the game was more cinematic and track based... like say old school Dragon's Lair, but with two to four options at every interval in say... a jedi duel.. or an assault on... I dunno.. a space port? With other possibilities branching from some of those options?

Overhead swing, side slash, backstep, or what have you... hmn. I dunno if the world would accept a Jedi Rail-Game.. but.. it could work AND fit the Wiimotion options..

_J_ said...

You're suggesting that a lightsaber duel be turn based?

Roscoe said...

not turn based.. limited amount of time to input an action response or fail the section. which could result in death, or in damage taken, or any number of tracked consequences.

Dragon's Lair was an old assed Arcade game.. based of proto-laser discs. It was basically animation that was tied to a button press or a twist of the joystick. You moved the stick/slapped the button when you saw a flash.. failure brought up a unique death screen for the situation, success leads to another story part.

Now tie that into a faster, multi-pathed system, with a core series of options that show up/are telegraphed by opponent's actions? You've got a game.. a rail-shooter-esque tracked game that operates in real time, if not tied to free-roaming movement.

_J_ said...

Oh. I was talking about multiplayer.

Roscoe said...

HRMN.. and.. then.. yeah.. Rail games don't really work in multiplayer...

hmn

_J_ said...

I could see a Rail Game working on the Wii. Sort of like in Marvel: Ultimate Alliance when you fight the Hydra and have to make the mote-motions to knock the pillar over. That works.

But not lightsaber duels.