Hello Player 1
Ok this game was probably at the bottom of my “Want” list about 5 minutes ago. After watching this “dev diary” of the game over at Joystiq, I really want it. Visceral games are really using some nice tricks with the wii controls, like tilting on the side for secondary-fire. Coop work on puzzles, and some great looking graphics. I’ll move this near the top of my want list for now.
Edgar - July 3rd, 2009 -
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theafroguy on July 4, 2009 at 6:02 pm
Why do they all have awful english accents? :oops:
Alexei on July 4, 2009 at 8:18 pm
Wow, I, too, am excited about this one!
Shaun Hatton on July 4, 2009 at 10:08 pm
I thought I had figured out the explanation for this game a long time ago: They wanted more money.
waltermh on July 5, 2009 at 1:09 pm
Looks fine except for the glowworm gimick
Why not just give a flashlight. This is silly keeping people shaking the remote all the time.
Then later they say they dont want people shaking around the remote pointlessly? Come on.
What game has you shaking a remote in a way that doesnt correspond to actions on the screen anyway.
They need better marketers and to stop forcing the use of the motion controls where they arent needed as if its a waste to put something on wii if they dont use every feature 100%
quicksilver on July 5, 2009 at 1:44 pm
Good uses of waggle: RE4 (knifing)
Bad uses of waggle: Zelda:TP (sword swing) and Okami (comabat attack, though non-combat pounce worked well)
The difference between the use of waggle in these games is not whether or not the use of the action must be essential to the game, but how often you are forced to use the action.
In RE4, mapping knifing to waggle felt natural and was quite a bit faster than the GC knife (since they also added auto aim).
In Zelda:TP and Okami, waggle was simply less responsive than a button press at best, and painful to your arm at worst with any long battle (Okami demon gates!!)
I’ve heard people complain that Wind Waker’s combat was too easy because the controls were too responsive and you could down a darknut without taking any damage. Or that RE4′s controls made the game too easy compared to what the game was designed for on the GC. Maybe it’s this sort of mentality that has caused developers to put our “hardcore” demands on the sideline.
At least what the Dead Space developers are saying is that you only have to waggle in the few areas where you do need light, instead of the whole game, though I do agree having to do it every 30 seconds sounds like it could get annoying (like Doom 3′s flashlight OR gun).
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