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Nintendo Wii

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Vastaus: Nintendo Wii (Revolution)

Ensimmäisiä soraääniäkin alkaa kuulua.

Yhdessä Metroid Prime 3 videossa kaveri hyppi ja tähtäili minne sattui noin neljä minuuttia, lopuksi kaksi ihan tavallisen näköistä vihulaista vei voiton sokean ja humalaisen näköisestä sankarista. Mutta mutta, kuten Kobun tossa Wiredin blogissaan sanoi, niin uusi ohjaustapa vaatii useimmilta jonkun verran totuttelua, varsinkin Metroid Primen, Red Steelin ym. 'hardcore' yleisölle suunnattujen pelien kanssa. Melkein 100% kaikissa muissa Metroid Prime videoissa homma on ollut täysin hallussa, joten tuskin syy hardwaressa on?

GameSpotin Red Steel haastiksessa pelintekijä tosin sanoi, että E3:n pelattavassa buildissa ohjaus on säädetty todella "loose" asentoon, jotta newcomerit ei sohisi ympäri tv-ruutua miten sattuu, tiedä sitten miten toi vaikuttaa käytännössä. Valmiissa pelissä säädöt on tietty "totally user controlled".

Guardianin kaveri oli myös testannut Red Steeliä ja Tennistä pikaisesti:

By Greg Howson / NIntendo 05:33am

If ony I could get into the convention centre now - it's 10pm LA time - and spend a night with Wii then maybe I could really make my mind up. But for now I'm undecided, partly because I could only get on two games. Tennis and Red Steel may not be showstoppers, but they are Wii launch games with enough sensitivity/accuracy issues to suggest that either my wrists have had it, or the Wii isn't quite as friendly as hoped.

The main controller was smaller than expected, but snug, nicely weighted and comfortable to hold. But the games saw mixed results. Tennis was very easy to play and will certainly work for a quick set with friends/family. But I found it frustratingly imprecise when trying to place the ball and can see why the execs missed the shots they did on stage at the Nintendo conference. And on a console that values inclusivity, Red Steel is more likely to cause motion sickness than family togetherness. What did work well was the thrust and parrying of the sword combat, which felt much better than the gun-based action. Of course, this is very early days and more playtime is needed - Super Mario Galaxy, Excite Truck and Zelda all spring to mind - and there were moments in both games where it all made some sort of sense. But Wii wasn't the unconditional love at first play that I thought it might be.

Vaikuttaapi istuvan aika sopivasti noihin Kobunin kokemuksiin, lisää peliaikaa, niin homma toimii. Odottelen mielenkiinnolla kaverin lisäkommentteja.

Ps. Joystic toisaalla kirjoittaa:

You also can't miss if you time your swing well enough, so we can't say this really tests the controller. That said, it was quite fun and provided a whole new type of play experience that we look forward to more of in the future.

;)
 
E3 2006: Wii päivystää 24 tuntia päivässä

Koko pelimaailman pään kääntäneillä messuilla Nintendo kertoi Wiin olevan jatkuvasti yhteydessä verkkoon. Wii Connect 24:n avulla sekä pelintekijät että kaverit voivat lähettää konsolille tiedostoja ympäri vuorokauden, joten Wii on aina valmiina toimintaan.
 
Vastaus: Nintendo Wii (Revolution)

MP3:n ohjaus näytti muuten aika samalta, mitä vois pädillä pelatessa kokea. Esim. tähtäyksen lukitus on vieläkin tallella, vaikka Wiimote antaisi mahdollisuuden tarkkaan tähtäykseen. Luulisin saman päätyvän myyntiversioon, mikä olisi harmi.
 
Vastaus: Nintendo Wii (Revolution)

Mindfield sanoi:
MP3:n ohjaus näytti muuten aika samalta, mitä vois pädillä pelatessa kokea. Esim. tähtäyksen lukitus on vieläkin tallella, vaikka Wiimote antaisi mahdollisuuden tarkkaan tähtäykseen. Luulisin saman päätyvän myyntiversioon, mikä olisi harmi.
voit itse valita käytätkö lukitusta vai et.
 
Vastaus: Nintendo Wii (Revolution)

Red Steel vaikuttaa olevan pahasti vaiheessa:

IGN sanoi:
May 11, 2006 - Leading up to E3, Red Steel was one of the most anticipated Nintendo Wii titles worldwide. Ubisoft is reinventing the first person shooter genre, combining motion controlled gunplay with hand-to-hand sword fighting. We had the chance to deliver exclusive video content, take early looks at concept work and even go hands-on with pre-E3 builds in Paris, France. While the game continues to show promise even now on the showroom floor, our hopes for the control and intuitive "New FPS" experience has yet to be delivered, as Red Steel comes up lacking at Nintendo's booth.

Before we send fans scrambling to the boards in a fury of hatred or depression, we have to get a few things straight. Red Steel still has the potential to be one of the most desirable launch games on the Wii, and we still expect great things from the team working on it. It just needs some serious control work. The E3 demo includes the intro level, which teaches the basics of swordplay and gunplay, as well as simple navigation, zooming and time-freeze abilities. All in all, the demo takes about eight minutes to navigate through, and we've had a chance to experience it multiple times, with multiple editors on multiple system set-ups. In short, we've played the hell out of this thing.

The Presentation:
For starters, the game doesn't hit the level of detail and style found in the target renders shown a while back, or even the official trailer that we have on our own site. Colors aren't as crisp as they could be, the characters have a bit of a cut-out look to them, and the amount of graphical polish just isn't there. While some areas are destructible, such as the fish tanks, televisions and cars, others simply aren't. It's a bit odd to shoot through a paper door and see sun rays sparkle through, and then turn just moments later and have shotgun blasts do nothing to a set of bottles. If Red Steel is going to turn heads graphically, we haven't seen it happen on Nintendo hardware yet.

The Gameplay: Gun Battle
As Nintendo has said over and over, however, playing is believing. The presentation could take a backseat of the gameplay was on, but unfortunately it didn't give the feeling we were hoping for at all. The gun control is amazingly jittery, having extremely high sensitivity when not zoomed in, and the overall feel is still very clunky. If you look back to the Nintendo conference, you can actually see the high sensitivity in action, as the main Ubisoft representative that was playing even overcompensated a ton, hitting enemies at a very low rate. The idea for Wii FPS games is to eliminate the need for dual analog sticks, but Red Steel isn't solving any problems, as analog control is being mapped directly to the Wii-mote. Since the sensor bar is placed above or below the television, players point at the bar itself, not at the screen. For this reason, the game doesn't allow pinpoint accuracy with the Wii-mote, as players have to steer a cursor rather than aiming at a point on-screen, which is a far more natural approach.

We aren't saying the game needs to work like a light gun, it just needs to have an accurate one-to-one representation of where your hands are in relation to the game. If a character pops out of a hiding place, players need to be able to swing their hand over and point at him as they would the barrel of a gun, and that is definitely not the case right now. The ability to calibrate your own controller and sensitivity will be added in later, so hopefully that will solve a lot of the problems we are seeing. Again, we played this demo over and over with multiple set-ups, and each time we had the same conclusion: Red Steer is harder to control than dual analog or a PC mouse.

The Gameplay: Sword Battle
Since Red Steel focuses on not only gunplay, but also hand-to-hand fighting, we thought it necessary to go a bit in-depth with how this works and feels. First off, the swordplay portions of the game actually feel better than any of the gun areas, which is already a testament to the hybrid design. It's the control that kills it again, however, as the implementation with motion sensing isn't where it should be. Players use the nunchuck controller to block attacks with a small knife, while simultaneously using the Wii-mote for their own sword. While the nunchuck portion works relatively well (after a few times through the demo we could defeat any enemy without getting hit nice) the actual sword play isn't there yet.

Instead of mimicking every movement of your hand (something that is done in Nintendo Baseball), Red Steel instead waits for a full action to be done with the Wii-mote, and then executes it on screen. What this means, however, is that it is simply simulating a button press. If multiple people play the sword portion, you should see multiple swipes and styles coming form the character on-screen. After all, everyone swings differently. Instead, there are only a few different swipes that will be recognized. If you swipe the Wii-mote horizontally, it will show a horizontal swipe. Attempt an upper-cut motion, however, and the action is shown as a generic up-to-down slice instead, as if you went from above your head and down. The difference here is a bit hard to explain, but it will make or break the experience. Right now motions convert to a pre-determined swipe, instead of the player actually using the Wii-mote to realistically attack with a virtual sword. The difference is huge, and it has to be tweaked.

Where to go From Here:
We all love the Red Steel concept. We've been watching it in motion for a while, we showed it in motion exclusively to the world a few days ago, and we've been playing it non-stop. Red Steel is one of the most anticipated games on the system, and we want to see it tighten up and seriously deliver. As it stands right now, we can't recommend the game to anyone due to the shaky controls and lack of polish. We fully understand, however that this is E3. This is the chance for Ubisoft to show off Red Steel, gain some impressions and do what it needs to do in order to pull off a top-tier game. Swordplay simulates swipes rather than giving the player full control of the weaponry, and the sensitivity and execution of gunplay is still off. These are both changes that can be made, however, and we'll be keeping our eye out for them in future builds. Graphically the game could be improved on as well, not just by allowing for sharper colors or more beautiful backdrops, but also by adding destructible environments and more glorious effects. There is plenty of time to make Red Steel the game everyone wants it to be, and we expect to see it from a company like Ubisoft. It has some issues, but there's still potential. Right now it's all up to the developers.
 
Vastaus: Nintendo Wii (Revolution)

Nintendo joutui sulkemaan ovet toistaiseksi, jonot kasvoivat käsittämättömän pitkiksi.

Video: The Wii line at 10:30 am day 2 of the show.

Positiivisia Metroid Prime kommentteja 1UP:ssa.

To ease the concerns of fans (or perhaps worsen them?), the Wii remote and its freelook system works wonders for Prime. But because the stick-like controller requires more movement than a mouse, getting used to circle-strafing and other skillful moves takes a bit of practice -- we'd put the learning curve at about 6 minutes straight, perhaps less if one wasn't standing for hours on end on the deafening E3 floor.
 
Vastaus: Nintendo Wii (Revolution)

Voi hitsi... toivoin, että tuo Red Steel olisi toiminut kuin unelma... mutta eihän kyseessä ole vielä kuitenkaan lopullinen peli...
 
Vastaus: Nintendo Wii (Revolution)

Reggien haastis:

My interviews at E3 today included one-on-one sessions with Nintendo's Reggie Fils-Aime, the executive vice president of sales and marketing, and Sony's Phil Harrison, president of the firm's Worldwide Studios. Some highlights:

-- Fils-Aime predicted that Nintendo's upcoming console, the Wii, will succeed in the game machine market "substantially beyond what we achieved with GameCube,'' the company's current console.

-- He said his principle reaction to Sony's $500 and $600 pricing for its upcoming PlayStation 3 console is that "They are creating a product that's not for the mass market.''

-- He was restrained when asked about Sony's addition of motion sensitivity to its PS3 controller, which comes well after Nintendo's high-profile development of a Wii controller based on that technology. "Imitation is the sincerest form of flattery,'' he said. But he also noted that Sony's action reflected the intense competition within the game industry and said that had been a factor in Nintendo's decision to keep other news about the Wii under wraps until much later in the year.
 
Vastaus: Nintendo Wii (Revolution)

Näihin tekstilainauksiin olis kyllä hyvä saada lähdelinkki mukaan, ellei jutut sitten ole itse kirjoitettuja.
 
Vastaus: Nintendo Wii (Revolution)

IGN: Is the hardware as easy to use on the Wii as it was with the GameCube? The two systems are very similar is structure we're told.

Konami: Yes, the structure is very similar to GameCube, but you already knew that. The development was not that difficult, as the Wii system has built in physics simulation. That helped the process.

PPU? Hyvin epätodennäköistä koska Wiille on tulossa oma versionsa Havokista.

LÄHDE: http://revolution.ign.com/articles/708/708155p1.html
 
Vastaus: Nintendo Wii (Revolution)

Kaikki nes, snes ja n64 pelit vaan VC:lle. Ei puljut tienaa mitään noista peleistä enää kuitenkaan.
 
Vastaus: Nintendo Wii (Revolution)

wiimaniac sanoi:
Kaikki nes, snes ja n64 pelit vaan VC:lle. Ei puljut tienaa mitään noista peleistä enää kuitenkaan.
Isolla hillolla noita NES/SNES pelejä on kierrätetty GBA:lle... :p
 
Vastaus: Nintendo Wii (Revolution)

wiimaniac sanoi:
Kaikki nes, snes ja n64 pelit vaan VC:lle. Ei puljut tienaa mitään noista peleistä enää kuitenkaan.
Tämä olisi ihanata, mutta se on oikeuskysymys. Ne pelit jotka Nintendo itse omistaa varmasti tulevat isoksi osaksi tarjolle, mutta muiden omistuksessa olevista peleistä joutuvat lakimiehet taittamaan peistä. Erityisesti Raren kaltaisissa tapauksissa, joissa pelitalo on sittemmin siirtynyt kilpailijan (Microsoft) omistukseen, ja Nintendo omistaa oikeudet vain vanhempiin Raren peleihin, joten esim. Blast Corpsin ja Perfect Darkin ilmaantuminen virtuaalikonsolille voi olla hyvin epätodennäköistä. Vastaavasti esim. Square Enix rahastaa kovaa vauhtia vanhoilla Final Fantasyilla täysi- tai puolihintaisina remakeina kannettaville konsoleille, eikä välttämättä tahdo antaa samoja pelejä tarjolle muutaman dollarin hinnalla.
 
Vastaus: Nintendo Wii (Revolution)

Teppo_Holmqvist sanoi:
IGN: Is the hardware as easy to use on the Wii as it was with the GameCube? The two systems are very similar is structure we're told.

Konami: Yes, the structure is very similar to GameCube, but you already knew that. The development was not that difficult, as the Wii system has built in physics simulation. That helped the process.

PPU? Hyvin epätodennäköistä koska Wiille on tulossa oma versionsa Havokista.

LÄHDE: http://revolution.ign.com/articles/708/708155p1.html

Miks ei toi PPU toimis Havokin kaa :confused:
 
Vastaus: Nintendo Wii (Revolution)

Havokin E3:n Wii-tiedote sanoi:
Havok, the game industry's leading supplier of cross-platform middleware solutions, announced today at the "E3" Electronic Entertainment Expo that it will optimize all of its game-play physics and animation software technology for the new Wii platform from Nintendo.

Havok ei ole fysiikanmallinnusjärjestelmä, joten en näe estettä sille, etteikö Wiissä voisi olla PPU:ta tai Havokia voisi tehdä Wiille.
 
Vastaus: Nintendo Wii (Revolution)

Merri sanoi:
Havok ei ole fysiikanmallinnusjärjestelmä, joten en näe estettä sille, etteikö Wiissä voisi olla PPU:ta tai Havokia voisi tehdä Wiille.
Ottamatta itse asiaan sen enempää kantaa totean että Havok itseasiassa on juurikin fysiikanmallinnusjärjestelmä.
Tai oikeammin Havok on firma joka tekee Havok Game Dynamics SDK:ta, peleihin yms. reaaliaikaisiin
sovelluksiin tarkoitettua fysiikka-middlewarea, joka devaajien kesken kulkee yksinkertaisesti nimellä Havok.

Mutta totta kai Havokin voi tehdä myös Wiille, ja en näe syytä miksei Havok itsessään voisi hyödyntää myös rautakiihdytystä (PPU:ta). :confused:
 
Vastaus: Nintendo Wii (Revolution)

Nyt napsahti päässä!

Dowload here (QuickTime format): http://zdmedia.vo.llnwd.net/o1/Podcasts/051106.m4v

Ihan tajuttoman asiallista matskua Mariosta, Zeldasta ja vähän Tenniksestäkin.

Mariota pelaa selvästi kaveri, joka ei yleisesti ole kiinnostunut Mario pelisarjasta. Tyyppi ei osaa tehdä perus hyppykomboja tai edes backflippiä, mutta silti homma toimii todella sulavasti ja kommenteista kuulee, miten kaverin ennakkoluulot murtuu ja asenne peliä kohtaan vaihtuu radikaalisti. Kuvaava kommentti alkuvaiheessa, "it's not really that intuitive", mut tsekatkaapa mitä kaveri samalla onnistuu tekemään, LOL! Kenttäsuunnittelu on ihan tolkuttoman asiallista....

Zeldassa mukana kalastusfiilistelyä ja paljon keskustelua herättänyt jousiammunta-osio. Tää tyttö osaa oikeesti pelata vähän vaikeempia pelejä ja homma näyttää toimivan hemmetin hyvin. Tarkkuus näyttää olevan huippuluokkaa ja haastavuus vaikuttaa olevan loistavassa balanssissa vähän moniulotteisempia pelikokemuksia hakeville pelaajille.

Nyt nyrjähti,

WII GET!

Joystiq:

I would love to have a specific example of a mistake that was corrected by you; you stepped in and you made some changes, and you taught others what not to do in that situation. Can you think of a good example?

Miyamoto:

This is a kind of a slightly different case then what I just explained, but one example I can give would be with The Legend of Zelda: Twilight Princess, which as you know takes advantage of the Wii remote for aiming with the bow. Some people found that when they were aiming with the bow, as they release the button to fire the arrow your aim would move slightly, and that would make it more difficult to hit the enemy. So the natural thinking was that maybe on the software and programming side we could make it so that even if your aim moves just a little bit as you release you'll still hit the target, kind of almost like an auto-aim type of feature. That was kind of the natural thinking in terms of how we could improve that.

But I went back to the team and I said, well, you know, if you think about it though aiming a bow is not something that's very easy to do. So the fact that you have to be very precise adds reality, it adds realism to the game. So rather than try and take that type of aiming system and change it into something that's more along the lines of a shooting game, it's better to retain that type of realism and challenge the player to really kind of get into the feeling of shooting a bow. I think often times people kind of have these old habits in creating games, that they always tend to try and resolve issues in the same way, even though resolving that issue may not be the best solution for that particular piece of software.

miyamoto1.jpg


:)
 
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