Wii - Part IV.
#276
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Originally Posted by rayw69
A quick tip about Tiger Woods.
It has perhaps the worst user interface ever designed in any game I have ever played. Not speaking about the actual game controls. I am referring to the navigation through the various menus to start a game, and the ones used to customize your character.
Unbelievable that none of the reviews for the game have mentioned this.
It has perhaps the worst user interface ever designed in any game I have ever played. Not speaking about the actual game controls. I am referring to the navigation through the various menus to start a game, and the ones used to customize your character.
Unbelievable that none of the reviews for the game have mentioned this.
#277
DVD Talk Limited Edition
Just picked up Tiger Woods today too. Will report back on how it plays (hopefully somewhat like a home golf 'simulator'). I'm gonna play it like the amateur I am, trying to give it my best swings. (None of that one-handed swipe junk that was in the promo video!)
#278
DVD Talk Hero
I rented a couple of Wii games in the past few weeks. While I love the games that I actually bought (Zelda, trauma center, Elebits, Rayman, and Super Monkey Ball) I just found the control schemes of both rental games too difficult to use.
The first game I rented was Dragonball Z, which has gotten decent reviews. The one huge knock against this game was that it forces you to be within a certain distance from the receiver... which is fine for a smaller tv, but not for a bigger TV. While I could see the novelty of the new control scheme, it just seemed really cumbersome to have to remember all of these movements to do simple moves.
The second game was Sonic. I was really impressed by the presentation and some of the longer levels. However, I had a really hard time figuring out how to do some of the moves... it took me forever to learn to flick the wiimote in order to boost, because the instructions just tell you to move it forward quickly, and even then I found that I couldn't do it consistently. And for the life of me, I couldn't figure out how to do a backward dash or a boost start. Fun game, though, and I can see how much fun Excite Truck must be (unfortunately, it's always rented out).
I'm sure as developers get more comfortable with the controls, new games will come out that better utilize them. I'm now hesitant about SSX Tricky, since it's supposed to have a pretty tough learning curve...
The first game I rented was Dragonball Z, which has gotten decent reviews. The one huge knock against this game was that it forces you to be within a certain distance from the receiver... which is fine for a smaller tv, but not for a bigger TV. While I could see the novelty of the new control scheme, it just seemed really cumbersome to have to remember all of these movements to do simple moves.
The second game was Sonic. I was really impressed by the presentation and some of the longer levels. However, I had a really hard time figuring out how to do some of the moves... it took me forever to learn to flick the wiimote in order to boost, because the instructions just tell you to move it forward quickly, and even then I found that I couldn't do it consistently. And for the life of me, I couldn't figure out how to do a backward dash or a boost start. Fun game, though, and I can see how much fun Excite Truck must be (unfortunately, it's always rented out).
I'm sure as developers get more comfortable with the controls, new games will come out that better utilize them. I'm now hesitant about SSX Tricky, since it's supposed to have a pretty tough learning curve...
#279
DVD Talk Hero
Originally Posted by drmoze
Just picked up Tiger Woods today too. Will report back on how it plays (hopefully somewhat like a home golf 'simulator'). I'm gonna play it like the amateur I am, trying to give it my best swings. (None of that one-handed swipe junk that was in the promo video!)
#280
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Originally Posted by CreatureX
Can you give some details on what is wrong with the interface?
I think my main problem with it is, that the cursor is always "active". Think of how the Wii News channel works when you scroll vertically. It requires you to hold down the B button to scroll. In TW, it scrolls as default.
There are multiple menus which scroll when you move over them with the cursor. There are 11 "pages" of modifications you can make to your character's face. When you want to page up or page down, you move your cursor to the bottom of the designated area, and it changes pages. However, on the right side of the screen, there are controls to zoom in or rotate your avatar, so you can better see the changes being made. When you move the cursor to go use these zoom/rotate controls, your cursor inevitably crosses over one of the areas which cause the page to change.
In general, there are far too many UI "gimmicks" that use the Wii remote.
#281
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Originally Posted by Patman
I'm hoping to hear that you can really take your normal swing in this game and have it impart the swing into the game in a realistic manner. I seldom play the Wii sports golf because the swing required was too candy-ass for me to consistently enjoy it.
The game is definitely harder though. Which addresses my main complaint about the Tiger Woods series from the past. I don't see myself ripping off Eagles and Birdies with the same frequency any time soon.
#282
DVD Talk Legend
Originally Posted by fujishig
I rented a couple of Wii games in the past few weeks. While I love the games that I actually bought (Zelda, trauma center, Elebits, Rayman, and Super Monkey Ball) I just found the control schemes of both rental games too difficult to use.
The first game I rented was Dragonball Z, which has gotten decent reviews. The one huge knock against this game was that it forces you to be within a certain distance from the receiver... which is fine for a smaller tv, but not for a bigger TV. While I could see the novelty of the new control scheme, it just seemed really cumbersome to have to remember all of these movements to do simple moves.
The second game was Sonic. I was really impressed by the presentation and some of the longer levels. However, I had a really hard time figuring out how to do some of the moves... it took me forever to learn to flick the wiimote in order to boost, because the instructions just tell you to move it forward quickly, and even then I found that I couldn't do it consistently. And for the life of me, I couldn't figure out how to do a backward dash or a boost start. Fun game, though, and I can see how much fun Excite Truck must be (unfortunately, it's always rented out).
I'm sure as developers get more comfortable with the controls, new games will come out that better utilize them. I'm now hesitant about SSX Tricky, since it's supposed to have a pretty tough learning curve...
The first game I rented was Dragonball Z, which has gotten decent reviews. The one huge knock against this game was that it forces you to be within a certain distance from the receiver... which is fine for a smaller tv, but not for a bigger TV. While I could see the novelty of the new control scheme, it just seemed really cumbersome to have to remember all of these movements to do simple moves.
The second game was Sonic. I was really impressed by the presentation and some of the longer levels. However, I had a really hard time figuring out how to do some of the moves... it took me forever to learn to flick the wiimote in order to boost, because the instructions just tell you to move it forward quickly, and even then I found that I couldn't do it consistently. And for the life of me, I couldn't figure out how to do a backward dash or a boost start. Fun game, though, and I can see how much fun Excite Truck must be (unfortunately, it's always rented out).
I'm sure as developers get more comfortable with the controls, new games will come out that better utilize them. I'm now hesitant about SSX Tricky, since it's supposed to have a pretty tough learning curve...
I had a few problems with SSX, but they were minor. For some reason I couldn't carve right. Now it works fine. I'm hoping it was just a fluke thing. I've had a lot of fun with the game, but it does seem that sometimes I can "flip" the remote and get the character the flip and sometimes he spins instead. Other than that, I've enjoyed them both. I'll probably send both back to gamefly tomorrow though and check out some other stuff.
I still haven't played Elebits or Rayman yet.
#283
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Originally Posted by rayw69
However, the fact that the game does not track your swing 1 to 1 like Wii Sports Golf does makes it very hard to pull off non-full power shots.
Guess I'll be waiting for Mario Golf.
#284
DVD Talk Hero
Originally Posted by rayw69
I don't play golf, so I can't provide any feedback based on a real golfer's perspective. However, I would say that the IGN review has it just right. The fact that the game detects draws and fades is a real nice addition. However, the fact that the game does not track your swing 1 to 1 like Wii Sports Golf does makes it very hard to pull off non-full power shots. Instead of shortening your own swing, you are watching your character and interrupting his/her swing at the correct point, in order to achieve less power.
The game is definitely harder though. Which addresses my main complaint about the Tiger Woods series from the past. I don't see myself ripping off Eagles and Birdies with the same frequency any time soon.
The game is definitely harder though. Which addresses my main complaint about the Tiger Woods series from the past. I don't see myself ripping off Eagles and Birdies with the same frequency any time soon.
#285
DVD Talk Limited Edition
Re: Tiger Woods:
Didn't have much time to fool around with it last night--just did some customization and shot 9 holes. I agree the interface is clunky and user-unfriendly. (Surprised me that this would be a problem!) It's mostly in the customization and pro shop, though. Once you're playing, the game interface is fine. But the active cursor in the customization screens does scrolland switch things accidentally. Plus, you don't have an 'OK' button to confirm choices and end a set of options. Instead, you have to hit the '-' button to back out of option screens until you are far enough back to where you want to be (e.g., to the game start menu). Not very friendly.
As for the control mechanics, still a mixed bag for me. It does seem to track hooks and slices well. But several times I lined up at the tee for an actual shot (holding the B trigger to begin a real swing), head down(!), and after I swing I hear no ball contact, and am looking at the screen to see my character with his club at full backswing position after I followed through. Not sure why this happens, but it happens a lot. (And my sensor bar is fine for everything else.) After a while I could not get consistent power on swings--taking a full swing would only give 50-60% or so, which is disastrous. Not sure why this happened, but it may be some subtle timing issues. It is also *very* hard to control speed on putts. Once or twice I hit hard putts, 30-40 feet, but later with some long putts, trying to do the same motion, I was getting 10-foot putts. (5-putt anyone?)
So, the game can be played with real golf-type swings, but there are still some timing nuances that I apparently haven't figured out yet and which I've not been consistent with. If I figure these things out (consistent swing response and putting strength), it will be very fun indeed, and not a ridiculously easy golf game (like Wii Sports Golf, which I still kinda like). Plus there are a lot of courses, so the variety will be there.
I'm wondering if a full-sized golf club attachment (and enough room in front of the tv!) would make things easier and be an even better sim.
Has anyone played Tiger Woods and Super Swing and can offer a comparison?
Didn't have much time to fool around with it last night--just did some customization and shot 9 holes. I agree the interface is clunky and user-unfriendly. (Surprised me that this would be a problem!) It's mostly in the customization and pro shop, though. Once you're playing, the game interface is fine. But the active cursor in the customization screens does scrolland switch things accidentally. Plus, you don't have an 'OK' button to confirm choices and end a set of options. Instead, you have to hit the '-' button to back out of option screens until you are far enough back to where you want to be (e.g., to the game start menu). Not very friendly.
As for the control mechanics, still a mixed bag for me. It does seem to track hooks and slices well. But several times I lined up at the tee for an actual shot (holding the B trigger to begin a real swing), head down(!), and after I swing I hear no ball contact, and am looking at the screen to see my character with his club at full backswing position after I followed through. Not sure why this happens, but it happens a lot. (And my sensor bar is fine for everything else.) After a while I could not get consistent power on swings--taking a full swing would only give 50-60% or so, which is disastrous. Not sure why this happened, but it may be some subtle timing issues. It is also *very* hard to control speed on putts. Once or twice I hit hard putts, 30-40 feet, but later with some long putts, trying to do the same motion, I was getting 10-foot putts. (5-putt anyone?)
So, the game can be played with real golf-type swings, but there are still some timing nuances that I apparently haven't figured out yet and which I've not been consistent with. If I figure these things out (consistent swing response and putting strength), it will be very fun indeed, and not a ridiculously easy golf game (like Wii Sports Golf, which I still kinda like). Plus there are a lot of courses, so the variety will be there.
I'm wondering if a full-sized golf club attachment (and enough room in front of the tv!) would make things easier and be an even better sim.
Has anyone played Tiger Woods and Super Swing and can offer a comparison?
#286
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The wii has been a disappointment to me lately, as there's just not a lot good coming out for it, but I guess we knew that drought was coming. I have gotten some miles out of the VC of late though... finished a couple seasons of Tecmo Bowl and Donkey Kong Country last night, and they are as much fun as I remember. For my money, DKC is one of the best platformers ever made.
I beat it in under three hours though... I seem to remember it taking a lot longer... even about 3 years ago when I gave it a spin on the GBA. *shrug*... still 8 bucks well spent.
Next, I think I'm going to give the original Zelda a spin.
I beat it in under three hours though... I seem to remember it taking a lot longer... even about 3 years ago when I gave it a spin on the GBA. *shrug*... still 8 bucks well spent.
Next, I think I'm going to give the original Zelda a spin.
#287
DVD Talk Godfather
Originally Posted by tpc
For my money, DKC is one of the best platformers ever made.
I beat it in under three hours though... I seem to remember it taking a lot longer... even about 3 years ago when I gave it a spin on the GBA. *shrug*... still 8 bucks well spent.
I beat it in under three hours though... I seem to remember it taking a lot longer... even about 3 years ago when I gave it a spin on the GBA. *shrug*... still 8 bucks well spent.
#288
DVD Talk Hero
Yeah, but those games were just as fun (if not more so) the 3rd or 4th time through as they were the 1st or 2nd. The same can't be said of even the better 20-hour action games of today.
#289
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I think in many ways, it's a matter of improved skills.
Seriously.
When I go back and play games like this, I'm blown away by how slow they feel compared to today's games. I think in many ways, it's an improved reaction time. I could be totally off my rocker, here, but I think that decreases the challenge, and thus decreases the playtime.
Some of it is also familiarity. You go "I've been here before... I know what to do" and there's less of that discovery time.
Seriously.
When I go back and play games like this, I'm blown away by how slow they feel compared to today's games. I think in many ways, it's an improved reaction time. I could be totally off my rocker, here, but I think that decreases the challenge, and thus decreases the playtime.
Some of it is also familiarity. You go "I've been here before... I know what to do" and there's less of that discovery time.
#290
Retired
I think it's more familiarity than decreased skills.
Go back and play some of the really hard games like Battletoads or the NES Ninja Gaiden games. Those games require crazy reaction time etc.
I beat those when I was young, and can barely get past the first or second levels today. So I highly doubt its improved skills, it's just games like DKC or Super Mario World were never all that hard, and are even easier now when you remember how to get past parts you got stuck at the first time or two through the game.
Go back and play some of the really hard games like Battletoads or the NES Ninja Gaiden games. Those games require crazy reaction time etc.
I beat those when I was young, and can barely get past the first or second levels today. So I highly doubt its improved skills, it's just games like DKC or Super Mario World were never all that hard, and are even easier now when you remember how to get past parts you got stuck at the first time or two through the game.
#297
Retired
Originally Posted by shumway
You also weren't knocking down Scotch or micro-brews while playing them 'back in the day' either.
I'm not knocking down scotch or micro-brews while playing SMW by myself on the virtual console or Battletoads on an emulator.
#298
Suspended
This article is a week old, but I don't think it was posted here, and it's just too funny to let it go by:
http://news.yahoo.com/s/ap/20070308/...tendo_designer
Nintendo in general and Shigeru Miyamoto in particular coming out against sequels? What's next -- fish coming out against water?
Video game guru wants happy games
By RACHEL KONRAD, AP Technology Writer
Thu Mar 8, 5:51 PM ET
SAN FRANCISCO - Video game developers should resist the temptation to produce only sequels of established hits and games based on horror and revenge, Nintendo Co.'s top designer said Thursday.
Video game guru Shigeru Miyamoto said his industry's reputation has suffered in the past decade. Designers have failed to deliver titles that bring joy to the widest possible spectrum of players, focusing too often on hard-core gamers and their lust for gore and realism, he said.
"I always want that first reaction to be emotion, to be positive — to give a sense of satisfaction, glee," Miyamoto told thousands of developers attending the annual Game Developer Conference here. "Certain obstacles may temporarily raise feelings of suspense, competition, even frustration. But we always want that final result, that final emotion, to be a positive one."
Miyamoto's emphasis on plucky, fantastic, upbeat games contrasts with the slew of violent but popular games today — titles such as "Grand Theft Auto," "Mortal Kombat" and "Resident Evil." A growing number of politicians, educators and psychiatric experts cite studies linking violent games and aggressive behavior.
Designers take Miyamoto's lectures seriously. Time Magazine called him "the Stephen Spielberg of video games."
Miyamoto created titles such as "Mario Brothers," "Donkey Kong" and "The Legend of Zelda." Together, those titles have sold about 288 million copies.
Miyamoto — an ambidextrous doodler who plays guitar and banjo — joined Nintendo in 1980 to work on coin-operated arcade games. He's worked on every game console Nintendo has released over nearly three decades, including the popular Wii, which debuted last year.
He also helped developed "Super Mario Galaxy," an obstacle course-style game he previewed Thursday. It will come out later this year.
By RACHEL KONRAD, AP Technology Writer
Thu Mar 8, 5:51 PM ET
SAN FRANCISCO - Video game developers should resist the temptation to produce only sequels of established hits and games based on horror and revenge, Nintendo Co.'s top designer said Thursday.
Video game guru Shigeru Miyamoto said his industry's reputation has suffered in the past decade. Designers have failed to deliver titles that bring joy to the widest possible spectrum of players, focusing too often on hard-core gamers and their lust for gore and realism, he said.
"I always want that first reaction to be emotion, to be positive — to give a sense of satisfaction, glee," Miyamoto told thousands of developers attending the annual Game Developer Conference here. "Certain obstacles may temporarily raise feelings of suspense, competition, even frustration. But we always want that final result, that final emotion, to be a positive one."
Miyamoto's emphasis on plucky, fantastic, upbeat games contrasts with the slew of violent but popular games today — titles such as "Grand Theft Auto," "Mortal Kombat" and "Resident Evil." A growing number of politicians, educators and psychiatric experts cite studies linking violent games and aggressive behavior.
Designers take Miyamoto's lectures seriously. Time Magazine called him "the Stephen Spielberg of video games."
Miyamoto created titles such as "Mario Brothers," "Donkey Kong" and "The Legend of Zelda." Together, those titles have sold about 288 million copies.
Miyamoto — an ambidextrous doodler who plays guitar and banjo — joined Nintendo in 1980 to work on coin-operated arcade games. He's worked on every game console Nintendo has released over nearly three decades, including the popular Wii, which debuted last year.
He also helped developed "Super Mario Galaxy," an obstacle course-style game he previewed Thursday. It will come out later this year.
Nintendo in general and Shigeru Miyamoto in particular coming out against sequels? What's next -- fish coming out against water?
#299
DVD Talk Hero
Hypocracy aside, I kinda understand what he's getting at, but after playing some God of War 2 last night (which is a very violent game about revenge that also happens to be a sequel), I say fuck him - I really don't care what a game's about - I just want it to be fun - and violent sequels can be just as fun as a game designed by Miyamoto.
#300
Suspended
Originally Posted by slop101
Hypocracy aside, I kinda understand what he's getting at, but after playing some God of War 2 last night (which is a very violent game about revenge that also happens to be a sequel), I say fuck him - I really don't care what a game's about - I just want it to be fun - and violent sequels can be just as fun as a game designed by Miyamoto.