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Member
(04-28-2009, 05:27 AM)
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#151
In some Wii games, it's not so much about whether or not motion control is responsive. Instead it's whether or not the Wii can correctly detect and translate the specific motion gesture.
For example, the motion control is quite responsive in games like No More Heroes. However, if you were to perform a finisher move by swinging the controller to the left, you could still usually get away with executing the motion gesture by swinging the Wii remote to the right. Even in Mario Galaxy, the same issue applies. The motion control is extremely responsive, especially for the rolling ball and manta ray surfing. However, I found that it is much easier to use the rolling ball's more precise method of motion control for use during the manta ray surfing. This is despite the fact that the game says to use the motion control in specifically different ways for both mini games. One game that really surprised me by how responsive and accurate the motion controls are is ExciteTruck. I didn't expect the controls to work out that well given the fast-paced and rather chaotic nature of the gameplay. Then it only gets better in Excitebots which throws in even more gameplay mechanics and elements. Go figure. :D
Last edited by Hiltz; 04-28-2009 at 05:38 AM.
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Member
(04-28-2009, 05:44 AM)
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#153
They seem about the same if used on the side if you excuse the shape of the PS3 controller not suited for that type of movement. The flaws of the Wii remote motion controls come from when it's used vertically, something the sixaxis rarely does.
It is mostly game to game when used on the side though. Flower is the best example of fluid motion using that control style, but you can play something else with controls that bare a resemblance and not have the same effect. |
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Member
(04-28-2009, 12:16 PM)
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#156
Originally Posted by AlphaTwo00:
No shit, exactly what I was thinking. Though for what few games I've used it in, motion controls in the PS3 controller feels like it works on the same level as what's in the wiimote/nunchuck. I'm betting folks are seeing a difference between software implimentations (like buffering movments and things like that). |
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Loves the Greater Toronto Area
(04-28-2009, 12:22 PM)
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#158
Originally Posted by SecretBonusPoint:
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Loves the Greater Toronto Area
(04-28-2009, 12:35 PM)
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#159
Originally Posted by Squeak:
I know the game is shallow, but still the concept behind wii sports mechanics would NOT be anywhere near the same on a regular controller. |
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Member
(04-28-2009, 02:15 PM)
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#162
Originally Posted by Apenheul:
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notag
(04-28-2009, 02:55 PM)
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#164
Originally Posted by Xal-Shoota:
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Danish
(04-28-2009, 02:58 PM)
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#165
Originally Posted by JodyAnthony:
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Member
(04-28-2009, 05:03 PM)
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#166
Originally Posted by batbeg:
[IMG]http://i39.************/15ccaix.jpg[/IMG] A normal marble game use only the four directions and a normal control can do the job. Kororinpa use the scenario in a total 3D mode, and a 360 control is need to play this game in totality. For a example, try to pick the first Green Crystal in the first level of the game. How that part can be done in a normal control? And it's only the start. |