• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Splatoon devs are posting regular updates on Twitter: Weapons, controls, story, more!

Status
Not open for further replies.
I know there are plenty of other people capable of doing the translations, but since I'm the only one quoted in the OP so far, I guess I should mention that I begin another full-time job tomorrow and I don't think I'm going to be able to translate the Tweets as they come, but when I get home I will be able to do any that have come up and haven't already been translated.
 

mclem

Member
With the gyro discussion: Out of interest, in the few multiplayer shooters that went beyond dual-stick controls on Wii, were the motion controls dominant in MP or was it roughly even?

(And, for that matter, how did the SIXAXIS affect multiplayer on the PS3? Or did games tend not to really use it?)
 

Aostia

El Capitan Todd
I know there are plenty of other people capable of doing the translations, but since I'm the only one quoted in the OP so far, I guess I should mention that I begin another full-time job tomorrow and I don't think I'm going to be able to translate the Tweets as they come, but when I get home I will be able to do any that have come up and haven't already been translated.

congrats, and thanks for the help so far!

With the gyro discussion: Out of interest, in the few multiplayer shooters that went beyond dual-stick controls on Wii, were the motion controls dominant in MP or was it roughly even?

Absolutely predominant motion controls. even on the Wii U (for BLOPS2)
Btw, the Gyro + stick controls are not the motion controls of the Wii. This system mix the fasto movement of the gyro to move the portion of the virtual world you are looking at with the accuracy of the analog sticks to move the "pointer" to shoot. It's the perfect mix.

And in any case, you can de-acrivate the gyro and use analog sticks only (and presumably be beaten hard online against gyro+analog players)
 
With the gyro discussion: Out of interest, in the few multiplayer shooters that went beyond dual-stick controls on Wii, were the motion controls dominant in MP or was it roughly even?

(And, for that matter, how did the SIXAXIS affect multiplayer on the PS3? Or did games tend not to really use it?)

Unless DA players got insane aimbots (like in Black ops 2) they all had no competitive chance in any of the games I played. It was particularly brutal in games like Goldeneye where Shotguns and Sniper Rifles were amazingly powerful. DA Players were simply too slow to react, even with Snap on ADS. With Wiimote aiming you could easily go on hip fire kill sprees without ever using ADS and still getting amazing accuracy.

Only games like BO2 that crippled Wiimote controls were even fair for DA players.
 

Yonafunu

Member
Absolutely predominant motion controls. even on te Wii U (for BLOPS2)
Btw, the Gyro + stick controls are not the motion controls of the Wii. This system mix the fasto movement of the gyro to move the portion of the virtual world you are looking at with the accuracy of the analog sticks to move the "pointer" to shoot. It's the perfect mix.

And in any case, you can de-acrivate the gyro and use analog sticks only (and presumably be beaten hard online against gyro+analog players)

It's the exact opposite actually; the analog is used for big sweeping camera movement, the gyro is used for precision.
 
Note: The official Twitter account is pretending to be presenting the research findings of the Squid[Inkling] Research Laboratory (a fictional institution).
The whole idea of a fictional research corporation gives me Portal vibes, nice idea. They should really make official accounts for the other regions.

Zero²;138500875 said:
I disagree. In WWHD it's the second coming for aiming, analog+gyro is just perfect.
Yeah, right analog+gyro was seriously great for WWHD. It's optional, but try it before you judge.
 

openrob

Member
You can switch between gyro aiming and analog stick aiming.

Basically it's optional, but gyro aiming will be preferred in the end, trust me! It isreally really fun, and immersive. Seriously, to all those complaining, chill out. No one who has played the game had a bad thing to say about the control system, including me. Isn't that telling?

I'm guessing there will be a demo, so try it out then
 

gngf123

Member
Options are a good thing.

Personally, I didn't like the OoT3D aiming. Assuming it is like that, I'm willing to give it a go again though. I definitely think it is something that should be more accurate once you are used to it, but it felt awkward.

I'm happy they didn't just stick with dual analog controls though. Fucking terrible control scheme that is.

Hyped for this game.
 

McBradders

NeoGAF: my new HOME
Gyro or not, I need this. The tweets are fantastic. Lovely way to raise awareness of features and the like while providing flavour to the game world. MORE!
 

Javier

Member
What's Zelda U? THIS is the 2015 game I'm the most hyped about.

Nice to see the devs giving us the Pic of the Day treatment. Keep 'em coming!
 

DizzyCrow

Member
I think it would be cool if the other teams did like this too, it doesn't need to be daily, a weekly update on the development would help to keep the game on the mind of the public.
 

TheMoon

Member
Options are a good thing.

Personally, I didn't like the OoT3D aiming. Assuming it is like that, I'm willing to give it a go again though. I definitely think it is something that should be more accurate once you are used to it, but it felt awkward.

I'm happy they didn't just stick with dual analog controls though. Fucking terrible control scheme that is.

Hyped for this game.

While they're technically the same, they cannot be compared since with a 3DS you're moving the screen you're looking at to aim. With Splatoon, you tilt the GamePad in your lap to move the cursor on the TV. It's completely different.

With the gyro discussion: Out of interest, in the few multiplayer shooters that went beyond dual-stick controls on Wii, were the motion controls dominant in MP or was it roughly even?

(And, for that matter, how did the SIXAXIS affect multiplayer on the PS3? Or did games tend not to really use it?)

sixaxis aiming was never a thing. flower is the only game that I know if that used the sixaxis for anything worthwhile. every other time you ran into the options as quickly as you could to turn any sixaxis functionality off.
 
You can switch between gyro and analog. In my experience at Gamescom it works perfectly when combined, analog for big and/or fast turns and gyro for precision. It works specifically well with this as you shoot paint, it really helps the immersion.

That's good to know, I was getting nervous there for a second
 
Gyro aiming in WWHD was too fun. I'll definitely try it out in Splatoon.

Are all of the inklings female? Not a bad thing at all, I'm just curious. And somehow this is the first time I've seen different skin tones!

Too hyped for this game, glad Nintendo's entering the shooter genre...
 

random25

Member
Gyro aiming in WWHD was too fun. I'll definitely try it out in Splatoon.

Are all of the inklings female? Not a bad thing at all, I'm just curious. And somehow this is the first time I've seen different skin tones!

Too hyped for this game, glad Nintendo's entering the shooter genre...

There's a male one in the trailers.
 
Seems like male inklings have top knots and thicker eyebrows while female inklings have the tentacle bangs and thinner eyebrows.
 
I mean I'll still try it but it was just more trouble than its worth in Mario Kart and Nintendoland imo

steering with tilt controls isn't fundamentally more accurate than steering with a stick no matter how good you get at it.

If wii remote shooters were any indication, motion control aiming has the potential to actually just outperform dual analog.
 

Capra

Member
I'm surprised to hear so much positivity over gryo aiming. I've never played a game that used it so I just assumed it would be something really clunky and gimmicky - like being forced to hold the gamepad up to the screen constantly and being too busy wrestling with gyro accuracy to keep up with demanding gameplay. I had thought ZombiU's scanning was gyro-based and that was kind of a pain but maybe not.

Is there a particularly notable game that uses this control scheme that i can try out for myself? Haven't touched NintendoLand yet so maybe there's something in there.
 

Pyrokai

Member
Is this like, a new team or something? What Nintendo team is actually making this? Is it now being realized by EAD??? I know it started in that Garage thing....
 

emb

Member
I'm surprised to hear so much positivity over gryo aiming. I've never played a game that used it so I just assumed it would be something really clunky and gimmicky - like being forced to hold the gamepad up to the screen constantly and being too busy wrestling with gyro accuracy to keep up with demanding gameplay. I had thought ZombiU's scanning was gyro-based and that was kind of a pain but maybe not.

Is there a particularly notable game that uses this control scheme that i can try out for myself? Haven't touched NintendoLand yet so maybe there's something in there.
I first tried it in Ocarina of Time 3D. Was surprised by how effective it is. Should be more fun here, since I won't have to close one eye to do it.

Seems like I've used it in other games too by now... but I can't think of them.
 

Pyrokai

Member
I first tried it in Ocarina of Time 3D. Was surprised by how effective it is. Should be more fun here, since I won't have to close one eye to do it.

Seems like I've used it in other games too by now... but I can't think of them.

It works very well in Wind Waker HD, too.
 

phanphare

Banned
I mean I'll still try it but it was just more trouble than its worth in Mario Kart and Nintendoland imo

Mario Kart isn't really comparable. try the gyro aiming in Wind Waker HD. it's much quicker and more precise to use the stick and gyro in conjunction. as many have said and will say use the analog stick for your big movements and then use the gyro for precision. it's really great.
 
I'm surprised to hear so much positivity over gryo aiming. I've never played a game that used it so I just assumed it would be something really clunky and gimmicky - like being forced to hold the gamepad up to the screen constantly and being too busy wrestling with gyro accuracy to keep up with demanding gameplay. I had thought ZombiU's scanning was gyro-based and that was kind of a pain but maybe not.

Is there a particularly notable game that uses this control scheme that i can try out for myself? Haven't touched NintendoLand yet so maybe there's something in there.

I think zombiu's scanning was gyro based. their goal with it, though, was funadmentally different. They wanted to make it feel like you were looking at an environment all around you. Therefore they made you move the controller all around your entire body, as you would if using an object with a camera that needed pointed at an actual environment.

in contrast, the gyro aiming here demands much, much less movement. It's slight tilting of the controller in order to influence reticule location. It's not being treated as a literal physical camera- it's being treated as an extra analog input for aiming. Its goal isn't immersion in the sense of "holding a piece of the game environment in your hands." Its goal is "we can probably do better than an analog stick for input," wiith a side of immersion in the more abstract sense of "perhaps moving your body in a certain way feels natural,"
 

TheMoon

Member
I'm surprised to hear so much positivity over gryo aiming. I've never played a game that used it so I just assumed it would be something really clunky and gimmicky - like being forced to hold the gamepad up to the screen constantly and being too busy wrestling with gyro accuracy to keep up with demanding gameplay. I had thought ZombiU's scanning was gyro-based and that was kind of a pain but maybe not.

Is there a particularly notable game that uses this control scheme that i can try out for myself? Haven't touched NintendoLand yet so maybe there's something in there.

From the old thread:

Wow, have you never played any game with relative gyro aiming? You don't have to hold the GamePad "up like a camera" ...you're not pointing at anything! Have you played Skyward Sword at least? The way the bow-aiming worked, it's like that. You don't have to point at the screen, it's in relation to wherever your arm is. You move your wrist(s) a bit and that's it. It's like a mouse. Don't think of it like IR aiming. That's completely different.

Also this:
B2EJpDHCYAAvDfo.jpg


Is this like, a new team or something? What Nintendo team is actually making this? Is it now being realized by EAD??? I know it started in that Garage thing....

EAD2. Former Animal Crossing/NintendoLand team.

key people:
Producer: Hisashi Nogami
Director, Concept Artist: Tsubasa Sakaguchi
Co-Director: Yusuke Amano
Lead Programmer: Shintaro Sato
Lead Artist: Seita Inoue
Musician: Toru Minegishi
 

KingSnake

The Birthday Skeleton
I'm surprised to hear so much positivity over gryo aiming. I've never played a game that used it so I just assumed it would be something really clunky and gimmicky - like being forced to hold the gamepad up to the screen constantly and being too busy wrestling with gyro accuracy to keep up with demanding gameplay.

See the picture in the OP, you don't need to hold up the Gamepad, the sensitivity of it is really great in this game (I played the demo at Gamescom). So you don't need to dance with the Gamepad in your living room, you just tilt it slightly and it works.

Edit: this image

B2EJpDHCYAAvDfo.jpg
 

Pila

Member
Having GAF translating this from Japanese is super nice :) but they really should have an english twitter on top of the JPNese one. Game doesn't even look that japan-centric, am I wrong?

Hyped for this.
 

Capra

Member
Oh, cool. So it's like a more subtle version of how IR aiming worked in Wii games like Prime 3, with the difference being you don't have to be constantly in view of a sensor bar so no more room lighting/couch positioning woes. That sounds pretty great, actually. Guess that's one more reason to get WWHD then.
 
Status
Not open for further replies.
Top Bottom