So far? Well, here are some games made better through
proper use of motion. (Please note that not all games on this list - these are just some examples):
Why? Many would agree that this is still the pinnacle of motion controls on Wii. Wii Sports in many ways represents the Wii itself. Accessible and fun for hardcore, casual and new gamers. This is because of the implementation of motion controls in the game. No game to come out on Wii is yet to match the genius simple
fun of Wii Sports' controls. Though some will point fingers at the sometimes-unreliable controls found in Golf and Boxing, most would agree that Tennis, Baseball (at least the batting) and especially Bowling represent the ability of motion controls to not only bring new players to gaming, but also just be lots of fun. There's not much that compares to getting drunk with friends and swinging your remote around to control on-screen hands, bats, racquets, clubs or gloves.
Why? Those who don't agree with Wii Sports being the current pinnacle of motion controls on Wii will usually instead point towards Metroid Prime 3. And it's not without reason. The Metroid Prime series has always been very immersive, but Corruption tops the previous two Primes through not only improved visuals, but drastically improved controls. Corruption makes exploration, a key facet of the series, incredibly fluid through its highly accurate pointer controls. Though Samus' turning speed is too slow for my liking, the pointer is superior to any dual-analogue setup once players get the hang of it. Corruption also features context-sensitive areas that require motion input, including using the nunchuk to utilise Samus' grapple beam, which is 1:1 and highly satisfying when ripping apart walls or even enemies. Corruption features probably the most interaction between motion and in-game actions on Wii, and it works wonderfully.
Why? Though Corruption had the standout first-person controls when it was released on the system, Medal of Honor Heroes 2 soon surpassed it due to its superior turning speed. The ability to fully customize the sensitivity of your controls allowed an unrivalled (on consoles) level of speed and accuracy. Heroes 2 also utilised using the nunchuk to lean around corners, making picking off soldiers a breeze, as well as having different weapons control differently - for example, you don't point at the screen to use the bazooka. Instead, you use the nunchuk analogue stick whilst placing the control upon your shoulder, as if you were carrying the gun itself. It sounds gimmicky in theory but adds to the already-immersive control scheme. If you want to experience the pinnacle of first-person controls on Wii, give this game a try.
Why? Godfather? Really? Yep. Overlooked by many, Godfather: Blackhand Edition still remains one of the best uses of motion controls on the system, despite arriving not long after launch. Nearly all actions within the game require motion input. It might sound like too much on paper, but in reality it manages to turn an average game into something that is disturbingly fun. Whether it's slapping, choking or executing your enemies, using both hands to kill someone in the game is something that you really have to try out for yourself to appreciate. Sounds sick? It is, but it's damn fun too. Godfather Wii proves that a AAA sandbox game could be ridiculously fun on Wii. Get your act together Rockstar.
Why? I'm sure we've all heard about this game before. And for those of you haven't played it, you have no soul. The thing about Galaxy's controls is that it doesn't abuse motion controls. Nintendo could've easily had you shaking the controller around to make Mario jump, or something stupid like that. Thank god they didn't. What Nintendo
did do is subtely weave the remote into gameplay, so subtely in fact that often you don't even realise you're doing it. Take, for example, using the pointer to collect star bits. At first glance it doesn't appear to add much, if anything. But when you have to make the effort to run over coins to pick them up, you realise just how convinient the pointer is when collecting star bits. It feels like you're given an extra hand with which to maniuplate the world around you, and it feels great. Furthermore, Galaxy also features specific levels that use tilt in a fun and interesting manner, but don't overpopulate the game with them. Really, Galaxy is further proof that traditional games, such as platformers, can use motion controls and use them well.
Why? When you think of any Wii game that has a sword, you immediately think of random waggling. And more often that not, your response will be "ugh." And such a response is not unjustified. After all, look at
Lego Star Wars or even
Twilight Princess. Your motions do not correspond into the actions that take place on screen, and this significantly reduces the fun and immersiveness of such controls. So what does No More Heroes do right? It makes motion controls a
reward, not a chore. For most attacks, you don't even use motion. Sure, the way you tilt the controller is reflected in your sword's position in the game, but most fighting consists of pressing the A button. But the scarcity of motion makes it that much more satisfying when you deliver the final blow by motioning in a certain direction. Those who have played No More Heroes will tell you how good it feels to rip someone to shreds with a final slash of the wii remote. Not to mention the ridiculously fun wrestling controls. Oh, and for those who haven't played it (you have no soul either) did you know that the wiimote speaker turns into Travis' cellphone? It's awesome. It's dangerous. And in no way does it totally suck.
Why? Ok, so many of you will know I'm a huge supporter of this game. But there's a good reason for it - PES on Wii is one of those most refreshing entires into the sports genre in
years. Hyperbole? Maybe to those who haven't tried it. But those who have will testify that motion controls have done more to enhance and revitalise Pro Evolution Soccer than HD or achievements. For those who have no idea how the controls work, check out the links in my
Official Thread. Though the defence controls are its weakest aspect, the attacking game in PES Wii is made much more fun and strategic than other versions of the game. Indeed, PES Wii can feel like more of a football RTS at times, and many would agree that it's a change for the better. That's not to say that traditional control schemes for football games aren't wanted, it's just that this is a fantastic alternative and something I want to see further develop in the future, not just for football games (take NHL, for instance).
Why? EXCITE!!! Ok, keep in mind that just because Excite Truck is on this list
doesn't mean that I think it's the suitable control method for
all racers. But for arcadey goodness like this game, I think tilt controls make an already EXCITE experience that much more EXCITE. But seriously, though tilt input is decidely less accurate than traditonal control methods, racers that don't take themselves seriously do benefit from the added fun and immersion offered by using the controller like a steering wheel. I'll also give credit to
Mario Kart Wii, whose Wii Wheel control scheme i consider by far the most fun control method in the game and my preferred method.
Why? Ah, Zack and Wiki. Why don't more people love you? I know there's a ton of GAFers who have yet to even try this game. Shame on you. Sigh. Anyway, Zack and Wiki features some of the more inventive and interactive uses of motion controls on the system, as well as the pointer, which is used for pointing Zack in whatever direction you want him to go as well as clicking on certain items, characters, etc. When solving puzzles, you'll be using a variety of motions - for example, motioning back and forth as if the controller is a saw. Most of these gestures really do add to the experience and rarely feel gimmicky or unreliable (except for a certain sword stage that some have trouble with). The mix of point-and-click and motion controls makes Zack and Wiki a real showcase for not only the benefits the motion controls bring to Wii, but also the ability of motion controls to enhance the adventure genre.
Why? One of the more favoured Wii titles on GAF, and for good reason, Boom Blox is another game that not only shows the motion controls add to the fun of a game, but also accuracy as well. The pointer controls make it very easy to lock onto objects, pick them up and move them around. Furthermore, the power of your motions is very accurately interpreted by the game, allowing you to control yourself whether you want to throw the ball lightly or as strong as possible, something you'll have to consider depending on the situation at hand. This feeling of interactivity, as well as accuracy, is something that is only really achieveable through motion input, and makes Boom Blox that much more fun.
Why? One of the greatest games of all time is made even better through the Wii remote. Though the control set-ups in previous versions of the game were far from broken or anything in that realm, Wii Edition's pointer controls still obliterate those methods, allowing for a incredible level of speed or accuracy. Headshots. Headshots. Headshots. Indeed, the only complaint the anyone could make against Wii Edition is that the controls are so good, that they perhaps make the game slightly too easy. However, given that Capcom did indeed attempt to make the game harder, I think it's more of a testimate to the accuracy of the remote's pointer capabilities. Not only that, but the game features motion are well, such as reloading the gun by shaking the remote, or swiping with the knife, both of which feel great. Even if you've already played previous versions of the game, the new controls still manage to make the experience seem fresh. The definitive version of Resident Evil 4.
The are numerous other games that could go on this list too, such as SSX Blur, Trauma Centre or Shaun White for instance.