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Fatal Frame 4 (wii) Creator's voice & new trailer

If you want to look left you turn the Wii remote left like you are turning a door nob, and right for looking right.

You can also use the analog stick to turn left and right and forward and backward.

If you hold the C button you and also straif left and right.

But the remote controls are just stupid. Its not difficult to learn, it just doesn't work very well, and really it just makes NO SENSE.
 
Maybe it'll be fixed for the US release.

Maybe?

If they wanted it to be slow, they should have just made the dead space box bigger than usual.
 
I hope that someone at Tecmo is reading those critics. Maybe that would help for future releases. Man those control mechanics are really a letdown for me.

It would have been such great to use the Wii-Mote as a real flashlight.... :( (excluding this Bug-Island shit)
 
samusx said:
If you want to look left you turn the Wii remote left like you are turning a door nob, and right for looking right.

You can also use the analog stick to turn left and right and forward and backward.

If you hold the C button you and also straif left and right.

But the remote controls are just stupid. Its not difficult to learn, it just doesn't work very well, and really it just makes NO SENSE.

Thanks for the info.

Again I'm really, really disappointed by this. I can't wait until someone from Tecmo tries to explain this.
 
ivysaur12 said:
Maybe it'll be fixed for the US release.

Maybe?

If they wanted it to be slow, they should have just made the dead space box bigger than usual.
This.

They should have done this instead of what the heck crap control they have now.
I mean, make the dead space box really big and very jittery so when using the camera you have to move the IR slowly and without twitching, ie. like a real crappy antique camera.
 
sca2511 said:
is there going to be a port to the PS2?

huh.jpg


..
 
sca2511 said:
is there going to be a port to the PS2?

...

And besides the controls, the rest of the game seems awesome. I really, really hope that it's something you can get used to over time. I mean, even those small videos are scaring the shit outta me :lol
 
samusx said:
If you want to look left you turn the Wii remote left like you are turning a door nob, and right for looking right.

You can also use the analog stick to turn left and right and forward and backward.

If you hold the C button you and also straif left and right.

But the remote controls are just stupid. Its not difficult to learn, it just doesn't work very well, and really it just makes NO SENSE.

So...all hopes deflated...control bombs.

I just find the underwhelming nature of the control mechanics hard to believe, I mean wtf Nintendo, fix this shit already!!!
 
I have to play this myself becuase I still don't understand the complaints? You look left and right by twisting the remote. That's far slower than just whipping a reticule around the screen, and seems more appropriate to a game like this than RE4 controls.

Isn't this game just like the old school RE games with tank controls and slow pacing?
 
avatar299 said:
I have to play this myself becuase I still don't understand the complaints? You look left and right by twisting the remote. That's far slower than just whipping a reticule around the screen, and seems more appropriate to a game like this than RE4 controls.

Isn't this game just like the old school RE games with tank controls and slow pacing?
No, it's just like a FF game, which is tank controls, medium pacing, and FPS action for killing ghosts. In fact, the controls sound so much like a FF game that it completely eliminates the one reason why you'd make the game Wii exclusive. Well, except for the part where the controls actually sound worse than the PS2 games.

There are lots of ways to make the ghosts threatening and scary even with IR aiming, and anyone who's actually played a FF game should know how.
 
I'm playing this and I think the controls are fine. I'm not sure IR would have worked that well, to be honest. And point-and-shoot with the camera would have made it too easy.
 
Calints Neos said:
The game was still crap.

Dirge wasnt all too special I know, but after trying both versions I felt the US version was much improved and helped me enjoy the game more. If only Tecmo would do the same here, but I highly doubt it =(
 
Weird how IGN complains about the camera controls but don't seem to have any issues controlling it in the videos :\.

Also, this game looks amazing.
 
ivysaur12 said:
Maybe it'll be fixed for the US release.

Maybe?

If they wanted it to be slow, they should have just made the dead space box bigger than usual.
This. Lower the sensitivity and your fine. Someone needs to get on the horn with Nintendo and tell them to change that shit for their NST and PAL releases. Unfortunately the game got pretty high scores in the Japanese publications so they may think it's just fine the way it is.
 
Easy_D said:
Also, this game looks amazing.

From all the impressions and videos posted so far, it definitely does. The only worry here is related to the definitely unconventional flashlight controls...Though I must say that the more opinions I read about these on the Web, the more inclined I am to believe that it might be a matter of personal preference and also of having to get accustomed to them due to their unconventional nature, rather than them being inherently worthless. In any case, I certainly look forward to try the game myself to form my own opinion on these controls, because the whole game certainly looks like it could be worth experiencing.

Scrubking said:
Thanks for the info.

Again I'm really, really disappointed by this. I can't wait until someone from Tecmo tries to explain this.
Well, you might want to ask, not Tecmo, but Suda Goichi himself, as a rumour is stating that he has been personally involved in defining the Wiimote controls for this game.
And now that I think about it, given this game's quirky controls, as well as the really diverging opinions these generated, it wouldn't surprise me at all if this was true :p (Killer 7 comes to mind...)
 
I'm still buying though.
Game seems amazing and I always complaint about 3d party efforts with the machine so it seems fair to give it a chance, I can always sell it back afterwards if I don't like it.
 
I just hope you can play it with a regular controller as well... i'm not crazy about waggling.especially if it's like in that video that instead of a button appearing on screen for those annoying QTE,it's a Wiimote shake,talk about breaking the atmosphere of a game like this with a picture of the Wiimote appearing on screen,ugh.
 
Hopefully they'll explain themselves in an Iwata Asks interview about their choices in control. Perhaps they felt too much freedom would detract from the deliberate pacing of the game and interfere with the creepiness. But if it is awkward as it sounds, I'm less interested.
 
I too hope there's an explanation on why they decided to use unconventional controls, even for Wii. It sound like they're defying common sense :/
 
While IR flashlight controll seems obvious at first, I am not sure it would have worked that great. The character would have to have a jellow arm to move as fast as you can point the remote anyware in the room. Also, as you walk forward you would have to keep the light pointed in the right spot otherwise lots of sideways/backwards walking as you walk in a different direction from where you are pointing. Or walking forward with the arm sticking out backwards if you get lazy with the pointer. It could have made the character animations look silly.

If no suspension of disbelief killing jellow arm, then the light would have to move much slower than you can point, meaning you point at a spot and a few seconds later the arm finishes swinging to that spot. In addition it would not let you point straight back from the direction the character faces. So point at a spot and sometimes it lights up with a delay, or not if the character is facing 180 degrees from it. I am sure people would have complained about that.

Maybe these problems could be overcome but the more I think about actual implementation the less obvious the IR point flashlight idea becomes.

I just finished the Ashely section of RE4 Wii. The flashlight shines where she faces without IR control. It seemed fine.
 
Didn't this game come out a week ago in japan?

How come there is no official japenese impressions thread?
Someone get on that. I want info and screens stat.
 
That is one hellaciously shitty control scheme. What the fuck were they thinking? Take advantage of the unique functions of the Wiimote when they're obvious for the game to do so, or expect people to bitch, complain, and not buy your game.
 
Vinci said:
That is one hellaciously shitty control scheme. What the fuck were they thinking? Take advantage of the unique functions of the Wiimote when they're obvious for the game to do so, or expect people to bitch, complain, and not buy your game.

Well, strictly speaking they have taken advantage of the unique functions of the Wiimote, just not in the way everyone was expecting.

I'm not going to write the game off based on what we know so far, and even if the control scheme is as awkward as IGN initially made it sound, I've played and enjoyed games with bigger flaws before.
 
Cosmonaut X said:
Well, strictly speaking they have taken advantage of the unique functions of the Wiimote, just not in the way everyone was expecting.

That's why I mentioned 'when they're obvious,' because developers should understand that certain games scream for the use of the Wiimote's functions and how. It's going to be understandably disappointing when a baseball game doesn't allow you to swing the controller; it's going to be frustrating if a gun game doesn't allow you to point and shoot, as is a game in which you control a flashlight and camera.

If a developer is going to make a Wii game, they need to ask themselves what the reasonable expectations for the game's controls are going to be. Because if you don't match those expectations, people aren't going to be happy.
 
markatisu said:
Its a shame a fan group is able to bring this game to us but Nintendo refuses
well, Nintendo refuses because Tecmo refuses to take care of the bugs, which is the biggest issue. i'm just surprised that DDoC is still on the "waiting" list. maybe next summer if they don't have anything...
 
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