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GamePad 9-axis motion sensors in Mario 3D World = a new revolution in camera control

From what I can see of the video, I think Nintendo Land did it way better in the main hub area. I honestly thought that was going to be a hint of how the new Mario would control its camera. But 3D World seems much more limited with its gyro controls.
 
i think it is just another play on the word 3D. except instead of having stereoscopic 3D be the 3D gimmick, this time the entire world is 3D and you'll probably be able to rotate the camera around, uncover hidden exits and alternate paths. sounds neat to me, a unique twist to 3d platforming

If the world is 3D how does that make it any different than any other 3D platformer where I can rotate the camera to find different paths? Or are you trying to suggest that it'll be like Echochrome/Antichamber?
 
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This shit was awful in Journey. There's reason devs don't use the sixaxis for this. It sucks.
 
Er, would have been cooler if you could turn it 180 degrees and see the negative space and where the viewer is looking Mario at like in that Panoramic Viewer.
 
It doesn't seem like a very comfortable way to control the camera and engage in precision platforming at the same time. I prefer a smart auto cam like Galaxy 2 or 3D Land with full manual control as an option. Basically, in a relatively linear Mario game, if I never have to move the camera I'm happy.
 
This is really cool but Nintendo needs to make a big Zapper game. Pairing it with the Wii U pad is one of my most anticipated features!
 
If the world is 3D how does that make it any different than any other 3D platformer where I can rotate the camera to find different paths? Or are you trying to suggest that it'll be like Echochrome/Antichamber?

I never played them. I mean like you're going around a level, you decide to look around obstacles and you might find hidden objects and paths around them. It's another dimension to a typical Mario experience. not necessarily much different to a typical platforming experience using gyro controllers and two sticks, which i can't really think of that many games. also the gamepad is revealing stuff by swiping at it.
 
i think it is just another play on the word 3D. except instead of having stereoscopic 3D be the 3D gimmick, this time the entire world is 3D and you'll probably be able to rotate the camera around, uncover hidden exits and alternate paths. sounds neat to me, a unique twist to 3d platforming
Wonder if Nintendo could include some aspect that works similar to Rittai Kakushi to find some secrets, for those not familiar with the game:

http://www.youtube.com/watch?v=Jf8udkeVcVs

The depth effect is really impresive and the Upad has all the necessary elements.
 
i think it is just another play on the word 3D. except instead of having stereoscopic 3D be the 3D gimmick, this time the entire world is 3D and you'll probably be able to rotate the camera around, uncover hidden exits and alternate paths. sounds neat to me, a unique twist to 3d platforming
This exactly. The E3 trailer shows how camera handling is a meta game in Mario 3D world, to discover green stars while playing. See at 1mn14s, I don't know ho to make a gif of it:https://www.youtube.com/watch?feature=player_detailpage&v=Znv21tov2b8#t=73s

People saying gyro games exist on iPad or on Vita/3DS for precision aiming, or in POV games... Of course... This has nothing to do with the subject discussed in the OP though.

Journey is the only valid comparison in this thread, but differences are numerous. Its not an action game, its technical execution is limited by hardware and its range of action is the one of an analog stick - no vertical plane as seen on mario underground world.

The ambition of EAD Tokyo with this camera is noteworthy, the producer felt proud enough of its execution to highlight it in a dedicated video.

Now I expect some clever level design to be built around it.
 
I agree with you OP, I hope this is realized by any company with motion enabled systems. It would be welcome in all types of games.
 
While I don't think that this is some sort of revolution, I also think it is legitimately useful in certain circumstances. This is different from 3DS gyro controls because you are not forced to stare at the screen on the controller as you move it. Mario also doesn't seem to offer a full 360 degrees of camera range, which actually might work to its advantage. You can just play normally while tilting the GamePad slightly to check your surroundings. I think it's subtle enough to be used very naturally.

As far as I'm concerned, saying that you can just map actions to other buttons is a valid alternative, but it does not negate the applications of the gyro feature. The point is that your thumb is free to press any of the face buttons while controlling the camera without resorting to claw methods.
 
Revolution my buttocks.
It's awkward and clumsy and not necessary anyways.
I would say not necessary in Mario 3D World but it could have a place in some games.
I seriously thought the OP was a troll post
The OP is not actually trolling but is not like he honestly believes in what he wrote either, it's more like goodwill/free PR boost on his part... you know for the "cause".

People have brought up plenty of examples of using motion controls for camera manipulation yet he's not humble enough to make amendments or tone down the hyperbole. Instead he replies conditioning his original argument. And with enough conditioning anything can be a "world first".
 
Journey is the only valid comparison in this thread, but differences are numerous. Its not an action game, its technical execution is limited by hardware and its range of action is the one of an analog stick - no vertical plane as seen on mario underground world.

The ambition of EAD Tokyo with this camera is noteworthy, the producer felt proud enough of its execution to highlight it in a dedicated video.

Now I expect some clever level design to be built around it.

No it's not. Numerous examples in this very thread beyond Journey. Infamous has this camera control with Move as well. It's just not that special.

I think you meant well OP, but I also think you haven't played a lot of these motion controlled games on platforms that aren't Nintendo's.
 
The OP is not actually trolling but is not like he honestly believes in what he wrote either, it's more like goodwill/free PR boost on his part... you know for the "cause".
I expected discussion around camera control and game design, I forgot there's a war out there, Jesus...

People have brought up plenty of examples of using motion controls for camera manipulation yet he's not humble enough to make amendments or tone down the hyperbole. Instead he replies conditioning his original argument. And with enough conditioning anything can be a "world first".
My point is to highlight the fact that when you combine level design built around a new kind of camera control + an advanced technology supporting it, in a genre that has not been visited by this ability, executed by one of the most competent studio in the industry in terms of camera controls, you get something special.

You're right I should tone down the thread title though, if I could, I'd change "new revolution" by "new benchmark". Mario 64 deserved the word revolution. 3D Mario games have a legacy of refining camera controls, and Mario 3D world is the new chapter of this tradition.
 
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