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Games Radar previews COD3 for Wii (Waggle is win?)

dyls said:
Perhaps by 'realistic,' they meant how an actual person would handle a firefight, not a video game. If there were real bullets whizzing past your head, would you go flying out into the middle of things, guns blazing? No, you would find cover, pick off as many enemies as possible, cover you allies as they change position, then move forward quickly (without firing) to find new cover, and repeat.

The question is, is that as fun as the normal FPS style? This is the same thing those anticipating GOW should ask themselves.


Woah woah woah, this is assuming quite a bit. It's true for Red steel, but the videos wevve seen of cod3 don't show us a shooting gallery style pseudo light gun game.
 
ZombieSupaStar said:
less hyperactive than a mouse = moves slower?


or am I missing something
no, that's about right. which was the point of the initial quote.

the Wii-mote is more responsive than sticks and less hyperactive than a mouse
it's somewhere in the middle
 
SantaC said:
I suggest you to watch the latlest IGN weekly where the cursor is very stable in the Wii interface system.

qft, it's a situation where some guy (yeh) is in playing in the same kind of situation you all will be playing in. sitting down, in a normal sized room and without shouting or drunk people all around you.

he hold the cursor remarkably stable and it didn't even jitter one bit like it seemed to do back at e3 sometimes.
 
sp0rsk said:
Woah woah woah, this is assuming quite a bit. It's true for Red steel, but the videos wevve seen of cod3 don't show us a shooting gallery style pseudo light gun game.

All I was assuming was what they may have meant by realism (which may well have been wrong.) Although a large percentage of the shooting I have seen in the videos of the game have involved looking through a sight and lining up shots, rather than a lot of running-and-gunning.
 
Red Steel, Kobun's hands-on were very positive regarding the controls. He also played only the very beginning of the game, I think it's too early to say how the levels are designed from that.

IGN has said that Retro have finally nailed the controls in a Wii first person game.

CoDIII impressions are great.

Chill out, we're in for a treat.
 
I enjoyed playing COD3 Wii, but I wouldn't give the controls the same superlative praise that Games Radar did. It's more that it's just different from mouse or dual analog. In some ways it's more accurate, in some ways it requires more concentration. Mainly it's more tactile, which is better or worse depending on how you want to play the game.
 
Fusebox said:
I never even came close to saying that, all I said was I doubt it'd be LESS hyperactive than a mouse.




Well then can you or one of the other experts explain to dumb old me what would be involved in running from one cover point to another cover point while firing at guys along the left and right of you at the same time with the Wii?

ie, on a standard controller I'd be pushing forward on the left stick to start moving and then changing that from left to right strafes as I turn left and right to shoot enemies, I can even finish the charge to cover by running backwards and still spraying bullets where I came from and also to my left and right still.

Is that even easier on the Wii? Or did they choose strange wording, because they said "about as realistic a shooter controller as you can get - short of playing with a lightgun." but a lightgun would probably be the last controller I'd ever ask for if I was playing Call of Duty 2. Are they confusing light-gun games with FPS's here?

um.. you know. the nun-chuk attachment has an analog stick. right? the wii-mote acts as the right analog stick. . and that lightgun sentence is comparing the accuracy of the aiming.
 
ZombieSupaStar said:
only problem with waggle fps I would have is like


say your moving forward and a sniper is hitting you from a window in the upper left


with a mouse keyboard you would just move and click hes dead with a wii there a chance you need to "move aim rectile to upper left to move view, then aim and click" that to me is where I dont like the setup for fps games.


I think what they mean by 'hyperactive mouse' is that one tiny twitch of your mouse is reflected by your viewpoint changing in game. The Wii would have a dead zone before turning, so you aren't automatically swinging the screen around just to shoot someone nearby. That might actually be a good improvement for FPSes

As for the point made above, I think that can be overcome by design. Just because you can do that with a mouse doesn't make it the right answer. If you played a direct port of a PC FPS on a Wii it'd probably be difficult because the PC game may be designed around mouse input and therefore the ability to directly spin around and fixate on a bad guy quickly. Wii (as with other console games before it) will have to take into account the different input methods and adjust the game design accordingly
 
So have any developer tried the smaller dead zone/free aiming area yet? Instead of needing to go all the way to the edge to push the view around.
 
Wollan said:
Sorry about that, reading ftw. I'll get right on it.

Edit: It doesn't really say though, pretty bare-boned article.


yeah. i was just about to say that.. but from the videos it seems as if this is the case. i could be wrong though.
 
It's nice to see another positive COD3 review. I'm frustrated its missing online and even split-screen multiplayer, and that the visuals look very gamecubish, but it really does sound like a very solid Wii experience. It's gone up a notch in my books.
 
Mrbob said:
I watched plenty of Red Steel and CoD3 Wii post E3 videos. That 311 MB Jeux France CoD3 is one of the worst offenders I've ever seen. Maybe things have changed but I need to see it. If you have links I will look at these videos.

Still, there is no way the wiimote is less hyperactive than a mouse. It's impossible because a mouse is resting on a surface while you hold the wiimote in the air.
you don't need hold the wiimote in the air~if you sit down play~you can put it in your leg

ex:
http://www.gametrailers.com/player.php?id=13157&type=wmv&pl=game
 
Safe Bet said:
It's a preview and if you've been gaming long enough you should be well aware of the fact previews are NOT to be trusted.

Sorry, typo.

And I tend to trust previews but don't let them dictate my thoughts about a game too much, especially previews from Gamespot.
 
i guess there's one thing people need to realize about the whole remote jitter affair:
most videos we've seen of people playing fps style games were being played while standing. if you watch matt's recent hands-on with the wii you can see how perfectly smooth the cursor moves and how accurate it is without being jittery at all. he's sitting down and his hand/the remote is resting on his lap.
 
Fusebox said:
Well then can you or one of the other experts explain to dumb old me what would be involved in running from one cover point to another cover point while firing at guys along the left and right of you at the same time with the Wii?

zomg! how is this even possible with a mouse & keyboard or standard controller? brain can't grasp it

Fusebox said:
Sounds like COD3 isn't much of an indication of the controllers ability to control a true FPS title at all then imo.

yeah, CoD3 isn't really a FPS at all

santouras said:
There was a ubi interview where they said they tried heaps of fps setups with red steel and one very similar to how you said there. Their end conclusion was that it was counter intuitive and not fun, which I would have to agree with.

IIRC UbiSoft said that about an attempt to completely replicate mouse controls by having you "recentre" the wiimote (as you do a mouse when you lift it up) using a button that allows you to move it back to the centre without on-screen reactions.

What 666 said was making it that when you press the "aim" button, the bounded box of the game is expanding to let you shoot a bit more "lightgun-style" when looking down the sights, is a perfectly good and sensible idea that many people have suggested.

ZombieSupaStar said:
with a mouse keyboard you would just move and click hes dead with a wii there a chance you need to "move aim rectile to upper left to move view, then aim and click" that to me is where I dont like the setup for fps games.

I know what you're saying. I play a lot of CoD on the PC and I have some trouble imagining how my reflex shots could translate to a Wii setup - but you also have to remember the complexity of these PC actions and the conditioning it takes to get to this level of skill.

In CoD, for example, if you spotted someone in the top corner of the screen, a lot of experience with the game and the interface (let's not forget we spend HOURS reinforcing the ability to translate mouse movement into on-screen cursor aiming when we use a PC outside of gaming too) allows you to flick the mouse across your desk exactly the right amount, the right direction, the right speed, and timed perfectly with a right-click (aim) and left-click (shoot) in a tiny fraction of a second. That is a pretty complex set of movement that I'm not sure people would have imagined the PC interface could allow before these games were made. When you "spectate" someone new to PC FPS you can see that they are vaguely competant, not lurching all over the screen like console FPS novices, but it takes them a long time to turn, to line up their screen, to click aim, to try and aim precisely on a target (stationary or moving), and then shoot. People need time to develop the skills needed.

So for Wii, this is why I would like developers to also allow us to customise the controls (sensitivity, size of these invisible dead-zones and turning boxes) so that players can try and find a system their are comfortable with and allows for different skills. But let's face it, the wiimote is going to be much better for the kind of PC skills we're talking about than a thumbstick. I think there is a good chance or replicating in some form these kinds of reflex shots as long as the cursor is not allowed to move so much across the entire screen - otherwise you encounter the problem you suggested...having to turn the screen, recentre, and then aim.
 
Huh? I never mentioned keyboard and mouse and my other comment you quoted was an incorrect response to jj earlier when he was actually talking about the Red Steel mechanics.

Or was your first question actually serious, do you really need me to type out how to run forward and strafe?

Anyway, I dont think its gonna be possible to run from cover to cover in CoD Wii whilst quickly turning to fire in multiple directions considering you need to have the Wimote pointed at the edge of the screen to turn.

It seems more likely to me that every Wii "FPS" is going to be designed around a quasi-FPS stop'n'pop gameplay to eliminate the need to be able to run and shoot accurately at the same time.
 
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