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Is anyone upset that there is hardly any focus on Motion Controls?

Nope. Good riddance. Nintendo ruined some of my favorite games with it--SMG1/2 and DKCR. I didn't mind SS because it seemed to be designed with that in mind, but I still found it widly inaccurate and laggy.
 
Listen to this man, he knows what's up. Someone should post a "how you do IR pointer controls right" on youtube some day, lol.
Resting your Wii-mote hand on your lap as you twitch your wrist for aiming seems like something a child should eventually discover on their own.

I'm honestly confused that someone would need a youtube guide for this lol.
 
Oh and BTW motion controls are still very much an important part of the Wii U.

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Buh Buh Wiimote is not included so it's a dead controller!!!1!!
 
Oh and BTW motion controls are still very much an important part of the Wii U.

Buh Buh Wiimote is not included so it's a dead controller!!!1!!
Nintendo didn't pack it in. It may as well be dead.

Also, I don't think playing the game using the NES configuration really counts as motion controls lol.
 
All first person games play better with a wiimote/move, as far as I'm concerned. Still not as good as a mouse, but a hell of a lot better than dual analog. Other than that motion controls have never improved a game for me by all that much. SS was fine, but honestly I'd rather it was just traditional controls. I really hope all first person games on Wii U and PS4 support these control schemes.
 
Oh and BTW motion controls are still very much an important part of the Wii U.



Buh Buh Wiimote is not included so it's a dead controller!!!1!!

None of those games play better with motion controls. Pikmin probably benefits from the IR pointer and that's it.
 
Not at all. Good riddance, I say. Never been a fan of motion controls. Just give me a standard gamepad or keyboard & mouse.
 
Barely played anything in Skyward Sword...

You should really do something about that, but it basically turned the Wiimote+ aiming from a pointer(like it was in TP & most FPS) into something that was closer to a mouse(which made it extremely useful in setups that didn't have the player sitting head on to the TV), it did swap speed for comfort but I think with the length of that game(& the fact that the sword controls were motion based) it was a good solution.

Also motion controls directly lead to the best weapon/item wheels I have seen in years, it gets to the point where you no longer need to see the wheel to swap weapons/items.

Seriously

Makes me wonder how many people actually play the game or spent three minutes looking for a comfortable arrangement. I get tired and I rested my wrist on my lap as I continue to shoot enemies without a care in the world. It was extra comfortable because I could move the nunchuck to any position I wanted... which was usually resting on my lap lol.

Yep going back to the handcuffs of a "normal" controller after getting used to the manacles that was the Wiimote/Nunchuk combo was pretty disheartening(especially considering I was hoping for a wireless Nunchuk this time around).
 
Skyward Sword is always used as an example of motion controls done right, but I put 12 hours into that game and still found myself longing for simple button presses. The motion controls didn't make me feel more immersed, they just felt like a different way of doing the same thing buttons could do, but with less consistency. Having to go to the menu and recalibrate every 5 - 10 minutes was disruptive and eventually caused me to abandon the game altogether.
 
Skyward Sword is always used as an example of motion controls done right, but I put 12 hours into that game and still found myself longing for simple button presses. The motion controls didn't make me feel more immersed, they just felt like a different way of doing the same thing buttons could do, but with less consistency. Having to go to the menu and recalibrate every 5 - 10 minutes was disruptive and eventually caused me to abandon the game altogether.

You are doing it wrong. If you have to calibrate every 5 - 10 minutes your controller is either malfunction or exposed to sunlight at all times. Or more simply, you didn't quite understand how the controls work.
 
While I enjoy good motion controls, I'm incredibly happy that they won't force me to shake the controller for actions that would be much more comfortable on a button (TP, DKCR, SMG, NSMBW, etc).
 
You should really do something about that, but it basically turned the Wiimote+ aiming from a pointer(like it was in TP & most FPS) into something that was closer to a mouse(which made it extremely useful in setups that didn't have the player sitting head on to the TV), it did swap speed for comfort but I think with the length of that game(& the fact that the sword controls were motion based) it was a good solution.

Also motion controls directly lead to the best weapon/item wheels I have seen in years, it gets to the point where you no longer need to see the wheel to swap weapons/items.
Sounds interesting

The reason why I didn't play it was because I just lost interest in the Wii hardware. I've become increasingly dissatisfied with Nintendo hardware over the years so I kinda just let my huge library of Wii games sit there. I've been meanting to get back to them. Now seems like as good a time as any.
Yep going back to the handcuffs of a "normal" controller after getting used to the manacles that was the Wiimote/Nunchuk combo was pretty disheartening(especially considering I was hoping for a wireless Nunchuk this time around).
This is literally the best comparison between the two controller types I've seen in a while. It is perfect when we talk about ergonomics and comfort.
 
I'm mixed because nobody but Nintendo was dong it with the right mindset anyway.

Kinect is built on the hardcore gamer's cynical stereotype of "waving your arms around like an idiot and jumping up and down in the living room".

Move had the right idea in being built as a more sophisticated wiimote, but Sony's fixation with the eyetoy turned it into a flawed design with an ugly design standard involving glowing bulbs.

Though Wii U is criticized for not packing a wiimote in the box, Nintendo seems determined to continue supporting motion controls in the appropriate games. (And the patch for NSMB U to add in pro controller support seems to show they're listening to people who want options.) One could argue 3rd parties won't use motion control in their Wii U games because of the lack of wiimote pack-in - but how is this different than Tuesday? The Wii came with the thing, and 3rd parties went out of their way to ignore its existence except for a handful of games.

Motion controls have already become standard in the sense of gyro sensors in tablets and smartphones, and in the Wii U pad. We're going to see gesture interfaces like using the U pad for a scanner and the interesting uses in Nintendoland and Game & Wario.

Based on what I know, it's still difficult to devise a wiimote-like controller that's easy to use in the home with a fundamentally better tracking system than motion+ and a single sensor bar. I think, eventually, such devices could return in a big way when a superior technology is developed.
 
I'm upset because it means shooters on console all control fucking terribly again.
 
Reading this thread makes me feels there is a very conservative mindset amongst gamers. I think motion controllers have the potential to be the absolute revolution they were touted to be but that investment won't continue as gaming as a whole decided that first gen motion controls 'sucked.'

Pointer controls are amazing - I would think that improving the sensor tech would help things immensely.

I think that as it currently stands the gamepad controller is the best for immersion as it is easy to create 1:1 interactions with the onscreen action but motion controls have the potential to expand gaming.
 
I forgot to mention this the other day. For everyone that wanted a split-able controller that incorporates a pointer/motion ..etc, there is this coming soon:

http://www.engadget.com/2013/05/12/mad-genius-controllers-motion-capture-system/

http://madgeniuscontrollers.tumblr.com/

It's using some new method of tracking for position and the inventor is going to add an accelerometer and gyro eventually for rotation..etc.

It also works on pretty much any console/pc, according to the inventor.

The accuracy is down to 1/100th of an inch and it is stable (if you are just using the positional tracking for a pointer for example). And he expects to have low latency for the wireless version.
 
Nintendo kind of went back to simpler uses for motion controls, I guess. Tilt, waggle, pointer -- all which have been done at the beginning of the last generation. Even though MotionPlus is built into the remotes now, are they not going to make many games that make ambitious use of the technology? If would be lame if so. I'd at least play another Wii Sports game if they made one.
 
Why do you think that motion controls should only be used to replace a button press, there are plenty of examples of games that use them in ways that would suffer greatly from adapting them to a dual-analogue controller.

Oh, I don't. They can be used for other movements and motions certainly, but I have never played anything that implements these in a better and more productive way than an analogue stick, for example. Waving your arms or pointing with a cursor is simply more effort than is required for the same result, if you see what I mean. Do you have an example of a game that does such a thing in a more productive and efficient way than a stick?

The mistake here is that people are thinking motion controls are going to replace digital commands. They aren't, they shouldn't. They are supposed to enhance analogue ones. Such as flying in Metroid Blast or aiming in general.



I really don't get the hate.

It's not that I think it will replace them, it's that I think they will never be as efficient as a digital command can be. They will always be the lesser control in terms of responsiveness and accuracy.
 
Nintendo kind of went back to simpler uses for motion controls, I guess. Tilt, waggle, pointer -- all which have been done at the beginning of the last generation. Even though MotionPlus is built into the remotes now, are they not going to make many games that make ambitious use of the technology? If would be lame if so. I'd at least play another Wii Sports game if they made one.

NintendoLand already does, I'd imagine Wii Party U may as well.
 
Im happy with how much motion is in games now on WiiU. It also plays Wii games so I can go back to them for that If I want.
 
Wouldn't mind KZ:SF using move. Only reason I enjoyed KZ3 was the rifle attachment. Can't stand fps's normally and probably won't pickup Shadow fall unless it has move support.
 
Oh, I don't. They can be used for other movements and motions certainly, but I have never played anything that implements these in a better and more productive way than an analogue stick, for example. Waving your arms or pointing with a cursor is simply more effort than is required for the same result, if you see what I mean. Do you have an example of a game that does such a thing in a more productive and efficient way than a stick?

Everything involving the pointer can be done with the twist of a wrist with higher speed and accuracy than a stick.
 
I forgot to mention this the other day. For everyone that wanted a split-able controller that incorporates a pointer/motion ..etc, there is this coming soon:

http://www.engadget.com/2013/05/12/mad-genius-controllers-motion-capture-system/

http://madgeniuscontrollers.tumblr.com/

It's using some new method of tracking for position and the inventor is going to add an accelerometer and gyro eventually for rotation..etc.

It also works on pretty much any console/pc, according to the inventor.

The accuracy is down to 1/100th of an inch and it is stable (if you are just using the positional tracking for a pointer for example). And he expects to have low latency for the wireless version.

That looks really interesting, though it looks like the Wiimote Nunchuck could be used for it as well.

Seeing that, I wonder why not more 3rd person adventures use motion controls or even the gyro-sensor for aiming.

When I played Metroid Blast from Nintendoland, I wondered even more. I believe the game uses gyro-aiming solely (??) and it works FLAWLESSLY.
 
To this day I wonder who tried to play Wii games that used IR pointer mechanics by holding their arm up in the air and literally waving it around.

I can sit down on the floor comfortably, legs crossed, and rest my hand with a wiimote on one knee. Then just move my wrist to flick the cursor around the TV. The tiny bit of extra caloric energy required to move a wrist as opposed to a thumb, always seemed quite worth it for the speed, accuracy, and intuitiveness of the IR cursor interface.

When playing Mario Galaxy, with the snap required to spin, I bounced the wiimote from the same position with a tiny snap. Could have been a button press, sure. But when getting good at the game, the muscle memory to do it thoughtlessly without taking fingers off other buttons was pretty nice.

There are different kinds of efficiency in control interfaces. Of course, there is also fun, but that's a problematic thing in the core gaming community.
 
Apart as a pointer device motion controls added nothing to games.

it just a harder way of doing the action you always have been doing. No you need to flick a controller and hope that the game interprets the input correctly, before you just pressed a button.
 
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