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Sin and Punishment 2 officially announced on Wii

Regulus Tera said:
Why not use the nunchuk for the waggle slashing? While it may be a bit inaccurate, it should be enough for providing horizontal and vertical slashes, which seem to be the case according to the trailer.
There's no difference regarding horizontal or vertical slashes in the original game, you press the button at the right time and, regardless of how the move is animated on Saki or Airan, the effect on the enemies and reflectable shots is the same. From the trailer I got the feeling it will be like that too in the sequel.

The main point is that when you have to slash or dodge, it has to be precise. Both the remote and even more the nunchuk have a flair of unresponsiveness that doesn't really fit S&P's gameplay imo. I think it would detract from the game instead of adding to the experience like pointer aiming will do.

Anyway, it's on the shoulders of Treasure. If they choose to implement waggle I just hope they make it work really well and I'll gladly accept it if that's the case. For now I'm not seeing how it would be better than buttons, and I hope they choose not to.
 
You know that using Waggle for slashes is exactly how RE4Wii worked and it worked perfectly fine, didn't mess up the aiming at all and was nice and responsive! Why would S&P2 be different?
 
Regulus Tera said:
Why not use the nunchuk for the waggle slashing? While it may be a bit inaccurate, ...
The last thing a twitch shooter needs is any sort of, even extremely minor, lag or inaccuracy. If there is an option to set slashing to either, fine, but with waggle slashing, there will always be a chance the game will mistaking a light jerk reaction (or other small movements) as a slash.

Nuclear Muffin said:
You know that using Waggle for slashes is exactly how RE4Wii worked and it worked perfectly fine, didn't mess up the aiming at all and was nice and responsive! Why would S&P2 be different?
RE4 is nowhere near as fast paced or dependant on accuracy as SnP.
 
Alaluef said:
There's no difference regarding horizontal or vertical slashes in the original game, you press the button at the right time and, regardless of how the move is animated on Saki or Airan, the effect on the enemies and reflectable shots is the same. From the trailer I got the feeling it will be like that too in the sequel.

The main point is that when you have to slash or dodge, it has to be precise. Both the remote and even more the nunchuk have a flair of unresponsiveness that doesn't really fit S&P's gameplay imo. I think it would detract from the game instead of adding to the experience like pointer aiming will do.

Anyway, it's on the shoulders of Treasure. If they choose to implement waggle I just hope they make it work really well and I'll gladly accept it if that's the case. For now I'm not seeing how it would be better than buttons, and I hope they choose not to.

Something that I always wondered about was Super Mario Galaxy's underwater spin.

For some reason it was extremely accurate.
 
Nuclear Muffin said:
You know that using Waggle for slashes is exactly how RE4Wii worked and it worked perfectly fine, didn't mess up the aiming at all and was nice and responsive! Why would S&P2 be different?
I didn't play RE4Wii and I can't compare it gameplay wise to S&P, sorry, I've gotta try that sometime. But it has quite a different approach, don't you think? S&P is very fast paced.

I'll reiterate that I have nothing against waggle per se, I have a Wii and I've played a load of games on it. I just don't see the point for using it in this game.

Here's a sample for anyone who has never played Sin & Punishment in this thread:

http://www.youtube.com/watch?v=Xbw31p7BhHE&fmt=18

If after the first 40 seconds you still think that slash and dodge should be mapped to waggle motions, I agree to disagree.

Eteric Rice said:
Something that I always wondered about was Super Mario Galaxy's underwater spin.

For some reason it was extremely accurate.
Yup. It worked really well there.
 
they will probably have multiple controls schemes first of all and doge would work well on the dpad. Then put slash on C or Z. Or you could make C plus direction on analog dodge. Not hard to map this game to the wiimote so I'm not worried.
 
lyre said:
The last thing a twitch shooter needs is any sort of, even extremely minor, lag or inaccuracy. If there is an option to set slashing to either, fine, but with waggle slashing, there will always be a chance the game will mistaking a light jerk reaction (or other small movements) as a slash.

Easy to fix: just hold a button down if you want to slash, thus negating any unwanted slashes...

It also makes sense for the sword to throw off your aim, considering the sword is actually part of THE GUN, right? Think about it for a second...You slash with the "gun" and then have to aim it again?
 
Akai said:
Easy to fix: just hold a button down if you want to slash, thus negating any unwanted slashes...

It also makes sense for the sword to throw off your aim, considering the sword is actually part of THE GUN, right? Think about it for a second...You slash with the "gun" and then have to aim it again?
I know I've been clamoring for more realism in my post-apocalyptic shooter about aliens.

Being able to aim your reflected attacks is pretty damn important.
 
Akai said:
Easy to fix: just hold a button down if you want to slash, thus negating any unwanted slashes...

It also makes sense for the sword to throw off your aim, considering the sword is actually part of THE GUN, right? Think about it for a second...You slash with the "gun" and then have to aim it again?
I just bolded one word and I'll let you figure out what's wrong here.
 
plank said:
Wait I'm kind of confused with the character design, I mean are they boys or girls?

I hope they have another character, like they did with the first one.

Don't really like his/ her design much.

And for controls, I assumed the NC wou house all the movement/ jumps/ dodges well A button is for slashing and B button is for shooting (or reverse that A-B part).
 
Akai said:
Nothing... =)

It'd be like hitting a switch to flip the blade open in real life...
Yes, but it's pretty dumb to use button+waggle for what could be handled by just pressing a button (or waggle) alone.
 
Dascu said:
Yes, but it's pretty dumb to use button+waggle for what could be handled by just pressing a button (or waggle) alone.

Don't try to make it more complicated than it really is...As mentioned with the RE4 example, the "one-two combo" can be done in a very fluid motion, AND you get a more realistic (and thus more satisfying) result than just tapping a button...

They should at least include it as an option for those who aren't "waggle grumblers"... =\
 
Akai said:
Easy to fix: just hold a button down if you want to slash, thus negating any unwanted slashes...

It also makes sense for the sword to throw off your aim, considering the sword is actually part of THE GUN, right? Think about it for a second...You slash with the "gun" and then have to aim it again?
Yes, that would make sense, but one of the major benefits to using the sword was deflecting enemy shots & missiles back at the enemies. In the original, you'd have to have your crosshairs lined up with what you wanted to shoot, time your slash correctly, and then the projectile would head towards where you were aiming. If you tried to make the slash a gesture, the initial gesture would almost certainly send the crosshair somewhere other than your intended target before registering it as a motion, basically breaking one of the major game mechanics.

I'm all for motion controls, but it has to make sense and not detract from the game's mechanics. Unfortunately, motion-slashing does just that.
 
RocketDarkness said:
Yes, that would make sense, but one of the major benefits to using the sword was deflecting enemy shots & missiles back at the enemies. In the original, you'd have to have your crosshairs lined up with what you wanted to shoot, time your slash correctly, and then the projectile would head towards where you were aiming. If you tried to make the slash a gesture, the initial gesture would almost certainly send the crosshair somewhere other than your intended target before registering it as a motion, basically breaking one of the major game mechanics.

I'm all for motion controls, but it has to make sense and not detract from the game's mechanics. Unfortunately, motion-slashing does just that.

Hmmm, forgot about that...I guess you could have the same button be a sort of "pseudo-lock-on"...As in, you place the cursor over the enemy you wish to attack, then when you activate the sword button it'll lock onto that enemy (or space where you have locked-on) and reflect the projectile back wherever you activated it...
 
Akai said:
Hmmm, forgot about that...I guess you could have the same button be a sort of "pseudo-lock-on"...As in, you place the cursor over the enemy you wish to attack, then when you activate the sword button it'll lock onto that enemy (or space where you have locked-on) and reflect the projectile back wherever you activated it...
Or

Make it a button
 
Forget waggle slashing for a minute. I want to know what people think about the autocursor toggle - does it still have a place?
 
TwinIonEngines said:
Forget waggle slashing for a minute. I want to know what people think about the autocursor toggle - does it still have a place?
It didn't really have a place in the original for the most part considering how weak auto-aim was. I could take it or leave it with pointer aiming.
 
I don't think the game really needs to use motion controls. The pointer is fantastic enough use of of the Wiimote and nunchuk.

Having the option to use a quick shake of the nunchuk for the sword slash wouldn't hurt, though.
 
KevinCow said:
Having the option to use a quick shake of the nunchuk for the sword slash wouldn't hurt, though.
Yes. It. Would.

It would be slower and less responsive than a button. That's not an improvement.
 
Sixfortyfive said:
Yes. It. Would.

It would be slower and less responsive than a button. That's not an improvement.
KevinCow said:
Having the option to use a quick shake of the nunchuk for the sword slash wouldn't hurt, though.
You seem to have missed a key word here.

There's no harm in giving the player a choice.
 
TwinIonEngines said:
Forget waggle slashing for a minute. I want to know what people think about the autocursor toggle - does it still have a place?
Yeah i am not sure what is going to happen with that. If pointer is used for aiming i don't see how it would work as the cursor constantly moves.
 
Akai said:
Hmmm, forgot about that...I guess you could have the same button be a sort of "pseudo-lock-on"...As in, you place the cursor over the enemy you wish to attack, then when you activate the sword button it'll lock onto that enemy (or space where you have locked-on) and reflect the projectile back wherever you activated it...

Or hold a button to go into slash and while you're doing it the crosshair would stay where it was when you pressed the button
 
I don't think Treasure would ever put waggle in a game like this if it fucked up the timing.

Come on, these guys aren't stupid, look at their track record.
 
sp0rsk said:
Come on, these guys aren't stupid, look at their track record.
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shit happens.
 
...when the main character (if that's supposed to be Saki) slashes in that video, the cursor shakes left and right as if the remote is moving.



Oh no.
 
Well, lets just hope it's responsive. If it's as responsive as it is in Mario Galaxy's underwater spin attacks it won't be bad at all.
 
If Treasure adjusts the timing window properly waggle slashing could work fine. This is a new game after all, it's not like they're shoehorning new controls onto old levels.
 
EmCeeGramr said:
...when the main character (if that's supposed to be Saki) slashes in that video, the cursor shakes left and right as if the remote is moving.



Oh no.

It does... but if I was shaking my Remote from side to side in a pointer game, that cursor would be going from one side of the screen to the other, not left and right a couple inches. That amount of wiggle there is equivalent to microscopic wrist motion. It might just be a wobble animation for shits.

...or maybe you hold Z to enter "sword mode" and your cursor locks, and you waggle while holding it for each slash, and the cursor wobble is still just aesthetic.

Who knows.
 
I can't believe there are people actually discussing the possibility that Wii controls are a bad idea.

There is no game that needs point and waggle more than S+P!
 
stuminus3 said:
I can't believe there are people actually discussing the possibility that Wii controls are a bad idea.

There is no game that needs point and waggle more than S+P!
Pointer yes, waggle no.
 
Sixfortyfive said:
Pointer yes, waggle no.
I don't know, I think I would rather waggle a sword swing than have to deal with pressing the left trigger like you did on N64. Think about all of those missiles you hit to bounce back at enemies. It would be cool if they made that kind of like baseball or tennis from Wii Sports. The problem is aiming while swinging. Hopefully they can come up with a solution.
 
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