going away - The Game Room

Whatever Happened To The Heroes?
fern at 7:38PM, Jan. 25, 2008
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Anyone else playing No More Heroes?

I was going to wait 'til it at least went down in price but I just couldn't wait and I love it! A little repetitive... but meh. Travis Touchdown is one crazy mofo.

It's like GTA meets Killer 7.

...sorta.
last edited on July 14, 2011 12:28PM
Lord Shplane at 11:26PM, Jan. 25, 2008
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How much waggle?

Because if it's more than "None at all", count me out.
last edited on July 14, 2011 1:44PM
isukun at 7:51AM, Jan. 26, 2008
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I haven't played the game, yet, but it looks like most of the controls are standard button-based and the game only uses the motion controls to define stances or perform grapples. So you won't be flailing about like an idiot all the time, just when you throw people.
last edited on July 14, 2011 1:04PM
Inkmonkey at 8:09AM, Jan. 26, 2008
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The real question for me is whether the game uses specific motions to define what occurs on screen, or does it pick up any motion as "swing sword". I know that motions are reserved for special attacks instead of standard ones, but still, I hope at least some level of precision is required.
last edited on July 14, 2011 1:00PM
isukun at 8:49AM, Jan. 26, 2008
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No, you will never find an action game which does that on the wii. The wii controller cannot pinpoint position in space and has to approximate motions based on a number of other inputs. The result is lag in controls and a reliance on the pointer functions and action games can't afford that. This is why even games like Red Steel, Bleach, Soul Caliber Legends and Samurai Warriors Katana still approximate the controls.

The wii remote uses an accelerometer to detect motion. Basically what it does is it detects forces applied to the device. This allows the wii remote to detect the direction of gravitation pull to detect the vertical tilt of the wii remote. Since this is based entirely on the controller's position in relation to the source of gravity, it cannot detect the horizontal facing of the controller, only the tilt. The accelerometer also allows for detection of movement relative to the controller. It can tell when the controller moves in a particular direction relative to the controller. It cannot tell how far it moved, where it started, or where it ended. In fact, if you were to hold the controller perfectly level in one hand and spin in a circle, the controller would read that as a straight movement to the side and slightly backwards. It cannot detect the arc of your motion.

The few games which do detect motion accurately, tend to combine tilt and directional sensing to get a somewhat accurate reading on heading. A baseball game, for instance, registers that the controller is moving sideways and determines where the ball hits based on the tilt of the controller. Even something this simple often has some amount of lag, however. Play the Bigs, one of the biggest complaints is the lag on batting. In golf games, the swing is actually based almost entirely on the vertical tilt of the controller. Some games add power using the directional motion detection of the accelerometer, but the actual swing itself is just detecting when the controller is tilted upwards and how the tilt changes as it goes down and into the follow-through. It doesn't need to calculate the direction you are facing, You could take your stroke facing away from the TV and the game would register it the same way as if you were facing the TV. Hell, my sister would bowl backwards in Wii sports since she could get more accurate rolls that way.
last edited on July 14, 2011 1:04PM
Inkmonkey at 10:20AM, Jan. 26, 2008
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Yes, thank you, Dr. Pessimist. I'm fully aware of the limitations of the Wii remote. I'm not asking for a game where the movement onscreen is 100% what I do in real life. I'm just saying that there are some games (such as Zelda) that have motion detection, but what the motion is doesn't really matter. I'm thinking more along the lines of the Bleach game you mentioned, where swinging the remote to the side makes the character swing to the side. Granted it's a canned animation, but at least the action performed is based on how the controller is swung. I'm just hoping that, when called upon to perform an action in the game, swinging down actually makes the character do something in a downward direction.
last edited on July 14, 2011 1:00PM
isukun at 11:30AM, Jan. 26, 2008
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It's not pessimism, it's reality. and genrally when people say precision when referring to wii controls, I think of more than just swinging vertically or horizontally to do canned moves.

As for this particular game, it looks like actual attacks are mapped to the buttons, not the motion control. You use the pointer function to switch between a high and low stance, but actually attacking requires you to press a button. You only swing the controller for finishing moves, but otherwise you attack with the A and B buttons. There are also some motion controls related to doing throws from grapples. The developer has stated in several interviews that they wanted to avoid making players swing for every attack and that they were opting for more traditional controls with some limited motion controls mixed in for flavor.
last edited on July 14, 2011 1:04PM
Lord Shplane at 4:12PM, Jan. 26, 2008
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isukun
more traditional controls with some limited motion controls mixed in for flavor.


Ok then, I can handle that.
last edited on July 14, 2011 1:44PM

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