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Using the Wiimote in sword games

Discussion in 'Nintendo Wii Gaming' started by blitzkrieg, Jul 2, 2006.

  1. blitzkrieg

    blitzkrieg WiiChat Member

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    I wonder how well the Wiimote could be used for controlling a sword. Will certain hand movements trigger pre-set swing moves of the sword, like if there were 10 different moves and you direct the Wiimote in a certain way, one of them would be done on screen. Or will the sword move on the screen in any way you move the Wiimote with your arm, just as if you had a sword in real life and could pin-point any spot with the tip of the sword.

    I certainly hope it is the latter because that could utilize peoples natural hand eye coordination rather than just button pressing ability. I guess this is the basis of Nintendo's ideas on changing the way video games are played.
     
  2. DBloke

    DBloke The last original
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    wholdnt work for me (like real sword combat well bokken combat) its the impact of sword on sword it can not be made with a controller
    and my moves arnt like most offter peoples
     
  3. Arcadium

    Arcadium Not Banned

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    remember you move with the nunchuck and attack with the wiimote
     
  4. motherbrainrulez

    motherbrainrulez WiiChat Member

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    i hope its not limited to pre set moves.
     
  5. registerednerd

    registerednerd Wii online moderator

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    According to Ubisoft, that issue was only for E3 because they didn't have enough time to do the full 3D motion control. They are supposed to be fixing it in the final version.
     
  6. ssbb_lover

    ssbb_lover Novocain Stain'd

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    Do u think the action of swinging a sword will be activated if u swing the remote or just flick your wrist in that direction?
     
  7. DBloke

    DBloke The last original
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    full swing ftw
    <<<is a ronin (masterless samurai)(he dead)
     
  8. Napalmbrain

    Napalmbrain WiiChat Member

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    Full swing hopefully! :lol:

    You might have to move your stuff out of harm's way first though.
     
  9. motherbrainrulez

    motherbrainrulez WiiChat Member

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    depends on the motion bar size
     
  10. ssbb_lover

    ssbb_lover Novocain Stain'd

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    Yea that's wut i was thinking to, plus if u actually had to swing the remote u might start to get tired...and u would actually have to take that 10min. brake after an hr.;) (I don't believe in video game brakes)
     
  11. DBloke

    DBloke The last original
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    only the unfit i usealy practice for about an hour
     
  12. ssbb_lover

    ssbb_lover Novocain Stain'd

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    Ya but some video gamers aren't very fit...I play tennis (alot) so I don't have to worry:D (not to brag!)
     
  13. DBloke

    DBloke The last original
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    lol wimbildon started
    tim henmans out lol
     
  14. motherbrainrulez

    motherbrainrulez WiiChat Member

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    Unless your obese or get tired easily you shouldnt worry.
     
  15. DBloke

    DBloke The last original
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    wii should have a sign sayin no fat chicks
     
  16. dwaltin

    dwaltin The Dominator :P

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    lol the wii is gonna be the next ddr for exercise
     
  17. registerednerd

    registerednerd Wii online moderator

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    I can't help but think that the Wii is Nintendo's answer to childhood obesity in America. Even though it probably had nothing to do with it.
     
  18. blitzkrieg

    blitzkrieg WiiChat Member

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    I just saw this on ign.com

    Red Steel Developer Blog #1
    Bonjour,

    My name is Marie-Sol Beaudry, producer of Red Steel here in the Ubisoft Paris studio. We’re excited to share bits of information here on the ongoing development of this Wii exclusive launch title. Along with me, you’ll get to hear from our creative director, lead designer, art director and others on their areas of expertise.

    We were really excited by everyone’s response to the Nintendo Wii at E3 and were thrilled to showcase Red Steel at the Nintendo press conference. After working so long on this project in complete secrecy, it was great to not just show the game but to also let people play it for the first time.

    For this initial Blog entry, we want to talk about the Wii controller and how we’re using it to it is fullest.

    The challenge for working on a new system, especially one that has such a focus on the interface with the Wii controller is that everything we’re doing in the game is directly effected by the controller. This includes everything from level design, overall game design, movement and storyline. When we first received the controller our imaginations were limitless but then we spoke to our programmers and determined that there were guidelines and rules of which we’d need to adhere to in regard to both functionality as well as game play.

    In other words, while the shooting was fairly straight forward, point-and-shoot, it was the sword play that proved to be a true challenge. We quickly learned that wielding a sword and manipulating the controller was a lot of fun, but we didn’t want to force people to become actual professional swordsmen – just have fun. Also, we have to consider the animations of the sword and matching it up with what you see on screen. We didn’t want any delay whatsoever in response to what was happening with the controller and what you saw on the screen.

    We’re continuing to tweak the controls to optimize the game and ensure it’s a great experience on all levels, for example keeping the precision and accuracy of the aiming but working on the sensitivity and the stability. Also the sword fighting is going to offer more diversity in movements and couple of special moves I will not talk about this time...

    Well, that’s it for now. Stay tuned and see you again in two weeks!
     
  19. Daniel92

    Daniel92 WiiChat Member

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    I would love to see these games being played.
     
  20. blitzkrieg

    blitzkrieg WiiChat Member

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    The answer:

    I saw this on a website:

    Ubisoft has recently told the French press that there will be significant changes to the gameplay of their Wii launch title before the game hits store shelves later this year. Although specific examples of the improvements have not been announced, Ubisoft briefly commented on the difficulty of refining the sword-fighting of Red Steel. Rather than implement the style shown at E3, where players' unique movements with the Wii-Mote only translated into a few preset sword strikes in-game, Ubisoft is thought to be opting for a free-motion control scheme that takes into account every nuance of the player's/Wii-mote's movements, and translate them directly into the game's sword combat.
     

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