Video Game Vs. has an interesting argument about how First Person Shooter games should play on the Wii: Wii FPS’s - How to do it right
So far I haven’t been too impressed with any of the FPS games on offer. Red Steel and Call of Duty both felt clumsy. I haven’t played Far Cry: Vengence, but from what I understand it doesn’t really improve the situation.
Back when I first heard about the Wii controller, It seemed like a perfect fit for FPS gaming. The Nunchuk and remote sounded like great surrogates for a mouse and keyboard interface. Even better, it seemed like gameplay would be more intuitive, since you can literally can point and shoot at things on the screen.
But in practice, navigating the world and aiming with the wiimote can prove to be very frustrating. And since FPS is such an established genre, the Wii gestures that have been incorporated into the current batch of games feel like afterthoughts.
I’m eager to see how Metroid plays. But as it stands, my gut feeling is that the FPS genre needs to be completely rethought for the Wii, or thrown out altogether. The argument on Video Game Vs. sounds like a good place to start the rethink.
[tags]Wii, FPS, First Person Shooter, Video Game Vs., Video Games[/tags]
The area of “Wiimote functionality” and “first person shooters” seems to be a very hot topic right now that a lot of people can related to. I’ve seen so many posts about this recently.
Anyway, I was going to initially comment on your blog quickly and go to sleep, but once I realized how long my comment had grown it just evolved into a full-fledged blog entry.
First and foremost I’m a huge FPS fan, but at launch I ended up getting Zelda, Elebits and Excite Truck because Red Steel disappointed me greatly. It seemed way too slow to be usable, but perhaps had I spent a little more time with it I could have adapted to the “different” controls. The lack of 1:1 sword control turned me off a bit as well.
I’m sure developers will master the art of controller perfection soon enough. We’ll see some very usable and very intuitive methods for control, perhaps even in the rather predictable area of FPS as well.
Well i disagree with both of your ideas and have come up with my own hypothesis:
A=Look down barrel (stand still shooting) used for sniping or just stacking out an enemy
B=Without a doubt is the trigger
Z=Crouch
C=Jump
D-pad=Left and right is for sorting through weopeons; Down and a flick of the wrist to throw a gernade/bomb; Up is used for action (picking up weopeons/opening doors ect.)
Analog Stick=Basic movement up, down, left, and right
Motion Sensing Controlls!
Wii Mote=Used to throw gernades and point gun (not to turn with)
Nunchuck=Used to control camera ie: Used just like the second anolog stick with no exceptions)
Concluding Statements=The nunchuck use as a second anolog stick maybe hard to pull off; but I am sure with enough time put into it It may surprise you and I.
Good ideas Boot.
The one thing I’m not certain about is using the nunchuk as right analog, while using the analog stick to move. For one thing, the nunchuk is not very sensitive when it comes to fine movement. And, as I’ve found in Far Cry Vengeance, it’s really hard to move the nunchuk in space and use the analog stick at the same time. It’s kind of like patting your head and rubbing your belly.
I like using A to get a bead on a target. That works well in Vengeance, and I could see it being helpful in a number of games.