Showing posts with label controls. Show all posts
Showing posts with label controls. Show all posts

Wednesday, January 9, 2013

PS4 coming 2012, feature Kinect-like controls?

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Thursday, May 3, 2012

[Vita] Metal Gear Solid HD Collection for Vita gets enhanced with touch controls

[Vita] Metal Gear Solid HD Collection for Vita gets enhanced with touch controls
Metal Gear Solid HD Collection, as you probably know, is making its way to PlayStation Vita this June. The venture is a group effort between Bluepoint Games (God of War HD Collection), Konami and Armature (comprised of ex-Retro Studios staff) and is bring a few neat perk to the Vita version. That perk is that both games will be enhanced with touch control input, check out the new trailer from Japan below.
So, what do you think? To be fair, this decision made sense, it'd have been strange to have not taken advantage of the touch pads. It is difficult to judge how it'll play out until we get our own hands on it.

Additionally, as a reminder, Metal Gear Solid HD Collection for the Vita doesn't include Peace Walker in the package.

Written by: Kyran Morrison

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Saturday, December 24, 2011

What motion controls could do for JRPGs

by on Dec 16th 2011 4:50PM

This is a column by Jason Schreier dedicated to the analysis (and occasional mocking) of his favorite genre, the Japanese role-playing game. Whether it's because they're too antiquated or just too niche, he believes JRPGs don't get enough attention in the gaming industry today. It's time to change that.
While plowing through the last few sections of The Legend of Zelda: Skyward Sword several weeks ago, I realized that I didn't want it to end. Not because I wanted to keep playing -- the action-adventure game had already stolen more than 40 hours of my life -- but because I wanted to continue waving my arm up and down to kill things. I was completely enthralled by the game's motion controls.

And I used to hate motion controls.

You see, Nintendo's latest Zelda uses the Wii controller's MotionPlus accessory to recognize the precise movements of your arm. Slash horizontally, and hero Link will do the same. Slash vertically, and Link's sword will follow suit. Slash diagonally? Well, you can probably guess.

As a cranky longtime gamer with a crippling fear of change, I spent a long time thinking that this sounded terrible. Waggling my controller in games like Super Mario Galaxy and Twilight Princess felt more like inconvenience than innovation. Would Skyward Sword really feel all that different?

Yes. Yes it would. It felt phenomenal. And it made me start asking another question.

Could motion controls add some flavor to JRPGs?

There's no easy answer. As any developer who has worked with the Wii understands, it can be tough to find the balance between intrusion and necessity. Go too far and you risk leaving players tired and sore. Stay too minimal and it can seem like your motion controls have just been grafted on.

Exacerbating this issue for traditional JRPGs is the fact that the genre is known for turn-based, menu-driven, slow-paced combat. Players will typically have plenty of time to think and decide what they want to do next. It's a system that seems to be at odds with the instinctual, rapid nature of motion controls.

But maybe there are ways to combine the two.

Take Xbox 360 RPG Lost Odyssey, for example. Every time one of the game's protagonists attacks a monster, you get a limited window of time in which to push a certain button and do extra damage. The Paper Mario and Mario & Luigi games have similar mechanics.

What if those timed hits were activated by motion controls? What if you selected from a menu to attack or cast spells or use special abilities, then swung your controller to determine their effectiveness? Precise movements and proper timing would be the key to victory. It'd require both sharp instincts and keen strategy.

One of Skyward Sword's biggest strengths is a design tenet that would be perfect for JRPGs: fewer, more challenging battles. Thanks to the motion-controlled swordplay, that random lizard with a shield is just as pesky to bring down as the gigantic scorpion boss. A JRPG that offers similar trials could work really well.

And what about minigames? Or quick-time events? Countless JRPG scenes could have been enhanced by motion controls, like the rhythm-fueled sword-fighting sequence in Final Fantasy IX's introductory play, or the carnival games of Chrono Trigger. Imagine steering Final Fantasy VII's motorcycle with one hand and swinging your arm to hack down enemies with the other. There are a lot of possibilities here.

It's easy to dismiss motion controls as an unnecessary gimmick, and as a toy better suited for flinging suicidal birds than going on grandiose quests and adventures. Hell, I've done it. But after seeing what Skyward Sword can do, I think it's time we reconsider that approach.

Jason Schreier is a freelance writer/editor based out of NYC. He's a contributing writer for Wired.com and occasionally writes for a number of other sites and publications, including Edge Magazine, the Onion News Network and G4TV. You can follow him on Twitter at @jasonschreier.

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Wednesday, June 29, 2011

Ninja Gaiden: Dragon Sword Inspiring Wii U Controls for Ninja Gaiden 3

One of the few non-Nintendo games confirmed for Wii U at E3 was Ninja Gaiden 3: Razor’s Edge, a sequel under close scrutiny, as the series is no longer under the guidance of Tomonobu Itagaki.

The Wii U version is already in development, Team Ninja localization manager Peter Garza told Patrick Klepek of Giant Bomb at E3, with the overall game about 30% finished. Garza said the team has not settled on how Ninja Gaiden 3 will utilize, but it’s looking to the DS game, Dragon Sword, for inspiration.

“There was a DS version, so we have some experience with touch controls and it [Dragon Sword] seemed to be fairly well received,” said Garza. “So, now we have the chance to give this full console experience with those controls on the Wii U. We’ve actually started development on it but we don’t have anything set. We’re just playing with it.”

The game will feature few new mechanics and changes. The new Kunai Climb involves Ryu climbing onto certain walls with the use of his kunais, which he can use them to attack enemies from above. In other situations, the player will have to be stealthy, as Ryu can sneak up on an enemy and kill him with a single strike.

Enemies speak while fighting with Ryu. As of the E3 demo, they are not seen getting dismembered or decapitated. They do not die quickly but they will suffer and scream in pain.

Some changes include the slide maneuver, which replaces the dash move from Ninja Gaiden II and Ninja Gaiden Sigma 2. Ryu will use it to get through small passages as well as to attack enemies. The Ultimate Technique concept has slightly changed in the form of Ryu’s glowing right arm. When he kills a certain number of enemies his arm will glow red. Then, the player can charge up for an Ultimate Technique absorbing nearby fallen bodies instead of essence. Unlike past games, the HUD will appear when there are enemies around and fade out after killing them.

The Muramasa store and statues where Ryu can buy items and upgrade weapons are no longer present. Instead, Ryu’s weapons will be upgraded over time. The dragon statues where Ryu can save and heal are gone as well. It is now replaced with a falcon flying towards him and landing on his left arm, after which the player can save and heal.

Ninja Gaiden 3 will include 8-player cooperative and competitive modes.

Ninja Gaiden 3: Razor’s Edge, the Wii U port of Ninja Gaiden 3, will have touchscreen controls similar to that of Ninja Gaiden: Dragon Sword, as well as button controls.

[GiantBomb]

Ninja Gaiden coming to the Wii?

Tecmo is Bringing ‘Ninja Gaiden’ to Wii U

Ninja Gaiden Creator Talks About Wii

Ninja Gaiden, Rygar coming to Virtual Console

Tecmo to Make Wii Virtual Console Games


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Sunday, May 15, 2011

[Project Cafe] Iwata: Wii 2 not pursuing tablet controls, will feature buttons

[Project Cafe] Iwata: Wii 2 not pursuing tablet controls, will feature buttons
[Image: game-news-image-2011-0d8a504e669ead8d67e...b5ca1c.jpg]
This may seem like a strange thing to report, but the rumour mill was running hot for a long while surrounding Nintendo's 'Project Cafe'.

The rumours seemed to point towards a HD touch screen that would be featured in the control's interface, and thus some people were becoming concerned that Nintendo might pursue a more tablet-like interface. Satoru Iwata reassures us that this will not be the case, stating Nintendo aren't ready to do with away with traditional buttons just yet.

These details surfaced at the recent Investor's Meeting Q & A, Iwata had the following to say on the subject:

"Whenever we make a new game console, we've done it without throwing away buttons and the directional pad," said Iwata, "The reason for that it's better to have them, because buttons and directional pads benefit gameplay response."

Basically, Nintendo doesn't sound interested in ditching buttons or implementing modern tablets into gaming controllers. The clarification is always appreciated.

Is everyone else thankful?

Written by: Kyran Morrison

(This post was last modified: 05-02-2011 08:47 AM by LemonManX.)

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Wednesday, May 4, 2011

Rumor: Wii successor has controller with giant touchscreen, also uses motion controls

by on Apr 21st 2011 3:20PM

Some purported new information about the still-unannounced Wii successor paints a surprisingly specific picture of the device's controller. Kotaku reports that, according to unnamed sources, the controller for the "Project Cafe" device will have eight buttons, two analog sticks, a camera ... and an enormous 6.2" touchscreen.

For reference, the DSi XL has 4.2" screens. The Kindle has a 6" screen. If these rumors are true, this controller will likely be crazy expensive. We honestly can't see Nintendo getting away with selling $200+ controllers.

Kotaku also reports that this won't be the only accepted control method. "Project Cafe" will also reportedly support "Wii Remote-style controllers," the site says, though it's currently unknown whether that means the existing Wiimote or a new motion device.


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Friday, January 21, 2011

Kinect, <b>Wii</b> controls, and PC get together and Play Call of Duty <b>...</b>

Hacks for the Kinect device for the Xbox 360 have been seen before, and the thing most have in common is that they do nothing particularly interesting. If you are a fan of the PC shooter Call of Duty, this Kinect hack is very interesting.

Microsoft Kinect

A geek going by Demize2010 on YouTube has taken the Kinect and hacked the thing to work with his PC for turning gestures and motion into controls for Call of Duty on the PC. That wasn’t enough hacking for the dude so he went on to rig the Wii Remote and Nunchuk to control movement, aim, and shooting.

Now he can aim the Wii remote at the screen to shoot the bad guys and when he wants to do things like lean around a corner, he simply leans. The Kinect senses the movement and turns it into the in-game equivalent. Really cool!

Via PC World


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