http://wii.advancedmn.com/article.php?artid=9168
Sorry if old.
I'm glad it looks easy to control and the player isn't having trouble shooting enemies. Can't judge much for the visuals, it's off screen and hard to tell.
This topic is locked from further discussion.
http://wii.advancedmn.com/article.php?artid=9168
Sorry if old.
I'm glad it looks easy to control and the player isn't having trouble shooting enemies. Can't judge much for the visuals, it's off screen and hard to tell.
88Ghost89
The aiming with the grenades looks completely off. When the player tries to throw the grendade into a bunker, about half way through the video, it goes way above where the aim cursor is actually pointing and bouncess off the wall instead.
I remember how Bungie did this with the Halo 2 also and it really bugged me. It worked fine in Halo and then they ******* it up for Halo 2. Just like it is ****** up in MOH: V.
Why can't these developers have the grenades go where the pointer is aiming and not in a stupid arc way above the cursor that actually makes it almost impossible to tell where the grenade is going to go unless you aim for a target that is far enough away that it will eventually go where the cursor is point.
Compare Halo's brilliant grenade aiming to Halo 2's or the likes of MOH: V and you will see what I mean.
I also think the general aiming and turning in MOH: V on Wii looks just as clumsy as all the other FPS games. It is just not as much fun as using a Mouse/Keyboard or even a traditional control pad in some cases, because it just keeps swining all over the place and turning always feels like it is in direct conflict with aiming.
I have suggested what I think is a better control for aiming and turning on Wii FPS games and until someone tries it I am not gonna be happy, unless they really nail the method they currently insist on using...
[QUOTE="Binski"]My god can the wii render more than 2 enemies at a time? Where are the enemies?...this is a war game. Third party for wii equals garbage.toxicmogGears was a war. I think the most i saw at once was maybe 6. Not even that... On one of the end sections
Very true.
Also Medal of Honour is a more WWII squad game, COD has more 100 people running up a hill scenes. But who knows this was only one video...
There was the one other video where you see the guy parachute and there is a whole mess of units down below.
[QUOTE="88Ghost89"]http://wii.advancedmn.com/article.php?artid=9168
Sorry if old.
I'm glad it looks easy to control and the player isn't having trouble shooting enemies. Can't judge much for the visuals, it's off screen and hard to tell.
freeload
The aiming with the grenades looks completely off. When the player tries to throw the grendade into a bunker, about half way through the video, it goes way above where the aim cursor is actually pointing and bouncess off the wall instead.
I remember how Bungie did this with the Halo 2 also and it really bugged me. It worked fine in Halo and then they ******* it up for Halo 2. Just like it is ****** up in MOH: V.
Why can't these developers have the grenades go where the pointer is aiming and not in a stupid arc way above the cursor that actually makes it almost impossible to tell where the grenade is going to go unless you aim for a target that is far enough away that it will eventually go where the cursor is point.
Compare Halo's brilliant grenade aiming to Halo 2's or the likes of MOH: V and you will see what I mean.
I also think the general aiming and turning in MOH: V on Wii looks just as clumsy as all the other FPS games. It is just not as much fun as using a Mouse/Keyboard or even a traditional control pad in some cases, because it just keeps swining all over the place and turning always feels like it is in direct conflict with aiming.
I have suggested what I think is a better control for aiming and turning on Wii FPS games and until someone tries it I am not gonna be happy, unless they really nail the method they currently insist on using...
I think it's because the player didn't factor in the arc. He thought the gradane would be thrown like a bullet. I think Gears of war did a good job showing the arc that the granade would make.
It was at GDC so it was the players first time with the game but he didn't seem to have any trouble shooting enemies so I think that's what counts. They also added a 180* turn which I saw, and I think they should add that to every FPS game.
[QUOTE="Binski"]My god can the wii render more than 2 enemies at a time? Where are the enemies?...this is a war game. Third party for wii equals garbage.toxicmogGears was a war. I think the most i saw at once was maybe 6. Not even that... On one of the end sectionsGears was pushing polys and wasn't a world war 2 game where more than 5 enemies is expected....The wii ain't pushing polys. ?????????????????????????????????
teh jaggiez!!1!1apollolukealthough we know thay'll be there, you do realise you were watching a highly compressed video?.........
meh....still looks a little wierd. mp3 still looks like it has the best controls..Japanese_Monkwe hope... i hope!!!
[QUOTE="Binski"]My god can the wii render more than 2 enemies at a time? Where are the enemies?...this is a war game. Third party for wii equals garbage.toxicmogGears was a war. I think the most i saw at once was maybe 6. Not even that... On one of the end sections true.. but CoD3 has lot's of enemies and also inn the Wii version. i just think this is a level where most of the enemies are in a bunker.... how c
[QUOTE="freeload"][QUOTE="88Ghost89"]http://wii.advancedmn.com/article.php?artid=9168
Sorry if old.
I'm glad it looks easy to control and the player isn't having trouble shooting enemies. Can't judge much for the visuals, it's off screen and hard to tell.
88Ghost89
The aiming with the grenades looks completely off. When the player tries to throw the grendade into a bunker, about half way through the video, it goes way above where the aim cursor is actually pointing and bouncess off the wall instead.
I remember how Bungie did this with the Halo 2 also and it really bugged me. It worked fine in Halo and then they ******* it up for Halo 2. Just like it is ****** up in MOH: V.
Why can't these developers have the grenades go where the pointer is aiming and not in a stupid arc way above the cursor that actually makes it almost impossible to tell where the grenade is going to go unless you aim for a target that is far enough away that it will eventually go where the cursor is point.
Compare Halo's brilliant grenade aiming to Halo 2's or the likes of MOH: V and you will see what I mean.
I also think the general aiming and turning in MOH: V on Wii looks just as clumsy as all the other FPS games. It is just not as much fun as using a Mouse/Keyboard or even a traditional control pad in some cases, because it just keeps swining all over the place and turning always feels like it is in direct conflict with aiming.
I have suggested what I think is a better control for aiming and turning on Wii FPS games and until someone tries it I am not gonna be happy, unless they really nail the method they currently insist on using...
I think it's because the player didn't factor in the arc. He thought the gradane would be thrown like a bullet. I think Gears of war did a good job showing the arc that the granade would make.
It was at GDC so it was the players first time with the game but he didn't seem to have any trouble shooting enemies so I think that's what counts. They also added a 180* turn which I saw, and I think they should add that to every FPS game.
The player shouldn't have to factor in the arc IMO.
The cursor should be a direct indication of where the grenade will land/hit. If you throw it a long distance it should go through a natural arc but still land where the cursor is pointing. If you throw it a short distance or next to a wall the it should go through the cursor center and still hit where the cursor is pointing. Play Halo and try the grenade throwing you will see what I mean. That is the best example of what I mean and it works perfectly, feels very natural and intutive and still looks realistic. You can aim accurately, even if you are close to object right in front of you, and it goes exactly where you intended instead of hitting walls in front of you by accident (for example) as it does in many games like MOH on Wii. It is simply more intuitive and far more fun in a game like Halo and this is how it should have worked in MOH:V IMO.
Just my opinion but if you play Halo I would hope you would agree with what clearly is a better and more enjoyable fun solution, and I hope we all what our games to be fun over clumsy, even if that means not being absolutely realistic simulations of that action in real life, although I would say Halo' actually feels more believable too.
Note: I am just using Halo (not Halo 2 by the way) as an example cause I know it works well in that game.
[QUOTE="88Ghost89"][QUOTE="freeload"][QUOTE="88Ghost89"]http://wii.advancedmn.com/article.php?artid=9168
Sorry if old.
I'm glad it looks easy to control and the player isn't having trouble shooting enemies. Can't judge much for the visuals, it's off screen and hard to tell.
freeload
The aiming with the grenades looks completely off. When the player tries to throw the grendade into a bunker, about half way through the video, it goes way above where the aim cursor is actually pointing and bouncess off the wall instead.
I remember how Bungie did this with the Halo 2 also and it really bugged me. It worked fine in Halo and then they ******* it up for Halo 2. Just like it is ****** up in MOH: V.
Why can't these developers have the grenades go where the pointer is aiming and not in a stupid arc way above the cursor that actually makes it almost impossible to tell where the grenade is going to go unless you aim for a target that is far enough away that it will eventually go where the cursor is point.
Compare Halo's brilliant grenade aiming to Halo 2's or the likes of MOH: V and you will see what I mean.
I also think the general aiming and turning in MOH: V on Wii looks just as clumsy as all the other FPS games. It is just not as much fun as using a Mouse/Keyboard or even a traditional control pad in some cases, because it just keeps swining all over the place and turning always feels like it is in direct conflict with aiming.
I have suggested what I think is a better control for aiming and turning on Wii FPS games and until someone tries it I am not gonna be happy, unless they really nail the method they currently insist on using...
I think it's because the player didn't factor in the arc. He thought the gradane would be thrown like a bullet. I think Gears of war did a good job showing the arc that the granade would make.
It was at GDC so it was the players first time with the game but he didn't seem to have any trouble shooting enemies so I think that's what counts. They also added a 180* turn which I saw, and I think they should add that to every FPS game.
The player shouldn't have to factor in the arc IMO.
The cursor should be a direct indication of where the grenade will land/hit. If you throw it a long distance it should go through a natural arc but still land where the cursor is pointing. If you throw it a short distance or next to a wall the it should go through the cursor center and still hit where the cursor is pointing. Play Halo and try the grenade throwing you will see what I mean. That is the best example of what I mean and it works perfectly, feels very natural and intutive and still looks realistic. You can aim acurately even if you are close to object, right in front of you, and it still goes exactly where you intended instead of hitting crates next to you by accident etc as it does in games like MOH on Wii. It is simply more intuitive and far more fun in a game like Halo and this is how it should have worked in MOH:V.
Just my opinion but if you play Halo I would hope you would agree with what clearly is a better and more enjoyable fun solution, and I hope we all what our games to be fun over clumsy, even if that means not being absolutely realistic simulations of that action in real life, although I would say Halo' actually feels more believable too.
Note: I am just using Halo (not Halo 2 by the way) as an example cause I know it works well in that game.
I've played Halo, I know how it works...
I can agree with you that Halo's grenades are nice, but I can't agree that they are better than this game because I haven't played it. Maybe the played just screwed up.
"He's reloading the MG42!" - That was annoying how they kept on saying that. volcus
Agreed.
Bad dialogue engine IMO that keeps reusing the same limited set of phrases.
How come a game like Halo, that is years old, could do this brilliantly and yet this supposedly brand new next gen game makes it look soooo difficult...
Looks good compared to current wii games. I wonder how much 360/ps3 fanboys will bash this video?lycrof
[QUOTE="freeload"][QUOTE="88Ghost89"][QUOTE="freeload"][QUOTE="88Ghost89"]http://wii.advancedmn.com/article.php?artid=9168
Sorry if old.
I'm glad it looks easy to control and the player isn't having trouble shooting enemies. Can't judge much for the visuals, it's off screen and hard to tell.
88Ghost89
The aiming with the grenades looks completely off. When the player tries to throw the grendade into a bunker, about half way through the video, it goes way above where the aim cursor is actually pointing and bouncess off the wall instead.
I remember how Bungie did this with the Halo 2 also and it really bugged me. It worked fine in Halo and then they ******* it up for Halo 2. Just like it is ****** up in MOH: V.
Why can't these developers have the grenades go where the pointer is aiming and not in a stupid arc way above the cursor that actually makes it almost impossible to tell where the grenade is going to go unless you aim for a target that is far enough away that it will eventually go where the cursor is point.
Compare Halo's brilliant grenade aiming to Halo 2's or the likes of MOH: V and you will see what I mean.
I also think the general aiming and turning in MOH: V on Wii looks just as clumsy as all the other FPS games. It is just not as much fun as using a Mouse/Keyboard or even a traditional control pad in some cases, because it just keeps swining all over the place and turning always feels like it is in direct conflict with aiming.
I have suggested what I think is a better control for aiming and turning on Wii FPS games and until someone tries it I am not gonna be happy, unless they really nail the method they currently insist on using...
I think it's because the player didn't factor in the arc. He thought the gradane would be thrown like a bullet. I think Gears of war did a good job showing the arc that the granade would make.
It was at GDC so it was the players first time with the game but he didn't seem to have any trouble shooting enemies so I think that's what counts. They also added a 180* turn which I saw, and I think they should add that to every FPS game.
The player shouldn't have to factor in the arc IMO.
The cursor should be a direct indication of where the grenade will land/hit. If you throw it a long distance it should go through a natural arc but still land where the cursor is pointing. If you throw it a short distance or next to a wall the it should go through the cursor center and still hit where the cursor is pointing. Play Halo and try the grenade throwing you will see what I mean. That is the best example of what I mean and it works perfectly, feels very natural and intutive and still looks realistic. You can aim acurately even if you are close to object, right in front of you, and it still goes exactly where you intended instead of hitting crates next to you by accident etc as it does in games like MOH on Wii. It is simply more intuitive and far more fun in a game like Halo and this is how it should have worked in MOH:V.
Just my opinion but if you play Halo I would hope you would agree with what clearly is a better and more enjoyable fun solution, and I hope we all what our games to be fun over clumsy, even if that means not being absolutely realistic simulations of that action in real life, although I would say Halo' actually feels more believable too.
Note: I am just using Halo (not Halo 2 by the way) as an example cause I know it works well in that game.
I've played Halo, I know how it works...
I can agree with you that Halo's grenades are nice, but I can't agree that they are better than this game because I haven't played it. Maybe the played just screwed up.
I don't think you have to play MOH:V to be able to see how the grenades work in this game. They work the same as the previous game before it as far as the video shows. Although I would not say this is a fact it just seems to be common sense that this is the case IMO.
I also don't think the player screwed up IMO.
I think it is clear the arc or path of the grenade goes way above the cursor in the example in the video, and that being the case the cursor is wrong because it does not give the player an accurate indication of where the grenade was going to go, based on what the player was obviously expecting. It did not take into account the fact that the player was standing close to a wall and that the grenade would simply hit the wall. The player should not have to consider this IMO because in real life this is done intuitively, on almost a sub consious level, and the game should be taking this into account for the player and simply telling them where the grenade is ACTUALLY going to go.
They could add in an arc line, like in Gears, or they could just take the arc into account in the code and show where the grenade is actually going to go. Saving the player hassle and avoinding using crappy look lines indicating arcs etc.
It's just my opinion but I think Halo got it right and I don't think it would have been that hard for these guys to get it right too. I think they over thought the realism of throwing a grenade and underthought that concept of making it intuitive and fun for the player.
I like that idea that you actually get to make a throwing motion however, and that when you throw the screen view remains still, so you don't get all dissorientated etc. I just wish they could have done the same for the aiming reticule...
I don't think you have to play MOH:V to be able to see how the grenades work in this game. They work the same as the previous game before it as far as the video shows. Although I would not say this is a fact it just seems to be common sense that this is the case IMO.
I also don't think the player screwed up IMO.
I think it is clear the arc or path of the grenade goes way above the cursor in the example in the video, and that being the case the cursor is wrong because it does not give the player an accurate indication of where the grenade was going to go, based on what the player was obviously expecting. It did not take into account the fact that the player was standing close to a wall and that the grenade would simply hit the wall. The player should not have to consider this IMO because in real life this is done intuitively, on almost a sub consious level, and the game should be taking this into account for the player and simply telling them where the grenade is ACTUALLY going to go.
They could add in an arc line, like in Gears, or they could just take the arc into account in the code and show where the grenade is actually going to go. Saving the player hassle and avoinding using crappy look lines indicating arcs etc.
It's just my opinion but I think Halo got it right and I don't think it would have been that hard for these guys to get it right too. I think they over thought the realism of throwing a grenade and underthought that concept of making it intuitive and fun for the player.
I like that idea that you actually get to make a throwing motion however, and that when you throw the screen view remains still, so you don't get all dissorientated etc. I just wish they could have done the same for the aiming reticule...
freeload
I'm pretty sure the grenade throwing is done by throwing with the nunchuk, so I doubt it's the same as the other MoH games. Maybe it depends on how hard you throw the nunchuk, and that's thats why it went to high. I guess we'll see when it releases.
[QUOTE="volcus"]"He's reloading the MG42!" - That was annoying how they kept on saying that. freeload
Agreed.
Bad dialogue engine IMO that keeps reusing the same limited set of phrases.
How come a game like Halo, that is years old, could do this brilliantly and yet this supposedly brand new next gen game makes it look soooo difficult...
Not a brand new next gen game. It's developed for the past gen PS2 and ported to Wii.Damn I was thinking about getting this game but the bounding box is way too big. IGN said that the bounding box was only a little bigger than in COD3 but thats not true, its way bigger. Dammit whya re devs doing this? Can't they give us the option at least??Hir0_N
[QUOTE="freeload"]I don't think you have to play MOH:V to be able to see how the grenades work in this game. They work the same as the previous game before it as far as the video shows. Although I would not say this is a fact it just seems to be common sense that this is the case IMO.
I also don't think the player screwed up IMO.
I think it is clear the arc or path of the grenade goes way above the cursor in the example in the video, and that being the case the cursor is wrong because it does not give the player an accurate indication of where the grenade was going to go, based on what the player was obviously expecting. It did not take into account the fact that the player was standing close to a wall and that the grenade would simply hit the wall. The player should not have to consider this IMO because in real life this is done intuitively, on almost a sub consious level, and the game should be taking this into account for the player and simply telling them where the grenade is ACTUALLY going to go.
They could add in an arc line, like in Gears, or they could just take the arc into account in the code and show where the grenade is actually going to go. Saving the player hassle and avoinding using crappy look lines indicating arcs etc.
It's just my opinion but I think Halo got it right and I don't think it would have been that hard for these guys to get it right too. I think they over thought the realism of throwing a grenade and underthought that concept of making it intuitive and fun for the player.
I like that idea that you actually get to make a throwing motion however, and that when you throw the screen view remains still, so you don't get all dissorientated etc. I just wish they could have done the same for the aiming reticule...
88Ghost89
I'm pretty sure the grenade throwing is done by throwing with the nunchuk, so I doubt it's the same as the other MoH games. Maybe it depends on how hard you throw the nunchuk, and that's thats why it went to high. I guess we'll see when it releases.
After pressing left or right on the D-Pad, gamers simply aim the Wii remote at their required target and then hold down the B-trigger, which locks the screen; an overhead toss gesture with the pointer then chucks the grenade.After pressing left or right on the D-Pad, gamers simply aim the Wii remote at their required target and then hold down the B-trigger, which locks the screen; an overhead toss gesture with the pointer then chucks the grenade.I'm pretty sure the grenade throwing is done by throwing with the nunchuk, so I doubt it's the same as the other MoH games. Maybe it depends on how hard you throw the nunchuk, and that's thats why it went to high. I guess we'll see when it releases.
Hir0_N
Yeah mybe how hard you throw changes how it's done in the game.
[QUOTE="volcus"]"He's reloading the MG42!" - That was annoying how they kept on saying that. freeload
Agreed.
Bad dialogue engine IMO that keeps reusing the same limited set of phrases.
How come a game like Halo, that is years old, could do this brilliantly and yet this supposedly brand new next gen game makes it look soooo difficult...
Playing any MoH game last gen, and it happens. :| Bungie just put more time into halo than EA. Heck, Call of Duty 2 has this troubel sometimes. "Die fascists!" "Enemies coming at ___ o'clock" and "I'm reloading cover me!!"[QUOTE="freeload"][QUOTE="volcus"]"He's reloading the MG42!" - That was annoying how they kept on saying that. yoshi_64
Agreed.
Bad dialogue engine IMO that keeps reusing the same limited set of phrases.
How come a game like Halo, that is years old, could do this brilliantly and yet this supposedly brand new next gen game makes it look soooo difficult...
Playing any MoH game last gen, and it happens. :| Bungie just put more time into halo than EA. Heck, Call of Duty 2 has this troubel sometimes. "Die fascists!" "Enemies coming at ___ o'clock" and "I'm reloading cover me!!"And the dialogue in Halo is pretty much unknown alien language, and "Run Demon!".
[QUOTE="yoshi_64"][QUOTE="freeload"][QUOTE="volcus"]"He's reloading the MG42!" - That was annoying how they kept on saying that. 88Ghost89
Agreed.
Bad dialogue engine IMO that keeps reusing the same limited set of phrases.
How come a game like Halo, that is years old, could do this brilliantly and yet this supposedly brand new next gen game makes it look soooo difficult...
Playing any MoH game last gen, and it happens. :| Bungie just put more time into halo than EA. Heck, Call of Duty 2 has this troubel sometimes. "Die fascists!" "Enemies coming at ___ o'clock" and "I'm reloading cover me!!"And the dialogue in Halo is pretty much unknown alien language, and "Run Demon!".
Maybe, but Grunts are just funny and more satisfying to kill. :P It's fun to hear them run in terror, then kill them, or let them run for a bit, then watch the last one try to take you out and kill him.Please Log In to post.
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