check it out from IGN. also question is wii remote supported in this game?
LINK: http://www.ign.com/a...ers-in-splatoon
Posted 08 March 2015 - 02:45 AM
check it out from IGN. also question is wii remote supported in this game?
LINK: http://www.ign.com/a...ers-in-splatoon
Posted 08 March 2015 - 05:31 AM
Hard to imagine how it would be. You surely need twin sticks for a shooter. Ok you don't NEED twin sticks but it's definitely the optimum method.
Posted 08 March 2015 - 06:18 AM
I'm terrible at shooters but still pretty excited to see one saturated with Nintendo charm. Also sooooo excited for the single player. When was Nintendo's last 3d platformer with a new IP??
Games of The Moment
New Super Mario Bros. 2
Paper Mario: The Thousand Year Door
Posted 08 March 2015 - 07:38 AM
Well they tend to just stick their new ideas into existing IPs, so it's not that meaningful a question.
Mario Galaxy could've easily been done with a new IP and the main mario series could've remained more 'Cartesian', if you will. It had hardly anything to do with Mario after all.
Edited by MarcusT, 08 March 2015 - 07:46 AM.
Posted 08 March 2015 - 07:53 AM
Damn that 1st video from PaxEast was shot off tv and has horrible color balance. Either way, the things we've been seeing of the game regarding gameplay look good. I think this was still the e3 build, so you can be the final build of the game is going to look even better.
Posted 08 March 2015 - 08:47 AM
Hard to imagine how it would be. You surely need twin sticks for a shooter. Ok you don't NEED twin sticks but it's definitely the optimum method.
Posted 08 March 2015 - 11:05 AM
Posted 08 March 2015 - 12:09 PM
Hard to imagine how it would be. You surely need twin sticks for a shooter. Ok you don't NEED twin sticks but it's definitely the optimum method.
only thing duel analog (twin sticks) offers to shooters is comfort/ease of use. It is inferior to wiimote and mouse/keyboard in accuracy and precision, to make up for this they add enough aim-assist that the game literately aims for you at times.
wiimote offers near identical precision to PC, but suffers from less options for button layout, and a much harder to use/learn aiming settings, though its worth it once you adjust to it.
PC works for button mapping and easiest to get the precision out of with the least effort, and you don't have the ease of use problems like hand stability and sensitivity settings. Its also less immersive and lacks good movement options in comparision.
Posted 08 March 2015 - 02:57 PM
Posted 08 March 2015 - 04:04 PM
We will see how Twinstick+Gyro aiming turns out in Splatoon. I hope its good and customysable. I'm a big supporter of Wiimote aiming though, so i hope its an option too^^
it separates vertical and horizontal aiming onto 2 separate axis's, which should be an improvement, but i doubt it will reach ir or kbm quality.
Posted 09 March 2015 - 07:51 PM
only thing duel analog (twin sticks) offers to shooters is comfort/ease of use. It is inferior to wiimote and mouse/keyboard in accuracy and precision, to make up for this they add enough aim-assist that the game literately aims for you at times.
wiimote offers near identical precision to PC, but suffers from less options for button layout, and a much harder to use/learn aiming settings, though its worth it once you adjust to it.
Ok well I agree on PC. I haven't played a game that does shooting with the wiimote very well in a situation where you have to run and gun. I thought the wiimote was excellent in RE4 but that was largely because you stop when you shoot. What games have done it well for running and gunning? And how did they deal with problem of turning the screen to aim? Cos that's the part where the wiimote seems inherently inferior to a control stick or mouse.
Edited by MarcusT, 09 March 2015 - 08:00 PM.
Posted 09 March 2015 - 08:19 PM
Ok well I agree on PC. I haven't played a game that does shooting with the wiimote very well in a situation where you have to run and gun. I thought the wiimote was excellent in RE4 but that was largely because you stop when you shoot. What games have done it well for running and gunning? And how did they deal with problem of turning the screen to aim?
the screen turns in the direction you aim, which is perfectly viable, and often times preferable to run'n'gun play styles simply because it lets you aim, and react much quicker than the other 2 control scheme, but sacrifices ease of use, as the player needs to track their courser in relation to the player and the camera.
The screen turning from your aim does make the wii-mote as a whole harder to use effectively, and one of the reason's the sensitivity options are much more complex then a bar, with dead-zones, turn speed, acceleration based-on distance from the dead-zone/box/center of the screen, ect. It does make the control scheme a little harder to use competently, but it doesn't sacrifice from the precision or effectiveness of the controller as a whole.
other note, the lack of the camera responding to where i was aiming on the scheme through me off and it made it a little harder to respond to things like getting flanked, though it does make the control scheme easier to use for people new to wiimote aiming, i would have added the option for more traditional ir aiming where it controls the camera, and had floating scope for the snipers, as having them fixed on screen made snipers only useful as pre-magnum magnums.
Here is a example, this is of COD and there is much room for improvement to the IR in this game, but it is a example, atleast until (if one is even made) there is a well made shooter with IR controls on wiiU. This player can also benefit by resting his arm/wrist on something to help stabilize his aim. People who are used to the control scheme also tend to crank the sensitivity. If turning with the mote throws you off, just make big dead-zones so you rarely do it while you are aiming.
Also some PC games control the same way simply because fixing the pc in the center doesn't always work for the game.
This is of star citizen which uses the same kind of controls, though its a bit harder in this game because it uses actual physics, and thus the ship/camera can't respond perfectly to the motion and thus instead needs to accelerate in the direction you aim. It does still work in the same way basic way wiimote ir works.
Posted 10 March 2015 - 12:26 AM
What do you mean with the separate axis? I' ve played the demo on Gamescom and you can controll the camera either with stick and gyro in all directions.it separates vertical and horizontal aiming onto 2 separate axis's, which should be an improvement, but i doubt it will reach ir or kbm quality.
Edited by Chronos21, 10 March 2015 - 12:31 AM.
Posted 10 March 2015 - 10:41 AM
What do you mean with the separate axis? I' ve played the demo on Gamescom and you can controll the camera either with stick and gyro in all directions.
And with the Wiimote you can play fast shooters really good, you only need good setting adjustments Marcus T.
as in you can use 2 different input methods for aiming in different directions. This can, and probably will, help with aiming and increase accuracy as it allows you to use each individual control method a little more accurately than you would normally. That said i would still take wiimote aiming over stick+gyro atm.
Posted 10 March 2015 - 12:23 PM
Posted 13 March 2015 - 11:20 AM
Splatoon PAX East recap
75 new screens and art
Posted 14 March 2015 - 02:51 AM
my hype level as risen so much for thisgame... as always Nintendo knows how to deliver the FUN. I do hope though that the Wii U online community embraces this game.
Posted 14 March 2015 - 08:26 AM
Ok well I agree on PC. I haven't played a game that does shooting with the wiimote very well in a situation where you have to run and gun. I thought the wiimote was excellent in RE4 but that was largely because you stop when you shoot. What games have done it well for running and gunning? And how did they deal with problem of turning the screen to aim? Cos that's the part where the wiimote seems inherently inferior to a control stick or mouse.
0 members, 1 guests, 0 anonymous users