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Author Topic: Video of the Wii in action  (Read 1913 times)
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Arkon
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« on: September 05, 2006, 12:14:08 PM »

http://media.games.ign.com/articles/693/693580/vid_1657122.html

After watching this, I am most likely not buying a Wii now.

His comments also about the system not being calibrated well for standing 6-8 feet from the screen.  Hello, I can only stand at most 5 feet from my TV.  If it was flying all over the place at 6-8 feet and he needed to be further away, this just isn't gonna work for me.  Perhaps if it allows callibrating it will be ok.  Even then, I thought the controls looked horrible.  In red steel, we heard about the awesome swordplay.  Umm hello, two types of slashing and a parry... wow I could do that with a standard controller and I could do it more accurately.  Ooh look I can hold the gun gangsta style... big whoop when it is near impossible to accurately target and coordinate movement.  He talked about strafing, of course he did because all he did was strafe practically, he didn't turn because it looked to be a pain to turn.  Oh well I had high hopes, but at this point I am not in at launch after watching this.
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« Reply #1 on: September 05, 2006, 01:20:24 PM »

As far as I can tell from the video, he was about 2-3 feet away from the TV, tops. That's what he meant by all his control problems (as he had to move the Wii's controller a large distance to get it to 'cover' the whole TV). When you get farther away, smaller movements cover the whole TV set.

Personally, I'm still excited about the whole thing. Yeah, it looks like it won't be perfect at launch. But I'll gladly give developers time (and give them my money in the meantime).
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« Reply #2 on: September 05, 2006, 02:04:00 PM »

After rewatching you are right, he said it would be better at 6-8 feet, although he is still about 4 feet away when you see him in the baseball and orchestra stuff it looks like.

I really didn't like the "camera" control in Red Steel.  He often missed shots at enemies that were on the edge of the screen as the screen would rotate and he would be off by a few feet, and it looked incredibly sluggish when having to look anywhere but in the middle of the screen.
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« Reply #3 on: September 05, 2006, 02:22:58 PM »

I think this is a legit concern. Given the Gamecube's relative lack of dominance in this country and others, I think that, particularly in terms of increasing marketshare here and abroad, the control scheme will make or break this system. I'm anxious to see/hear more.

I think it would have been better if he had given an in depth look at the controller and it's buttons before he started, then he could have said the whatever button without trying to show us the button each time. That might have made the whole presentation more effective.
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« Reply #4 on: September 05, 2006, 02:36:25 PM »

I imagine that control tweaking including sensitivity is the type of thing that will be checked right up to the last moment that a Wii game enters certification.  The concern is well founded, but the Wii is definitely a case where I wouldn't rush to make absolute decisions based on preview code. 
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« Reply #5 on: September 05, 2006, 02:49:34 PM »

The video makes me feel better about the Wii controls if anything. The fact that he was making small motions during the non orchestra/sports games, makes me feel much better. I think that when reviews/previews start showing up for completed games, we will have a much better idea of whether over/undersensitvity is an issue.
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« Reply #6 on: September 05, 2006, 03:13:17 PM »

Vid has me pretty excited. Looks really good. All the titles they showed (except maybe orchestra) looked like fun.

He said that it'll take some getting used to, but it looks very neatly implemented and I can't wait to give it a try.

I'm more excited now than I was. W00t!
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« Reply #7 on: September 05, 2006, 04:45:25 PM »

Given that my tv setup & house layout doesn't lend to 6-8 foot clear distance from TV to couch, I really hope that they get the sensitivity done reasonably well for the 2-4 foot range (the room I use for the home theater, due to acoustical concerns, only leaves around 3-4 feet from television to head.  Might be more, but I could swear it's only 3-4 feet.
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« Reply #8 on: September 05, 2006, 05:31:21 PM »

The distance thing is very concerning to me.  My couch is less than 6 feet from my tv, and my tv is 42 inches.  If I stand up I might be 4 feet from the screen.  Also my screen is rather low for optimal couch viewing from that distance, and standing up just isn't going to work that great.  It looks like to play like any of these videos I'm going to have to be standing behind my couch.  Not exactly how I'd like to play. 

Well I'd be surprised to be able to get one in the first wave so maybe I can see other reports from people in my situation first.  Looking forward to it though, at least when I assume in my mind that I won't have any trouble with it.
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« Reply #9 on: September 05, 2006, 06:32:10 PM »

Whoa whoa whoa.

Sounds like many of you have purchased tvs that are far too large for your rooms.

From crutchfield:
Screen size  Viewing distance range 

30" 3.75-6.25 feet
34" 4.25-7 feet
42" 5.25-8.75 feet
50" 6.25-10.5 feet
56" 7-11.75 feet
62" 7.75-13 feet
70" 8.75-14.75 feet
 

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My couch is less than 6 feet from my tv, and my tv is 42 inches.

I don't know how you stand being so close to such a big screen. My eyes would end up like this:  retard
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« Reply #10 on: September 05, 2006, 06:40:22 PM »

Quote from: ATB on September 05, 2006, 06:32:10 PM

Whoa whoa whoa.

Sounds like many of you have purchased tvs that are far too large for your rooms.

From crutchfield:
Screen size  Viewing distance range 

30" 3.75-6.25 feet
34" 4.25-7 feet
42" 5.25-8.75 feet
50" 6.25-10.5 feet
56" 7-11.75 feet
62" 7.75-13 feet
70" 8.75-14.75 feet
 

Quote
My couch is less than 6 feet from my tv, and my tv is 42 inches.

I don't know how you stand being so close to such a big screen. My eyes would end up like this:  retard


I have a 30" tv and my chair is no more than 6 feet from the TV tops.  However to stand and play I would be at around 4 feet.  So for those who have smaller TV's and less room unless the system is highly calibratable my current situation would most likely suck for the Wii.  I really am hoping it turns out just fine, but watching that video has me not wanting a Wii after seeing it in action.
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« Reply #11 on: September 05, 2006, 07:23:18 PM »

I'm not very concerned.  The Wii is obviously going to need calibration for different size televisions and viewing distances.  There's a huge difference between a 13" and a 60" widescreen, and the sensitivity will have to adjusted accordingly.  It looks great so far. 

Yes, Red Steel doesn't have free form swordplay, but what game does?  Die by the Sword is the only one I can think of, and that was ten years ago.  Anyway, that's more of a problem with the game than the mechanics of the console. 
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« Reply #12 on: September 05, 2006, 07:47:49 PM »

I think it could be great for parties, provided I can get most of my non-gamer RL friends to acually try it. As a single player experience I have my doubts. I know it sounds crazy but I am perfectly happy with a gamepad on my consoles.

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« Reply #13 on: September 05, 2006, 07:50:27 PM »

This new control scheme is my least favorite thing about the Wii.  I'll likely still buy it for the old school gaming action, but any game that REQUIRES me to exert physical activity... is not for me.

* gellar is a lazy bastard.
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« Reply #14 on: September 05, 2006, 07:55:49 PM »

Quote from: Temjin on September 05, 2006, 07:23:18 PM

Yes, Red Steel doesn't have free form swordplay, but what game does?  Die by the Sword is the only one I can think of, and that was ten years ago.  Anyway, that's more of a problem with the game than the mechanics of the console. 

I envisioned the on-screen movement mimicking the movements of the controller though.  Scripted animations in response to me moving the controller up or down was not what I was hoping for.  I expected more.  Maybe the developer is being lazy, or maybe the Wii controller isn't precise enough.  Time will tell.
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« Reply #15 on: September 05, 2006, 08:02:38 PM »

Quote from: denoginizer on September 05, 2006, 07:55:49 PM

Quote from: Temjin on September 05, 2006, 07:23:18 PM

Yes, Red Steel doesn't have free form swordplay, but what game does?  Die by the Sword is the only one I can think of, and that was ten years ago.  Anyway, that's more of a problem with the game than the mechanics of the console. 

I envisioned the on-screen movement mimicking the movements of the controller though.  Scripted animations in response to me moving the controller up or down was not what I was hoping for.  I expected more.  Maybe the developer is being lazy, or maybe the Wii controller isn't precise enough.  Time will tell.

Don't forget that games first released for a system don't take full advantage of the tech. Probably a year or so after launch you'll get exactly what you mention.  Well, I hope we do...
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« Reply #16 on: September 05, 2006, 08:06:09 PM »

Quote from: denoginizer on September 05, 2006, 07:55:49 PM

Quote from: Temjin on September 05, 2006, 07:23:18 PM

Yes, Red Steel doesn't have free form swordplay, but what game does?  Die by the Sword is the only one I can think of, and that was ten years ago.  Anyway, that's more of a problem with the game than the mechanics of the console. 

I envisioned the on-screen movement mimicking the movements of the controller though.  Scripted animations in response to me moving the controller up or down was not what I was hoping for.  I expected more.  Maybe the developer is being lazy, or maybe the Wii controller isn't precise enough.  Time will tell.

From reading around the web, the development team was not 100% satisfied with the movement of the wii-mote correlated to the on screen movement, and decided that using scripted movements would better serve gameplay. So it sounds like a design decision, maybe they haven't had enough time with the console and development, because other games don't seem to have any issues with 1 to 1 movement...
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« Reply #17 on: September 05, 2006, 08:16:18 PM »

Quote from: Tebunker on September 05, 2006, 08:06:09 PM

Quote from: denoginizer on September 05, 2006, 07:55:49 PM

Quote from: Temjin on September 05, 2006, 07:23:18 PM

Yes, Red Steel doesn't have free form swordplay, but what game does?  Die by the Sword is the only one I can think of, and that was ten years ago.  Anyway, that's more of a problem with the game than the mechanics of the console. 

I envisioned the on-screen movement mimicking the movements of the controller though.  Scripted animations in response to me moving the controller up or down was not what I was hoping for.  I expected more.  Maybe the developer is being lazy, or maybe the Wii controller isn't precise enough.  Time will tell.

From reading around the web, the development team was not 100% satisfied with the movement of the wii-mote correlated to the on screen movement, and decided that using scripted movements would better serve gameplay. So it sounds like a design decision, maybe they haven't had enough time with the console and development, because other games don't seem to have any issues with 1 to 1 movement...

I am not so sure any other game is doing 1 to 1 movement tho.  For example, the golf game, your swinging of the remote does nothing but determine the power of the swing, it isn't actually looking at your mechanics from what I have read, same with baseball, your "swing" is just for the timing of the swing but nothing else.
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« Reply #18 on: September 05, 2006, 09:14:38 PM »

I know I stood pretty close to the screen at e3, played 9 or 10 of their demos and everything worked just fine and was a ton of fun.  I'll be getting two at launch and most of the launch titles.  smile
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« Reply #19 on: September 05, 2006, 09:15:34 PM »

It just looks spastic and unintuitive.
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« Reply #20 on: September 05, 2006, 09:16:43 PM »

Quote from: Arkon on September 05, 2006, 08:16:18 PM

Quote from: Tebunker on September 05, 2006, 08:06:09 PM

Quote from: denoginizer on September 05, 2006, 07:55:49 PM

Quote from: Temjin on September 05, 2006, 07:23:18 PM

Yes, Red Steel doesn't have free form swordplay, but what game does?  Die by the Sword is the only one I can think of, and that was ten years ago.  Anyway, that's more of a problem with the game than the mechanics of the console. 

I envisioned the on-screen movement mimicking the movements of the controller though.  Scripted animations in response to me moving the controller up or down was not what I was hoping for.  I expected more.  Maybe the developer is being lazy, or maybe the Wii controller isn't precise enough.  Time will tell.

From reading around the web, the development team was not 100% satisfied with the movement of the wii-mote correlated to the on screen movement, and decided that using scripted movements would better serve gameplay. So it sounds like a design decision, maybe they haven't had enough time with the console and development, because other games don't seem to have any issues with 1 to 1 movement...

I am not so sure any other game is doing 1 to 1 movement tho.  For example, the golf game, your swinging of the remote does nothing but determine the power of the swing, it isn't actually looking at your mechanics from what I have read, same with baseball, your "swing" is just for the timing of the swing but nothing else.

That's incorrect.  When i played Wii Sports Baseball, before the pitch you can move the bat around and wherever I'd tilt it.. it'd move on screen in the same way.  And found that "real" batting things help your batting in that demo too.  Correct angle, follow-through, etc.    That's the demo that convinced me i totally need this thing.
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« Reply #21 on: September 05, 2006, 10:49:04 PM »

Wii sports looks really fun. Not too crazy about Red Steel though.

Graphics look quite acceptable even at 480p. Even Wii sports looks very clean and pleasing to the eyes. Wii Golf looks fun, but it was just too easy to do a hole in one. I guess we might have to wait for a more realistic golf game.
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« Reply #22 on: September 05, 2006, 11:26:59 PM »

I've taken a wait and see approach to the Wii, and that video makes me think I'll wait on it for a while.  Maybe it's because none of the games they demo'ed interested me in the slightest (isn't Red Steel a porn name?), but it all just looked very clumsy.   I think the gimmick of the thing would wear off very quickly for me without more titles/franhises I was really excited about.
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« Reply #23 on: September 06, 2006, 02:07:50 AM »

That certainly didn't sell me on the concept any more than the earlier released stuff.  As other people mentioned it looked goofy, clumsy and gimmicky and other than the sports titles does nothing that standard controllers can't do as easily or easier.  I think it will end up being a bit like the DS touch screen, where there will be a few specific titles that make good use of the new control scheme but for the most part will just use it as a gimmick at most. 

Did that Red Steel part of the video remind anybody else of the limp-wristed, disembodied arm from the horrid Tresspasser?  I was getting flashbacks...
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« Reply #24 on: September 06, 2006, 02:39:51 AM »

Now I'm scared...

Do you need the Wii to be positioned in a certain way in relation to your TV? Do you have to be facing it? All my consoles are in a closet in the back of the room, opposite of the wall the TV is on.

Until now, I assumed that the Wii's controller would be RF and just 'know' the direction I'm holding it is pointing at the TV.

Any ideas?
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« Reply #25 on: September 06, 2006, 02:46:39 AM »

Quote from: Devil on September 06, 2006, 02:39:51 AM

Now I'm scared...

Do you need the Wii to be positioned in a certain way in relation to your TV? Do you have to be facing it? All my consoles are in a closet in the back of the room, opposite of the wall the TV is on.

Until now, I assumed that the Wii's controller would be RF and just 'know' the direction I'm holding it is pointing at the TV.

Any ideas?

there is actually a small sensor bar that needs to be placed in front of the TV, other than that you can safely place everything in the closet smile


Just want to add that the first two games don't seem to be anything special because of the wii-mote. It definately seems we are going to get some of the DS side effects where some games just kinda use the functions of the touch screen, they're good, but the new control doesn't make them great. I definately wouldn't have used BWii and Mario Strikers 2 to show off the controller. They don't show any really good use of the controller.

Red Steel, looks like it has a lot of potential but is lacking a lot of polish it could get if it wasn't a launch title. I do like the fact that the time stopping function doesn't always guarantee a kill, loved seeing the fat guy dodge his shot.
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« Reply #26 on: September 06, 2006, 03:27:39 AM »

Quote from: Tebunker on September 06, 2006, 02:46:39 AM

Just want to add that the first two games don't seem to be anything special because of the wii-mote. It definately seems we are going to get some of the DS side effects where some games just kinda use the functions of the touch screen, they're good, but the new control doesn't make them great. I definately wouldn't have used BWii and Mario Strikers 2 to show off the controller. They don't show any really good use of the controller.

i'd like to believe you're right (& think you might be), cuz hell if i can see any benefit whatsoever along the lines of the ds touchscreen to the wii-mote right now (even the zelda bow'n'arrow video i saw a little while back looked pretty awkward)...
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« Reply #27 on: September 06, 2006, 04:09:50 AM »

I just want to see a direct motion controlled Star Wars Jedi game. It's about as nerdy as my gaming urges are going to get, I'm sure, but I ain't gunna lie. I want my frickin' lightsaber!

And I hope the Wii is capable of pulling it off.
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« Reply #28 on: September 06, 2006, 03:32:37 PM »

Quote from: Dafones on September 06, 2006, 04:09:50 AM

I just want to see a direct motion controlled Star Wars Jedi game. It's about as nerdy as my gaming urges are going to get, I'm sure, but I ain't gunna lie. I want my frickin' lightsaber!

And I hope the Wii is capable of pulling it off.

Hmm. Anyone know if there is force feedback in the wii controller? Say for example you're dueling with Darth Jar jar and you collide sabers...would you feel the impact in the controller?

From the demo it didn't appear that the controller vibrated when he was firing that uzi...I wonder if that's a second generation Wii advancement they have planned....
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« Reply #29 on: September 06, 2006, 08:33:15 PM »

I know that the Wii controller has a speaker and it will make noise when you do certain things in games, but I don't know if that's in addition to rumble or in place of it.
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« Reply #30 on: September 06, 2006, 08:56:42 PM »

Quote from: EddieA on September 06, 2006, 08:33:15 PM

I know that the Wii controller has a speaker and it will make noise when you do certain things in games, but I don't know if that's in addition to rumble or in place of it.

Rumble is most definately in the controller, in fact both parts, Remote and Nunchuck have rumble from what I've read.
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« Reply #31 on: September 06, 2006, 09:17:34 PM »

Quote from: Tebunker on September 05, 2006, 08:06:09 PM

From reading around the web, the development team was not 100% satisfied with the movement of the wii-mote correlated to the on screen movement, and decided that using scripted movements would better serve gameplay. So it sounds like a design decision, maybe they haven't had enough time with the console and development, because other games don't seem to have any issues with 1 to 1 movement...

Yeah, I can imagine having 1 to 1 movements in a sword fighting game could get really wonky really fast.  The problem with any long object like that (save the jokes!) is that world interaction becomes tough.  What do you do when the sword collides with a table, but the person keeps moving the controller through?  Either you just make it go through, which can get weird, or you stop the sword and then the position of the controller and the position of the sword on screen get completely out of synch. 

Oddly enough I recently loaded up Die by the Sword to give it a shot.  When it works, it's great, but 90% of the time watching your guy run around with you flailing with the mouse is just simply hilarious.  I can definitely see why they just linked up canned animations.
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« Reply #32 on: September 06, 2006, 11:39:51 PM »

Quote from: kathode on September 06, 2006, 09:17:34 PM

The problem with any long object like that (save the jokes!) is that world interaction becomes tough. 

That's what she said. (sorry, I couldn't help it!)

Quote from: kathode on September 06, 2006, 09:17:34 PM

I can definitely see why they just linked up canned animations.

I understand it.  But it has reduced my interest in the game, and the Wii, considerably.
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« Reply #33 on: September 07, 2006, 12:10:24 AM »

Quote from: Devil on September 06, 2006, 02:39:51 AM

Now I'm scared...

Do you need the Wii to be positioned in a certain way in relation to your TV? Do you have to be facing it? All my consoles are in a closet in the back of the room, opposite of the wall the TV is on.

Until now, I assumed that the Wii's controller would be RF and just 'know' the direction I'm holding it is pointing at the TV.

Any ideas?

From what I understand, there is a sensor bar you attach to the TV.  So, you can have the console wherever you want, but you need to put the sensor on the TV.
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« Reply #34 on: September 08, 2006, 05:48:47 PM »

Quote from: Matt Cassamassina from IGN Wii
Ubisoft staff have at one point or another spotlighted a new darker look for the game (in screenshots) and chatted briefly about improved gunplay and swordplay fundamentals. There's even some word going around about a 1:1 control method for sword fights, which is at this point still just hearsay, as far as I'm concerned.

Read that in his blog from the other day. Seems the LGC demo wasn't a super updated version and we'll get the true updated version at Nintendos press event next week or so.

I'd be impressed if they got 1:1 down and down right. But improved fundamentals all around is a good thing right? I am hoping for more mouse-like control with the remote, I should be able to hold a button down and get "mouse look" or should that be "wiimote look" and still be able to strafe and move etc.
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« Reply #35 on: September 09, 2006, 02:13:28 AM »

Quote from: Tebunker on September 08, 2006, 05:48:47 PM

Quote from: Matt Cassamassina from IGN Wii
Ubisoft staff have at one point or another spotlighted a new darker look for the game (in screenshots) and chatted briefly about improved gunplay and swordplay fundamentals. There's even some word going around about a 1:1 control method for sword fights, which is at this point still just hearsay, as far as I'm concerned.

Read that in his blog from the other day. Seems the LGC demo wasn't a super updated version and we'll get the true updated version at Nintendos press event next week or so.

I'd be impressed if they got 1:1 down and down right. But improved fundamentals all around is a good thing right? I am hoping for more mouse-like control with the remote, I should be able to hold a button down and get "mouse look" or should that be "wiimote look" and still be able to strafe and move etc.

Yeah, I remember hearing about that. And when I was watching the recent IGN video, part of me was thinking, "wait, I thought they added more to the katana fighting." I guess only time will tell.
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« Reply #36 on: September 09, 2006, 11:45:50 AM »

Quote from: Tebunker on September 06, 2006, 08:56:42 PM

Quote from: EddieA on September 06, 2006, 08:33:15 PM

I know that the Wii controller has a speaker and it will make noise when you do certain things in games, but I don't know if that's in addition to rumble or in place of it.

Rumble is most definately in the controller, in fact both parts, Remote and Nunchuck have rumble from what I've read.

Nope

Personally, I don't like rumble anyway, and turn it off whenever I can. I can grok that other people like it, though.
« Last Edit: September 09, 2006, 11:48:18 AM by Misguided » Logged

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« Reply #37 on: September 09, 2006, 12:08:21 PM »

Quote from: Misguided on September 09, 2006, 11:45:50 AM

Quote from: Tebunker on September 06, 2006, 08:56:42 PM

Quote from: EddieA on September 06, 2006, 08:33:15 PM

I know that the Wii controller has a speaker and it will make noise when you do certain things in games, but I don't know if that's in addition to rumble or in place of it.

Rumble is most definately in the controller, in fact both parts, Remote and Nunchuck have rumble from what I've read.

Nope

Personally, I don't like rumble anyway, and turn it off whenever I can. I can grok that other people like it, though.
No offense, I'll believe it's not there when IGN says it's not, which will probably be next week after the Nintendo event. They said there was going to be rumble at E3, and I'll wait till I get an official otherwise.

http://wii.nintendo.com/hardware.html

Quote from: Nintendo's own website
The wireless signal can be detected within 10 meters of the console. Both the Wii Remote and Nunchuk controllers include a three-axis motion sensor. The Wii Remote also includes a speaker, rumble feature and expansion port, and can be used as a pointer within 5 meters of the screen.
I think if Miyamoto made the statement that the British mag they quoted said he did, then this wouldn't say what it says, and sites like IGN would've been all over it.
« Last Edit: September 09, 2006, 12:11:02 PM by Tebunker » Logged

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« Reply #38 on: September 09, 2006, 12:14:01 PM »

Hmmm...hard to argue with Ninty's own website.
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« Reply #39 on: September 09, 2006, 02:16:12 PM »

Quote from: Misguided on September 09, 2006, 11:45:50 AM


Nope

Personally, I don't like rumble anyway, and turn it off whenever I can. I can grok that other people like it, though.

The authors of that article retracted the statement that there is no vibration:

Quote
No Wii Remote rumble? Kittsy spotted that I'd made a mess of page 15 just after we finished the mag. It was too late to correct and resend the page to the printers (apparently yelling "Hold the presses!" doesn't actually result in boiler-suited workmen running about like mad and machinery grinding to a halt). So we forget about it, assuming the worst that might happen is that a few readers might write in to point and laugh at our mistake. Of course, now it's all over the internet. And we look very silly indeed. So, to clarify: the Wiimote does have a rumble. And a speaker. Shigsy isn't going to kick out either feature (as far as we know). DON'T PANIC.
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