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Found 5 results

  1. I played through the game this past summer for the first time and one thing I walked away with was the feeling that the stat caps, especially on certain classes, seemed a bit too low. I know exactly why, this game is probably the longest in the series so you get more levels to compensate, and you typically don't get an extra 20 levels to grow in these games, but it seemed like my characters capped too easily and quickly. I never gave Titania a single stat booster yet by maybe the middle of Part 4 at the absolute latest she was getting empty levels due to there being no more stats she had a good growth in that wasn't already capped. My Nephenee had a similar problem, but I admit I gave her a few stat boosters and a strength, skill and speed transfer. This all wouldn't be that bad if the caps weren't so low on classes like Silver/Gold Knight and Archsage, where it seems like at peak performance they will still only match the enemies in the higher levels in the tower, Archsages especially have it bad due to there being so many enemies and bosses in the tower with high resistance, which in general also seems strangely high in this game specifically. Enemies get so fast that mages and paladins can't double in many instances, and so bulky that they might need at least 3 hits to kill. It just really seems like enemy stats are inflated to quite a high degree for this game. This is a small thing that doesn't really matter much, but it's also just kind of weird when you haven't even reached Endgame yet but your units aren't really getting much better anymore, just doesn't feel good. In a typical game, it feels really nice when you get a really meaty level right at the end of the penultimate chapter, but that doesn't really happen in RD.
  2. So, an HD re-release of Skyward Sword got announced for the Switch at the most recent direct, and they announced that the game would include optional button/stick controls to use in place of the motion controls. That's certainly a good addition, and there's been plenty of discussion about it. However, neither it nor anything else in the announcement addressed what, for me at least, was the biggest issue with the motion controls in Skyward Sword; the issue that kept me from playing Skyward Sword the first time around and raises a larger issue about gaming: (From the announcement): "The joy-con controller in your right hand is the sword", "The joy-con controller in your left hand is your shield" So... what if you're left-handed? For context: as a left-handed person in a world where 90% of the population is right-handed, I have had to grow used to using right-handed objects in everyday life: for just one example, I found a way to use right-handed scissors (or as a right-handed person would call them, scissors) with my left hand without it being awkward just so I wouldn't have to pay absurd amounts for "scissors designed for both hands" that look no different from normal scissors. However, when it comes to playing video games on consoles, handedness is usually not an issue: the main effect of handedness is on things involving precise motion and hand-eye coordination: writing, sports, using a pair of scissors, etc., and a standard controller has none of that: it's pressing buttons and tilting a control stick while relying more on the physical feedback of the buttons and the stick than on the visual feedback of the game, so me being left-handed has virtually no effect when playing most consoles. Console gaming was generally the one area where my handedness didn't matter at all. With the Wii and the DS, however, it was a different story. The DS Zelda games: Phantom Hourglass and Spirit Tracks, accommodated being left-handed: the game right away asked if you were left-handed or right-handed, and it adjusted the UI on the touch screen accordingly. More than that, almost every aspect of the gameplay utilized the DS pen, so there was never a situation involving having to use the control stick and the DS pen at the same time; something I heard was a major issue with Kid Icarus: Uprising to the point where Nintendo released a right control stick attachment (and of course, that attachment costed money rather than coming with the game, so there was a whiff of that "double-priced scissors that both hands can supposedly use equally"). Nintendo remembered to be inclusive towards the left-handed. Plenty of Wii games, such as Wii Sports, also took left-handed players into consideration. The design of the Wii remote also took it into account: the Wii remote and nunchuck were symmetrical and could be held easily in either hand. And yet, for Skyward Sword, left-handed players got nothing. The game was designed around motion controls that favored being right-handed, and there were no options to alter the controls. Every time I went to the store and came across Skyward Sword on the Wii, this is the thing that ultimately kept me from purchasing it. Now, with this HD re-release, I was really hoping that would finally be addressed, but, while it's certainly possible that the game may have a "left-handed mode" that simply wasn't announced, the trailer could not have leaned more towards being right-handed if it tried: not only those descriptions of the combat above, but also the special themed joy-cons they announced with the right joy-con being the sword and the left joy-con being the shield. The worst part is that the Switch re-release could actually end up being less inclusive than the Wii version if this is ignored: I know of a number of left-handed players who simply played Skyward Sword with the Wii remote in their left hand and the nunchuck in their right; it was awkward for them because motion controls rely entirely on visual feedback and Link's using the sword and shield in the opposite hands, but it was something. The equivalent for the Switch version would be swapping the very asymmetrical joy-cons and awkwardly holding them in the opposite hands. This is a problem that even occurred with Super Mario 3D All-Stars: in the Wii version of Mario Galaxy, handedness didn't matter one bit. However, for the 3D All-Stars version, all the motion controls were mapped to the right joy-con. A Wii game where handedness didn't matter became a game that disadvantaged the left-handed when ported to the Switch, and unlike the problem with the camera controls in the 3D All-Stars version of Mario Sunshine, Nintendo has yet to fix this. You would think that Nintendo would want to be as inclusive as possible for its audience even from a simple business standpoint; that was certainly the reasoning behind all the handholding in late Wii-era games such as this one. Adding to this, when it comes to Skyward Sword and handedness, it isn't just the controls that bother me: the left-handed like myself have hardly any representation in gaming. For the longest time, Link was the only left-handed hero of any noteworthiness, and he had been left-handed since the very first Zelda game (though for that game you'd have to look at the artwork to confirm it due to sprite-mirroring in 8-bit games). Then Skyward Sword changed that; he was made right-handed to mirror the motion-controls and cater to a right-handed audience, and though the 2D Zelda games that have come after have kept Link as left-handed, Breath of the Wild: a game with zero motion controls and with no animations or programming ported over from Skyward Sword, had a right-handed Link. At E3 2016, in response to questions about this, Eiji Aonuma had this response: "In terms of right-handedness of things, when we think about which hand Link is going to use, we think about the control scheme. With the gamepad, the buttons you'll be using to swing the sword are on the right side, and thus he's right-handed." There's no way to describe this statement except as complete bogus; the attack button's been on the right side of the controller since the NES, yet Link has always been left-handed. Adding to this, in another interview in 2017, Eiji said this: "It is a matter of chance that Link is left-handed in the first episodes, for a reason that we could not really explain today" It was most certainly not chance; the reason is that the series creator, Shigeru Miyamoto, favours his left hand and enjoys adding left-handed characters in games. He made Bowser Jr. left-handed, he made Rosalina left-handed, etc. So, one thing we aren't getting from Nintendo about the reason for why is the truth, and I think the reason for that is simply that there was no reason they made Link right-handed in Breath of the Wild, and now after being asked, they're just trying to make it sound like there was a good reason. They've even gone so far as to say that Link is "ambidextrous" and I honestly think they don't realize what they're doing: they're reducing the number of noteworthy left-handed heroes, not just in gaming but in pretty much all of fiction, from one to zero, and that's a real shame. Anyway, these are my thoughts. Sorry this is a bit long, but I wanted to mention everything I could about this and cover all my thoughts on this. What are your thoughts on this?
  3. I was looking through those screenshots that was used in the 25th Anniversary Book that reveals the cancelled Wii Title that was suppose to be planned to be released after Radiant Dawn came out in 2007. I definitely know that the continent that was used in that cancel game doesn't look it was Tellius at all, but it suppose to be a brand new continent. But I definitely see those three characters showed up in the screenshots looked alot like Stefan, Ilyana, and Rhys (we can't see the hair due to the hood on, but it outfit looks alot like his, but it had some red stuff in the clothing since the ingame models and artwork had Rhys had some blue in his clothing). They never specified that what was those three characters' roles suppose to be used in the Cancelled Wii Title. Do you guys think Intelligent Systems had planned on putting Stefan, Ilyana, and Rhys as Recurring Characters in that cancelled Wii Title similar to like the three Awakening characters that appeared in Fates such as: or do you think Intelligent System had planned those three characters were most likely completely different characters that looked like the three Tellius characters? If you haven't seen the screenshot of the Cancelled Wii Project what it looked like when they're there. They showed up in Imperial Capital: Grisstal and the Village. https://gonintendo.com/stories/249223-more-details-on-the-cancelled-fire-emblem-wii
  4. Recently, I was watching a number of videos and reading a lot about motion controls; particularly about the different hardware, common perceptions of motion controls, and about the ways in which motion controls have survived in the post-Wii era, and the main thing that came up was gyro aim. For the Wii, the one aspect of the motion controls that seemed to be the most widely-appreciated among players for more standard games was the IR pointer, as it didn't require much movement and it made aiming as fast and easy as it is with a mouse; arguably even faster and easier than on a mouse because of the lack of friction. For some examples of what I mean: to this day, the Wii port of Resident Evil 4 seems to be widely considered to be the best version of the game due to the pointer aiming, I came across a number of reviews of Twilight Princess where the reviewers greatly preferred aiming the bow and clawshots in the Wii version compared to the GameCube version, and I similarly saw a number of people saying that the Metroid Prime trilogy on the Wii was the best way to play those games because it put the IR pointer aiming in 3 into the first two games. In fact, a common trend seemed to be that games would be made with a standard controller (i.e. stick aiming) in mind, then the aiming would be remapped to the pointer, and aiming sections that were meant to be difficult were instead trivial. Perhaps the biggest case of this occurred during the development of an on-rails shooter game I previously never heard of called Sin and Punishment: Star Successor. An Iwata Asks revealed that the game was originally being made with a standard controller in mind, then it was converted into a Wii game during development. When Treasure: the company that made the game, gave it to Nintendo for playtesting, they (and Nintendo) fully expected Nintendo's playtesters to say it was too difficult. Instead, Nintendo's playtesters said it was too easy, and the game's difficulty ultimately was ramped up to account for the pointer aim before it was released. In the Iwata Asks, Iwata was very amused to learn about this; apparently saying to the person that told him about this, "Of all things, you told none other than Treasure to make [one of their games] more difficult?" Of course, the IR pointer wasn't carried over into later hardware, so instead, motion aiming on Nintendo consoles has been done through gyro aim, and it seems to be the one form of motion controls that's widely used across a lot of games on the Wii U and the Switch: the Wind Waker and Twilight Princess remakes, Breath of the Wild, Splatoon, almost every third-party shooter game that has a Switch port, and even Mario Odyssey (when controlling one of the tank enemies). And it's easy to see why it's so prevalent: it is a lot easier for many to do finer aiming with a gyro than just with a control stick, as it's functionally more intuitive to move the controller a little bit than to make small corrections with a stick, and it can be easily made an option that can be turned off if someone prefers to just use a control stick for aiming. However, all this made me wonder: is aiming really the only area in more standard gameplay where motion controls could be better than buttons & control sticks, or is there something else where motion controls would improve standard gameplay that normally would be done through button and stick controls? What do you think?
  5. Haven't seen this posted yet. The Making Of book has some concept art of another Fire Emblem game for the Wii. Check it out. http://nintendoeverything.com/fire-emblem-25th-anniversary-book-shows-unreleased-wii-game/
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