Shalashaska161
Member
I want to use the Classic Controller because its more comfortable than holding the Wiimote sideways. Plus it has a bigger D-pad.
Lyphen said:I've kind of been on a blackout, so I always assumed it would have CC support. What a shame. The Pro is so comfortable. Like a dream.
Balb said:I thought I heard that it did have CC support in the IGN Nintendo podcast. Was I not paying close enough attention or were they talking about some other mode?
Shalashaska161 said:I want to use the Classic Controller because its more comfortable than holding the Wiimote sideways. Plus it has a bigger D-pad.
Tathanen said:This is why you use the Remote/Chuck combo, since it's the primary scheme the game was developed around. DK's physics are likely built on an analog stick. (Or it should at least work fine with one.) Also: Remote/Chuck is the most comfortable scheme of all time!
But no for real, things like simply preferring the feel of the CC are perfectly valid reasons for wanting support. To each his own for that. As long as it's not based upon a fear/hatred of motion controls.
Flib said:I just don't understand not bothering to include it at all...more options are better and I doubt it would take a ton of effort to implement it.
edit: it doesn't really bother me at all in the end, it just seems strange to not support it.
Tathanen said:Does it really seem strange? Has there been some kind of significant precedent where Nintendo-published 2D platformers on the Wii have supported the CC? That's another thing about this argument that's so bizarre to me, people always seem to just assume that there will be CC support, and are all surprised to find there there isn't... when Nintendo barely supports the thing at all.
Honestly I'd be shocked to discover CC support for a game like this, particularly if that support meant mapping distinct motion controls to buttons.
I sort of wonder if CC sales have anything to do with why it never really gets any support, actually. Does anyone know how many CCs are out there? I wouldn't be surprised to hear that Nintendo basically considered it a Virtual Console manipulator and nothing more.
agreed, it should also be stickied someplacebrandonh83 said:Tathanen's post should be used in the OP of every Wii game thread that could draw similar debates :lol
Wallach said:I think people assume the CC is supported just because it's exactly the type of game that you would fuckin' assume it was made for. I don't blame people for being pissed off when they are offered a controller like the CC and wind up not being able to use it for titles where it makes the most sense to be able to do so.
Tathanen said:Does it really seem strange? Has there been some kind of significant precedent where Nintendo-published 2D platformers on the Wii have supported the CC? That's another thing about this argument that's so bizarre to me, people always seem to just assume that there will be CC support, and are all surprised to find there there isn't... when Nintendo barely supports the thing at all.
Honestly I'd be shocked to discover CC support for a game like this, particularly if that support meant mapping distinct motion controls to buttons.
I sort of wonder if CC sales have anything to do with why it never really gets any support, actually. Does anyone know how many CCs are out there? I wouldn't be surprised to hear that Nintendo basically considered it a Virtual Console manipulator and nothing more.
Wallach said:I think people assume the CC is supported just because it's exactly the type of game that you would fuckin' assume it was made for. I don't blame people for being pissed off when they are offered a controller like the CC and wind up not being able to use it for titles where it makes the most sense to be able to do so.
Flib said:I just don't understand not bothering to include it at all...more options are better and I doubt it would take a ton of effort to implement it.
edit: it doesn't really bother me at all in the end, it just seems strange to not support it.
EatChildren said:Wasn't the CC primarily built for VC titles?
Flib said:Yet they push bundles like the Monster Hunter and Goldeneye pro CC ones. If you are mainstreaming one of your main control options, games which can logically support it due to their nature probably should.
Kinda strange that Nintendo barely supports their periphirals...oh wait, it's not.:loludivision said:Mario Kart Wii and Super Smash Bros. Brawl are the only Nintendo Wii games that support all 4 types of control, AFAIK...
Wallach said:I think people assume the CC is supported just because it's exactly the type of game that you would fuckin' assume it was made for. I don't blame people for being pissed off when they are offered a controller like the CC and wind up not being able to use it for titles where it makes the most sense to be able to do so.
Tathanen said:I apologize for the following rant but I need to get it out of my system.
shut up Shut Up SHUT UP with this PEOPLE
Why can't you play it with the balance board? I have one, it's right here! I prefer games on it why don't all games support it. I ALSO HAVE A ZAPPER.
This classic controller whining in every goddamned thread these days is making me lose my mind. I don't care if you think it's a "classic" game and should use "classic" controls. Hey why not just use 16 bit graphics at 224p because HEY THAT'S CLASSIC HUH?
This is a sequel, not a remake. Just because it's 2D doesn't somehow exempt it from the design methods of its era and its system. The Wii has been out for four years you should be extremely used to motion controls by now. They are not going anywhere. They are here to stay. "Classic Controller Support" is a crutch that you cling to in a desperate bid to pretend the Wii isn't what it is. WELP, IT IS. SRY.
"But options are better! You can't argue against options!"
This isn't about options and you know it. Refer to the ridiculous Balance Board argument. It's about hating "waggle" and wanting the "option" to live in a world where the Wii launched exclusively with an Xbox 360 controller.
"But the motion isn't being used for anything that's enhanced by motion, it's being used for moves that could be accomplished faster and more reliably with button presses!"
On the Wii, a quick shake basically IS a button press. It's simply another input method. Any time I hear the argument that it's objectively less precise or quick I wonder what these people are doing in their games. A jerk of the wrist is absolutely no slower than the time required to move a thumb to a button to depress it. When the SNES came out you had to learn to use your index fingers, did you put up this kind of a stink then? Those shoulder buttons probably took LONGER to move your finger to and depress than a wrist shake! And they absolutely do in this era of deep analog triggers.
Just like a shoulder button, though, a wrist shake (by virtue of being a distinct input method) can be performed while your thumbs are busy doing something else. This is why the shake in NSMBW was so great, it allowed you to perform a spin no matter what your thumbs were doing, you didn't have to let go of run, you didn't have to let go of jump, you gain the ability to perform these moves simultaneously. I'm not sure this will end up being relevant in DKCR, but it's a point in favor of wrist-jerks regardless.
In short: live in the now. I learned how to manage this system four damn years ago in Twilight Princess because that's what the system was, and I decided "hey I'd better get good at this mechanic because I like playing games." Just like all of us did when we were first challenged by a new mechanic. Because we conquer these "challenges" and learn how to do new things. Such is the virtue of the gamer. You know what, maybe there's some kind of input that's far superior to a base and pedestrian action like "pressing a button" but you know what, that's what we're given, and we have the option to either learn how to fucking manage it, or bitch about it every damn day of our lives. I'm pretty sure gamers used to be more flexible than this.
--
Ahem.
Yeah Donkey Kong woo I can't wait!
Wallach said:Seriously, isn't this the whole idea behind the CC Pro even coming into existence? It makes even less sense for a FPS like Goldeneye to have support than a game that has gameplay almost entirely derived from a SNES title.
agrajag said:the system needs you to complete the motion before it registers your input, that's why there's inherent delay in every gesture based mechanic, from the sword slashing in Twilight Princess to spinning in Mario Galaxy. Sorry, but it's nowhere near as precise or reliable as a button press.
ShockingAlberto said:I'm confused, why are we having this argument
Did Retro fuck up on the controls? Is the game not playable with the way the controls are designed?
If so, I'm pretty surprised, they're usually pretty good about that sort of thing.
agrajag said:the system needs you to complete the motion before it registers your input, that's why there's inherent delay in every gesture based mechanic, from the sword slashing in Twilight Princess to spinning in Mario Galaxy. Sorry, but it's nowhere near as precise or reliable as a button press.
Shalashaska161 said:
Tathanen said:Except I don't assume it's made for this kind of title. Why would it be? Just because it's 2D?
agrajag said:the system needs you to complete the motion before it registers your input, that's why there's inherent delay in every gesture based mechanic, from the sword slashing in Twilight Princess to spinning in Mario Galaxy. Sorry, but it's nowhere near as precise or reliable as a button press.
Tathanen said:Except I don't assume it's made for this kind of title. Why would it be? Just because it's 2D? Motion controls are only reasonable in 3D games? Analog sticks are no good for gradation in movement along a single plane? These are ridiculous assumptions.
Explain the developers of Meat Boy saying that the analog is the way they play that game with then.bounchfx said:this is exactly why.
however, as long as you can use the Wiimote sideways I see no problem.
TheGreatMightyPoo said:Never noticed it once in any of those games, never affected the gameplay for me at all.
See, that's what I'm saying. Maybe I've been lucky enough to play games that did motion controls "right", IDK, but I have yet to run into any motion control issues.TheGreatMightyPoo said:Never noticed it once in any of those games, never affected the gameplay for me at all.
agrajag said:I noticed it in both games, much more so in Zelda, however I don't abuse the spin in SMG nearly as much as I do in DKC games. This will not prevent me from buying and enjoying the game, of course, but I feel I would've enjoyed it more if it kept the control scheme from the other games intact. Rolling segueing into running is where it's at!
ShockingAlberto said:I'm confused, why are we having this argument
Did Retro fuck up on the controls? Is the game not playable with the way the controls are designed?
If so, I'm pretty surprised, they're usually pretty good about that sort of thing.
udivision said:See, that's what I'm saying. Maybe I've been lucky enough to play games that did motion controls "right", IDK, but I have yet to run into any motion control issues.
Flib said:That's fine, but why are you all so hostile to having the option? I mean, this really isn't a big issue, but there is such adamant hostility towards people being slightly disappointed that one of the 4 official control schemes of the system isn't supported, in a flagship title which fits the control mode well.
This isn't like port-begging or crap like that.
Flib said:That's fine, but why are you all so hostile to having the option? I mean, this really isn't a big issue, but there is such adamant hostility towards people being slightly disappointed that one of the 4 official control schemes of the system isn't supported, in a flagship title which fits the control mode well.
This isn't like port-begging or crap like that.
agrajag said:the system needs you to complete the motion before it registers your input, that's why there's inherent delay in every gesture based mechanic, from the sword slashing in Twilight Princess to spinning in Mario Galaxy. Sorry, but it's nowhere near as precise or reliable as a button press.
Wallach said:Last I checked both iterations of the CC had analog sticks, right? It has nothing to do with analog movement, more that the implementation of the motion control here is replicating a button press from the original control scheme. You could leave that MC implementation in so that folks would not feel pressured to buy an accessory, but there isn't much justification for not providing the alternative when the motion usage isn't doing anything unique to the gameplay.
udivision said:See, that's what I'm saying. Maybe I've been lucky enough to play games that did motion controls "right", IDK, but I have yet to run into any motion control issues.
Sorry to inform you, but you won't be playing the old DKC games. No, this not a "LIVE IN THE NOW" post, but a "Hopefully Retro has altered the mechanics of the game to fit their control scheme and most likely the game will play and feel differently than the old games so it won't really matter how DKC was played over a decade ago" kind of post. It's less annoying.
Tathanen said:Like everyone's already said, this is a non-issue. It's like comparing an 80fps game to a 120fps game. Yes if you break it down one is faster, but it's irrelevant. All of the technical details in the world do not negate the fact that when I played Twilight Princess, NSMBW, and both Galaxies I never once had my character not immediately react to my intentions.
Tathanen said:Controllers change from generation to generation, and so does how you interact with them. Get over it.
agrajag said:maybe they altered the mechanics for the worse. The GI review states that shaking the controller to roll is frustrating, and that doesn't surprise me in the least. It confirms my concerns about the game.
That may be so, but the slight delay is noticeable to me and is an annoyance. Who are you to tell me what I should and shouldn't like?
Wallach said:Controllers change for a reason. The reason you see people bring this up is because this is an example of change for no reason whatsoever. If the response to "why is this different" is "deal with it", of course people are going to be annoyed. It's an empty justification.
agrajag said:maybe they altered the mechanics for the worse. The GI review states that shaking the controller to roll is frustrating, and that doesn't surprise me in the least. It confirms my concerns about the game.
Wallach said:Controllers change for a reason. The reason you see people bring this up is because this is an example of change for no reason whatsoever.
Tathanen said:It sounds exactly to me like what I'd expect from a mainstream Wii review. Namely, reviewers who hate having to waggle, who never made the transition and learned how to do it well, and who have an axe to grind. I mean obviously there is the potential that Retro screwed it up, but given the track record of "every Wii review from every outlet ever," I sure aint trusting that kind of claim.
EatChildren said:Dont ever listen to GI when it comes to Wii controls. Everybody is entitled to their opinion, but GI constantly bitch about motion and pointer controls regardless of how well they might actually work.
TheGreatMightyPoo said:What about the many that actually prefer motion controls over button presses because while maybe not always defined by "immersion" it's a more fun and satisfying motion to do????
To them(I am one of them), it's not change for no reason at all, it's an improvement in enjoying the game no matter how subtle.
agrajag said:Why do you have to "do it well"? Let me ask you this, do you need to learn how to press a button well in order to execute a simple roll mechanic? Are you admitting here that motion controls inherently have some learning curve that button pressing doesn't?
agrajag said:I'm buying the game no matter what, but I remain skeptical over the whole waggle mapped roll thing. Hell, maybe I'll even learn to love flicking the remote every other second to roll through the levels as I like to do.