1.3GB? Amazing. No crappy DLC/install/patch, no loading, no texture pop-in, no input lag, no FMV/CGI/pre-rendered video, and it runs at a stable tearing free 60fps. What a game.
http://www.eurogamer.net/articles/super-mario-galaxy-2-review
Oli Welsh said:
Mario purists will quibble over the continued inclusion of motion control - as with the first Galaxy and New Super Mario Bros. Wii, a quick flick of the remote is used to extend jumps with a spin as well as execute many power-ups and special moves - but it's been tuned to the point of faultless reliability, immediacy and comfort by now, so I can only suggest they get over it. The pointer's remarkable ability to let you be in two places on screen at once is more than compensation.
True. I lost most of my lives screwing up button combinations (butt stomp instead of a long jump, timing) or simply pressing the A button not hard enough. The spin move works 100% of the time in both Galaxy games. The same is true for pointing. It's accurate and precise. Note: I love both button and analog controls.
Is Mario Sunshine's spin move better, faster or more "precise" to pull off? (rotate analog stick + A) I never played it.
Precision... rolling/driving in a straight line is easier with an analog stick. Automatic re-center and a 2-4mm deadzone (inferior when it comes to precision) help in that regard. It's more or less used like a d-pad in most console racing games.
It's actually harder to hold an analog stick in one direction or make small changes (different angles while going around corners) than doing the same with motion controls. There's more room to work with and zero resistance. Plus: no deadzone, i.e. more precision and accuracy.
In other words, it's easier to maintain a precise turn angle and get super drifts (Excite Truck) with tilt than it would be with analog stick control or d-pad.
edit
This reminds me of an
older post:
Leondexter said:
There are many, many games (including lots of good ones) where learning just exactly when or how to press the buttons to make the game work properly is required.
Don't tell me you've never heard (or said, or yelled) "I pressed the fucking button!!!".
You've never failed to block or pull off a combo, never failed to press the right combination of buttons to grab or whip or wall jump or whatever?
Motion sensing is just an extension of that. You don't really think the controller is failing to sense that it's being moved, do you? Just like the buttons are not failing to sense they've been pressed. But if you don't do it right, it doesn't do what it's programmed to do.
Having said all that, of course, there is a long way to go to program games to recognize the variations in how different people will do the "same" motion. But you really shouldn't say it "doesn't work", because it does.
Well said.
The key is implementation. Here are just a few examples.
Motion controls (different IR pointer/accelerator/gyro sensitivity settings):
Accelerator:
- Mario Galaxy spin move = good vs. de Blob jump move = bad
- Kororinpa (tilt) = good vs. Monkey Ball Wii (tilt) = bad
- Boom Blox,
Wii Sports = good vs. countless terrible "waggle" games = bad
IR pointer:
- Twilight Princess pointer sensitivity (deliberate lag + deadzone and still more precise than analog aiming) vs. Pikmin, Elebits zero pointer lag/deadzone.
- Red Steel 1 vs. Metroid Prime 3 (bounding box)
- RE4 (w/o bounding box)
- Metroid Prime visor/weapon selection (move around, run, jump, aim, shoot, switch to scan visor and scan a portal before landing) vs. analog stick-menu/d-pad/buttons weapon cycling, etc.
Gyro:
- Wii Sports Resort Disc Golf vs. Tiger Woods 10 Disc Golf
- Wii Sports Resort vs. Red Steel 2
Intentional restriction/design decision:
- Mario Galaxy ball rolling, flying, spring Mario
- Sky Crawlers plane controls
- Metroid Prime 3/Endless Ocean turning speed and bounding box
- Twilight Princess pointer sensitivity + horizontal bounding box
Inexperienced developers (time/budget constraints, 3rd tier, lazy):
-
Okami Wii
- Fatal Frame Wii
- Red Steel 1
- shovelware
- etc.
Bugs and glitches:
- Boom Blox 1 pointer glitch
- Red Steel 1
Buttons:
- timing, triple jump/Spring Mario
- button combinations
- button mashing games
- tap A continuously to sprint
- acceleration mechanics (digital movement, intentional restriction)
Analog sticks:
- sensitivity
- deadzone (unintentional restriction)
- acceleration mechanics (intentional restriction)
- different types of analog sticks
- FNR4 analog vs. button patch
- RE4/Lost Planet (bounding box), MH3 (camera controls)
- Deus Ex 2, Fear 2 and Alan Wake (intentionally restrictive game/level/enemy design and shooting mechanics) vs. Deus Ex (PC), Fear (PC) and Max Paine 1&2 (PC).
Shiggy said:
thomaser said:
Ehhh... is there another way to spin than by shaking?
You can knock your head against the Wii Remote. Should work just as good.
:lol