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What non-gimmick games would benefit from the Revolution controller?

Cauliflower of Love said:
Playing the racing games with the controller horizontaly does sound kinda wonky. But if you hold it like normal, and just twist left and right, your own risk gives you resistance(i.e. making you want to put your hand back into it's natural position).
What about holding the remote in one hand like you would a steering wheel. Or you could just use the analog attachment.
 
super_punchout.JPG


One controller for each hands. This would be so awesome! Make it happen Nintendo! :D
 
Juice said:
I'll respond to a few concerns.

FPS: No brainer.
RTS: As a pointing device, the controller is BETTER than a mouse. It can pick up lateral movements in 3D space as well as tilts, that'd let you do shit you wouldn't even think about in a traditional RTS.

Additionally, for people bitching about keys, the first thing I imagined was a small num-pad add-on to the remote that gave the user all of the hotkeys they'd need.
5867096d-cfab-44c6-b246-e1767def1ed9.gif

I'd hope something more intuitive could be accomplished, since if no one gets hotkeys then it's a level playing field.

Racing: Anyone else see the steering wheel photoshop mockup? Imagine if that thing drew some power from the remote to offer decent force feedback? Or also had a simple plastic setting stand behind it with a bearing that let you rotate the whole thing easily. Then you'd get your tactile response and feedback for minimal manufacturing cost. It'd be easy to do.

Sports: Just do the motion instead of hit the button, easy.

Rail Shooters: Easy answer. Far superior to pads

Rhythm games I think are among the most likely to improve. Suddenly any drumming game, beatmania (see numpad), and a number of visualizer games like Rez and Freq/Amplitude would be great.

RPGs: the controller proves most RPGs could be played with one hand anyway. I'd love to be able to eat a sandwich while playing FF.

Any takers for telling me I'm wrong?

I agree. Also in turn based RPGs you could use controller gestures to cast spells. That would make things much more interesting. Also party games.
 
GrimReaper said:
super_punchout.JPG


One controller for each hands. This would be so awesome! Make it happen Nintendo! :D

Oh yes! That would be incredible.

These have probably been mentioned but:

- StarFox/Lylat Wars
- Pilotwings
- Super Monkey Ball
 
Here are my ideas to a Punchout!! Revolution that I posted on the GamersMark forums:

http://forums.gamersmark.com/index.php?topic=4432.0

"This will be one of those games where you control the game using two of the remote wands. One wand will obviously be held in each hand and respond to you hand motions/punches thanks to the motion detection tech. Tilting the wand to the left and right will cause you to side step or sway to the left and right, while flicking it forwards and backwards will cause you lean forward and backwards.

While I'm not too sure how responsive the controller's motion technology is, maybe the blocking mechanism could be some similar to Super Punchout. Blocking high would just require for player's to put their hands close together and cover their face, while blocking low would require putting your hands close over your midsection.

I can also see the controller's A and B buttons being combined with hand movements for some other actions maybe.

Knowing how mad with excitement Super Punchout used to possess me, I'd love to play a more physical boxing game like this. Although, I see Nintendo going to Electronic Arts to create a boxing game for the console instead of doing one in-house. This could be a good or a bad thing. While I loved both the Knockout Kings and Fight Night series for their realism and depth, I will always prefer a more arcade-like videogame experience, and the arcade-like experience is the type of gameplay I'd expect from a Nintendo or SEGA.

I can just imagine how fun multiplayer sessions will be in this game!

Little Mac has got all the heart."
 
I'm surprised that the RTS genre has been touted so many times as a potential benefit to the new controller, but not one person has mentioned true 3D strategy games. Space based games of these sort had a brief stint of popularity on the PC for a few years following the release of Homeworld, and provided some much needed innovation to the genre, but were ultimately let down by the cumbersome nature of trying to dynamically control your fleet in a true 3D environment using only a 2D interface. Now, however, that bottleneck could be completely removed with the possibilities of the Revolution's controller, by allowing the game to be controlled and manipulated in true 3D space. It would take a very talented developer to create a game like this that is intuitive enough for an average gamer to pick up, yet with enough depth to compete with the top teir of RTS games. Maybe Relic feel like taking up the challenge again...
 
Thraktor said:
I'm surprised that the RTS genre has been touted so many times as a potential benefit to the new controller, but not one person has mentioned true 3D strategy games. Space based games of these sort had a brief stint of popularity on the PC for a few years following the release of Homeworld, and provided some much needed innovation to the genre, but were ultimately let down by the cumbersome nature of trying to dynamically control your fleet in a true 3D environment using only a 2D interface. Now, however, that bottleneck could be completely removed with the possibilities of the Revolution's controller, by allowing the game to be controlled and manipulated in true 3D space. It would take a very talented developer to create a game like this that is intuitive enough for an average gamer to pick up, yet with enough depth to compete with the top teir of RTS games. Maybe Relic feel like taking up the challenge again...

Humans have difficulty conceptualizing things in 3d. We work the best with 2d. I think a 3d interface on a 2d screen simply wouldn't work.

A lot of people here are WAY too optimistic about the kinds of games that will work well with this controller. I'm still curious to see how it'll all work out
 
thorns said:
Humans have difficulty conceptualizing things in 3d. We work the best with 2d. I think a 3d interface on a 2d screen simply wouldn't work.

I disagree, so long as the control scheme is intuitive enough, there is little difference between the leap from 2D to 3D RTS and the leap from 2D to 3D platformer. Jumping from platform to platform in Mario Sunshine's FLUDDless secret levels requires the same appreciation of 3 dimensional movement on a 2D display to judge distance as a well designed 3D RTS would require to accurately and comfortably manouver a fleet of spaceships in 3D space. It would, at the very least, prove an interesting (and unique) experiment to bring the sub-genre across to the console.
 
what about Mario 128 and zelda next gen

i do not want to control mario or link with that new controller, i think mario games and zelda games should always be played with a normal controller so i have 100 controll over them.

with the new controller it seems like i wont be able to have that type of controll as i want.

but i hope i am wrong here, imagine if miyamoto once again reinvents the gaming age as we know it forever!

he did it with donkey kong and mario, he did it again with mario 64 and maybe just maybe he will do it again with the revolution :D
 
I think that for the racing games, this will be better:

revowavebird1zo0jp.jpg


Configuration:
R trigger: accelerate
L trigger: break
Tilt: move the car
Other buttons: camera

With the NGC shell, the filling of hold a something like a well is better and the use of R and L triggers is a very better option than the actual buttons of the freehand. This configuration don’t use the analog controls for nothing!

One question: How can make the actual configuration of your favorite game fit in the NRV controls?

Example: LEGEND OF ZELDA:

Command - The actual configuration (how to do it in the freehand + analog):
WALK – left analog (left analog)
Sword – A button (A button to pickup the sword. Tilt the freehand to attack)
Lock – R button (Z1 button)
Shield – R button + left analog (B button + tilt)
3items (A)– X, Y and Z (Dpad for 4 items use)
3 items (B)- X, Y and Z (Z2 + tilt for choose the item)
Menu – Start (start)

This configuration make left the select button! What you think?
 
Billiards, Darts, Foosball, Horseshoes, Tennis, Bowling, Hunting, Boxing, Bocce Ball, Golf, Air Hockey, Frisbee, etc, etc, etc.
 
BDGAME said:
I think that for the racing games, this will be better:

revowavebird1zo0jp.jpg


Configuration:
R trigger: accelerate
L trigger: break
Tilt: move the car
Other buttons: camera

With the NGC shell, the filling of hold a something like a well is better and the use of R and L triggers is a very better option than the actual buttons of the freehand. This configuration don’t use the analog controls for nothing!

One question: How can make the actual configuration of your favorite game fit in the NRV controls?

Example: LEGEND OF ZELDA:

Command - The actual configuration (how to do it in the freehand + analog):
WALK – left analog (left analog)
Sword – A button (A button to pickup the sword. Tilt the freehand to attack)
Lock – R button (Z1 button)
Shield – R button + left analog (B button + tilt)
3items (A)– X, Y and Z (Dpad for 4 items use)
3 items (B)- X, Y and Z (Z2 + tilt for choose the item)
Menu – Start (start)

This configuration make left the select button! What you think?

I like some of your ideas. I agree that alot of past games could easily be mapped to the remote/analog set-up and others would benifit from the remote/shell set-up. Mr. Miyamoto talked about how they didn't make good use of the analog triggers and the suggestion of using the L & R triggers for gas/break makes better sense since they'd give a better sense of a pedal than a flat button would. So basically you'd hold it like a steering wheel with tilting being the steering, the deep pressure sensitive triggers of the shell would be the pedals, the control stick could be for camera and the C-Stick could be for shifting gears. Much deeper than the current set-up where the flat A & B buttons were the pedals, the control stick was the basic steering, triggers for leaning/power sliding, camera control sloppily mapped to the C-Stick and gear shifting was a mere button.
 
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