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

sp0rsk said:
uh...for a driving game you would just use it like a wheel...

Yeah, because when I drive a real car I get no feedback or tactile response from it. Driving in the air like a 5 year old is just wrong. Give me a real steering wheel - only.
 
if nintendo was smart they would make sure to have a killer fps, racer, and strategy game. Especially a killer fps.

Wouldnt it be sic if they tweaked the downloadable version of goldeneye to implement the features of the new controller? Hell, even Geist 2 may do.
 
blackadde said:
By a wild and entirely unnatural coincidence, these are also the people who are the least skilled at the game and ipso facto care the least about the genre.

edit: Here are the keys I use during a regular match, playing Human in WC3.

tab - select switching
shift / ctrl - selecting units
alt - ally ping
space - snap to ally ping
1 / 2 / 3 / 4 / 5 - control groups (buildings and units)
f1 / f2 / f3 - heros
s - stop
a - attack
w / b / t / c / o - spellcasting
r / s / p / f / ... - unit build
b-f / b-t / b-r / b-v / ... - buildings
mouse1 / mouse2 - misc
mouse3 - drag view

Realistically, I could probably get by with maybe half of those. This is however, quite a far cry from "two buttons on the mouse and the mouse scrolling itself." Do you see what I'm getting at here?


i understand where you are coming from, but the basic truth is... most RTS games function just fine without the hot keys. They are built that way, just about every RTS i have ever seen has a mouse driven way to do just about anything... it's not as as fast, but it works..

on the other hand, a control pad just doesn't work... so the rev, with RTS games built for mouse style control would be a massive step up over control pads. the biggest reason you need those hotkeys is because you have to use them to compete... if nobody else had them and everybody was relying on mouse control, it would not matter as much... also don't forget, don't forget the rev controller gives you access to about 8 easy button presses when you consider the D-pad, that covers several crucial functions right there.

they would need to be designed differently, but they would work, and they would probably be fun.
 
I'm not sure how many console RTS titles support a keyboard, but one thing to note in that regard is that the Revolution controller comes standard and is wireless.

masud said:
From the developer thread:
Not only that, but rolls could also work: just draw a circle the way you want to roll and voila! Or putting your back to a wall: tilt the controller back towards you so its veritcal. Crouch: make a sharp downward jab.

I also really want to have a FPS with a knife that you can make the appropriate motions with, i.e. stabbing, slicing, and slashing. Too bad Jack Thompson would personally try to destroy every Revo controller if that actually happened.
 
Suburban Cowboy said:
if nintendo was smart they would make sure to have a killer fps, racer, and strategy game. Especially a killer fps.

Wouldnt it be sic if they tweaked the downloadable version of goldeneye to implement the features of the new controller? Hell, even Geist 2 may do.


Whahah! I would rather have a new DOOM game using the DOOM3 engine that makes use of the revmote. It doesn't have to be developed by Id, but by a second party. Call it, I don't know, DOOM 3: The Lunar Missions. It takes place on the moon in an underground military base. Demons EVERY WHERE and you blow shit up! The Rock lends his voice to the game.

MILLION SELLER +1!!!!!! LOL AM I RITE?
 
Vieo said:
Whahah! I would rather have a new DOOM game using the DOOM3 engine that makes use of the revmote. It doesn't have to be developed by Id, but by a second party. Call it, I don't know, DOOM 3: The Lunar Missions. It takes place on the moon in an underground military base. Demons EVERY WHERE and you blow shit up! The Rock lends his voice to the game.

MILLION SELLER +1!!!!!! LOL AM I RITE?

Meh, just release Quake IV, or Enemy Territory: Quake Wars depending on the launch schedule vs. Rev. Nintendo should be contacting FPS makers (id, Valve, Free Radical, Criterion, Crytek, Activision, and whoever makes Unreal) this very instant.
 
Pilotwings which should work very well with the controller and Waverace which should also work very well with the controller... especially since the N64 game could be played one handed.
 
I think a flight simulation would work well if you used 2 of the remotes and held them as if they were the control sticks to the aircraft with the triggers for firing.
 
FPS - that's pretty obvious
RTS - Too obvious
Fighters - replace down down left left kick punch kick with hand gesture, that might be really cool
Platformer - see Kirby DS
 
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?
 
Onix said:
If the analog stick attachment instead had a d-pad, I'd think the Rev could end up being awesome for fps's

Zuh? You kidding

Not that I wouldn't love to see a box in a store labelled "Analog Stick Attachment" only for the pad to have a D-Pad instead of an analog stick.

I think one D-pad is enough, don't you? Wouldn't you rather have analog lateral movement for, you know, creeping?
 
monkeyrun said:
FPS - that's pretty obvious
RTS - Too obvious
Fighters - replace down down left left kick punch kick with hand gesture, that might be really cool
Platformer - see Kirby DS

Fighters could perhaps see a fluidity the likes of Crouching Tiger, Hidden Dragon.
 
i would pay a bunch of money for that sin and punishment 2 game to be for the revo.

playing sports games beyond gold and maybe tennis without the shell is going to be sad.
 
i was thinking with madden....we already have the vision cone. maybe they can use the pointer feature to control the vision cone and have the analog joystick as the main source of control. the vision cone is annoying and sometimes hard to swing around....this would make it much easier and more accessible.
 
I know this is sort of a off-topic tangent, but:

NES
*NES games could be played one handed since the D-PAD, A & B buttons are all accessible when held vertically.
*Or, if turned on it's side (traditionally) and held with both hands it can be played like an old fasioned NES pad.

SNES
*If they add little x & y buttons with the a & b buttons near the bottom of the controller you could easily map out the SNES's controls to the remote-controller when it's held on it's side (traditionally) just as you would NES games. L & R can be handled by tilting left or right or they could add those buttons with a, b, x, y face buttons (basically making it a 6 face button controller which would kill those crying about playing SF).

N64
**With the analog attachment you can play any N64 game:
-analog::analog
-Z1::L/Z
-Z2::R
-A::A
-B::B
-D-PAD::C-Buttons

GCN
***Absolutly requires the "normal" shell to play games.
****Or, another option is to use existing GCN controllers thru GCN BC ports on the side of the Revolution deck.

* = remote-controller only
** = with analog attachment
*** = with "normal" shell
**** = GCN controller

So really, the "normal" shell may not be as critical as some think...that is if they add enough buttons to play SNES games with just the remote-controller. If they do, NES, SNES & N64 could all easily be played without the "normal" shell.
 
The short answer:

operation_2.jpg


The long answer:

"You're a thief, and have just snuck into a museum. Looking around, you spy your prize: the priceless Pickle Picked by Peter Piper. You take out your trusty spray bottle and lightly mist the area around the priceless Pickle Picked by Peter Piper's pedestal, revealing security beams. You reach out, slowly and carefully, and lift the item off it's pedestal without touching a beam. But, it won't fit through the beams. Trying to pull it straight out would set off the alarm - the trick is to tip it off the pedestal, pull your hand back, and catch it as it falls off the side."
 
I'll bet you could make a damn cool snowboarding sim with that controller. The lockpicking system from Thief 3 would have been cool with it, too.

I think that as long as it's adequately responsive, it would work well with pretty much any game that calls for analog control. Games that involve lots of button mashing are more problematic, which is presumably why Nintendo is doing the shell. Or maybe they just want to get away from button mashing altogether. I can't help but think that there might be some interesting possibilities for doing fighting game interfaces with the remote, as long as you don't mind parting with the traditional four-button interface.
 
effzee said:
i was thinking with madden....we already have the vision cone. maybe they can use the pointer feature to control the vision cone and have the analog joystick as the main source of control. the vision cone is annoying and sometimes hard to swing around....this would make it much easier and more accessible.

Not really into sports or sports games myself so I'm no authority on how they should be made/controlled. It's quite obvious that tennis, golf & baseball would instantly benifit from this new interface. I even theorized (in the past when I talked of dual gyro control, which BTW alot of people though I was crazy then, yet it came to fruition) about a Punch Out! game where you used two of them to "shaddow box" against an on-screen opponant...which would be killer.

However, when it comes to something as popular (and pivotally important) as Madden this new control interface doesn't really seem to fit (these are fears of alot of casuals I've shown the controller to). Your post makes a good case though:
-tilt control: QB veiw "cone"
-analog: player movement
-D-PAD: jukes, dives, stiff arms (this is cool 'cos you could do these in the opposite dirrection that you're actually running)
-Z1 & Z2: turbo, leaps
-A: change receiver selection (I know Madden isn't set up this way as each button is above each receiver, but this way the QB can use the veiw "cone" more effectivly to fake out defenders following the QB's eyes and then throw it to a receiver they're not looking at to throw them off)
-B: cock arm to throw, once the QB is in this mode the ball won't be released until B is released, makes strips, premature releases and accidental bad throws more realistic)
-B + tilt control: pump fake by not letting go of the B button or let go of the B button to release after you've done a passiong motion, you flick the controller slightly then that's a short toss, you put an arch on your motion and that's a deeper pass, etc.

Overall this makes the QB possition more realistic 'cos you have to follow the motions just as in real life: move (analog), scan the feild (tilt control), choose receiver (A), cock the arm (B), do a throwing motion (tilt control) then release the ball (release B) all while being able to use more strategic moves (D-PAD) to prevent getting sacked.

Tilt control could also be used for hand motions before the play starts (same thing with baseball) in order to call plays on the fly, do audibles or even call a time out out if you see blitz. Stiff arms can also be more intense with tilt control, when trying to make a catch you can use tilt control to reach out for them better and if you're carrying the ball the possition your holding the remote-controller can simulate how you're carrying the ball...closer to your body and craddled means less likely stripping/fumbling.

Thoughts?
 
DrGAKMAN said:
Not really into sports or sports games myself so I'm no authority on how they should be made/controlled. It's quite obvious that tennis, golf & baseball would instantly benifit from this new interface. I even theorized (in the past when I talked of dual gyro control, which BTW alot of people though I was crazy then, yet it came to fruition) about a Punch Out! game where you used two of them to "shaddow box" against an on-screen opponant...which would be killer.

However, when it comes to something as popular (and pivotally important) as Madden this new control interface doesn't really seem to fit (these are fears of alot of casuals I've shown the controller to). Your post makes a good case though:
-tilt control: QB veiw "cone"
-analog: player movement
-D-PAD: jukes, dives, stiff arms (this is cool 'cos you could do these in the opposite dirrection that you're actually running)
-Z1 & Z2: turbo, leaps
-A: change receiver selection (I know Madden isn't set up this way as each button is above each receiver, but this way the QB can use the veiw "cone" more effectivly to fake out defenders following the QB's eyes and then throw it to a receiver they're not looking at to throw them off)
-B: cock arm to throw, once the QB is in this mode the ball won't be released until B is released, makes strips, premature releases and accidental bad throws more realistic)
-B + tilt control: pump fake by not letting go of the B button or let go of the B button to release after you've done a passiong motion, you flick the controller slightly then that's a short toss, you put an arch on your motion and that's a deeper pass, etc.

Overall this makes the QB possition more realistic 'cos you have to follow the motions just as in real life: move (analog), scan the feild (tilt control), choose receiver (A), cock the arm (B), do a throwing motion (tilt control) then release the ball (release B) all while being able to use more strategic moves (D-PAD) to prevent getting sacked.

Tilt control could also be used for hand motions before the play starts (same thing with baseball) in order to call plays on the fly, do audibles or even call a time out out if you see blitz. Stiff arms can also be more intense with tilt control, when trying to make a catch you can use tilt control to reach out for them better and if you're carrying the ball the possition your holding the remote-controller can simulate how you're carrying the ball...closer to your body and craddled means less likely stripping/fumbling.

Thoughts?

Well my first thought was... it might work.

My second though was... but EA will never, ever, do it.
 
I was just thinking about this at work: you ever watch a kid play Super Mario Bros. for the very first time and yank the controller up every time they jump (as if it will somehow make Mario jump higher)?

With the Revolution, it could actually work. :lol

Nathan
 
Something I'm curious about is if the software can actually use the input properly. Let's say a tennis game, sure, you can have a swing for youe controller mean a swing in the game, but will it take into account your speed, strength and angle, and translate that into the game? If yes, then that's fantastic. If the control is simply uses that gesture to register the equivalent of pressing a button, then the whole situation is a gimmick.

Is it difficult to program that kind of freedom? Same thing applies to a sword fighting or potential light sabre game. Basically, can you process real time motion capture? If so, the possibilities are endless. If it's just a gesture system, then it's still possible to have some neat things, just less fantastic - possibly being a plain old gimmick.

That said, neat things are always possible - as long as the software houses come up with something. Metal Gear solid is perfectly possible, so long as Kojima wants to make something interesting. The question is will he? Even if Ports are possible that include some use of the wand, it's entirely possible porters just use it in a gimmicky or shoehorn type fashion, which is not at all good.
 
DrLazy said:
Well my first thought was... it might work.

My second though was... but EA will never, ever, do it.


well if im not mistaken, I believe EA was one of the first developers to comment on it and to claim "our sports games will most likely take advantage of it first".

so hopefully that means they will test it out with thier sports lineup. a unique madden might be a killer app for launch, considering how big the game is as is....and add in something diff/unique that might actually take off.
 
Phoenix said:
Yeah, because when I drive a real car I get no feedback or tactile response from it. Driving in the air like a 5 year old is just wrong. Give me a real steering wheel - only.
Suuuuure. But that still leaves things like

Wheel > Revolution wand > All other standard controllers
 
I'll bite. :D

I cant understand how people can say that RTS and FPS will be so much better with the rev controller. Music games and slow sportgames, like Baseball or Golf where you can take it easy and time your shots, and games like Wario Ware should be amazing.
RPGs will be nice, I know I tested that Agetec one handed controller way back and this is much better. But I still think that RTS will suck pretty much as much as they did with a controller and I dont really see how FPSs will be that much better playing them with the rev controller?
I hope every kind of game is going to play ok but what I dont understand is people assuming that FPS/RTS will suddenly become much better, both these kinds of games is still Mouse+Key for the win and my 2c is that the rev controller wont change that.

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?
 
gblues said:
I was just thinking about this at work: you ever watch a kid play Super Mario Bros. for the very first time and yank the controller up every time they jump (as if it will somehow make Mario jump higher)?

With the Revolution, it could actually work. :lol

Nathan

Sounds like somebody didn't watch the controller trailer. :)
 
Anything that requires precision in screen positioning probably isn't going to work very well. The controller will be able to capture movement well, but anything that requires cursor positioning is going to be problematic. So RTS and FPS games are just about the least suitable genres.

I would have said that party-type games would dominate. But it does not appear that the system will support multiple controllers, does it?
 
Rhindle said:
I would have said that party-type games would dominate. But it does not appear that the system will support multiple controllers, does it?

It handles up to 4 remotes... The LED lights on the bottom of the remote signify which player you're designated as.
 
Rouge Squadron including fps elements and on foot first person lightasabre battles. I would probably have a heart attack if this is announced.
If Lucas Arts / Nintendo release a flexable remote holder (think flight sim joystick) it could be used as a flight stick to control the x-wing, although there may not be enough buttons on the single remote for that.
 
Rhindle said:
Anything that requires precision in screen positioning probably isn't going to work very well. The controller will be able to capture movement well, but anything that requires cursor positioning is going to be problematic. So RTS and FPS games are just about the least suitable genres.

Eh, people who have used it say it's more accurate than mouse.
 
jakershaker said:
I'll bite. :D

I cant understand how people can say that RTS and FPS will be so much better with the rev controller. Music games and slow sportgames, like Baseball or Golf where you can take it easy and time your shots, and games like Wario Ware should be amazing.
RPGs will be nice, I know I tested that Agetec one handed controller way back and this is much better. But I still think that RTS will suck pretty much as much as they did with a controller and I dont really see how FPSs will be that much better playing them with the rev controller?
I hope every kind of game is going to play ok but what I dont understand is people assuming that FPS/RTS will suddenly become much better, both these kinds of games is still Mouse+Key for the win and my 2c is that the rev controller wont change that.

except ps3 and xbox360 use controllers, not kb+mouse?


Rhindle said:
Anything that requires precision in screen positioning probably isn't going to work very well. The controller will be able to capture movement well, but anything that requires cursor positioning is going to be problematic. So RTS and FPS games are just about the least suitable genres.

I would have said that party-type games would dominate. But it does not appear that the system will support multiple controllers, does it?

go read the impressions, games that require precision seem to work pretty well
 
The main reason why this controller will be useless for a great variety of games is resistance. Since you are moving your hands freely in air, it will be hard to drive a car for example (try to drive a car with a mouse).
 
gblues said:
I was just thinking about this at work: you ever watch a kid play Super Mario Bros. for the very first time and yank the controller up every time they jump (as if it will somehow make Mario jump higher)?

With the Revolution, it could actually work. :lol

Nathan

That's what I've been TRYING to TELL YOU.

If finally moving the controller to the right ACTUALLY MADE MARIO JUMP FURTHER, I'd buy the Revolution in a heartbeat just for that.

I think it'd be great if there was finally a controller that helped mario jump farther when you moved it.

One thing that absolutely must happen: This needs to work with Super Mario Bros.

Meaning, if I pull the controller to one side, Mario actually jumps farther.

Ingenius.
 
pkasho said:
except ps3 and xbox360 use controllers, not kb+mouse?

I expekt them to work with Keyboard and Mouse as well but the thing is that some games will STILL work better on PC, some games will STILL work better with a controller. My guess is that its more games than many people think. Hype goes for controllers too and before we've all played it all these topics about the Rev controller being better at RTS/FPS and so on is just ridiculous.

What we can expect though is that it will bring something new to partygames, gimick games and sports. The other games is up to the developer(i.e most will suck bad using the Rev controller).
 
anyone that thinks waving a stick around to simulate a sword in a video game has clearly never tried it before at arcades.
 
NintenProbe -- Virtual proctology

NintenToast -- Master butter-spreading for the win!

Ninten-Wave Around Your Magic Wand Around Like A Huge Cunt -- Loosely based on Sailor Moon

Altamontendo -- Recreate the classic festival by beating the shit out of hippies with your virtual pool cue

Jeopardy -- Use the giant "A" button as a buzzer. Lose.

NintenDarts -- Resist the urge to throw your Revolution controller at the target on the screen. Ironically, the game increases in difficulty as the bullseye grows larger.

DDR: KonamiCode Edition -- Tire yourself trying to wave in "up up down down left right left right" at the screen.
 
mrkgoo said:
The main controls on Sould Calibur were Vertical, horizontal, kick and block (with charging and throws). Surely the revcon with the analogue stick (or even a D-pad attachment) can play SC perfectly. Register any vertical slash by a vertical stroke (up or down, player can choose), horizontal by horizontal, a kick by stabbing teh controller, and block by a button, and throws by directions on teh d-pad. Or something. Sure, it's not IDEAL, but it's not bad, assuming the controller is responsive. In fact, it could be fun.
I don't get why people think it's possible to recreate swordplay with the revcon. How would the Revolution distinguish between you wanting to take a step in any direction (all 360 degrees just like SC allows you to do) and wanting to swing your sword?
 
terrene said:
I don't get why people think it's possible to recreate swordplay with the revcon. How would the Revolution distinguish between you wanting to take a step in any direction (all 360 degrees just like SC allows you to do) and wanting to swing your sword?

It doesn't. Move with the analog stick, Wave with the Revcon and look lika an idiot* :lol








*May or may not be true
 
Polari said:
Ice Hockey will be incredible on Rev - use the analog stick to move your players, and the remote control controls the stick.

Pick a corner, whip the remote back far for a slapshot, flick your wrist for a wristshot.

homerdrool1mk.gif
 
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).
 
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).

And that would be picking up a normal controller :D
 
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