Call of Duty 4 Wii Reflex: The Best Motion Controls - LambHoot
15 replies, posted
[hd]https://www.youtube.com/watch?v=28tUD9jNJiY[/hd]
Ignore the thumbnail. This video is really engaging.
I actually have this game, first time I've ever heard anyone else mention it.
I didn't have a 360 at the time and the Wii online was free so I had a blast with it. The feeling of actually getting a net positive on kills with a sniper rifle was amazing, and getting my first (and probably only) 5-kill streak was just the most badass thing lil ol' me experienced online.
I liked Wii Sports, but in my opinion motion controls sucked until the Vive wands were released. Having perfect 1:1 tracking instead of some shitty heuristic what you might have [I]meant[/I] to do is such a game changer.
Play some Wii shooter (like CoD for example) and then try H3VR and tell me that the former isn't generations behind in controls.
[QUOTE=Robber;53024324]I liked Wii Sports, but in my opinion motion controls sucked until the Vive wands were released. Having perfect 1:1 tracking instead of some shitty heuristic what you might have [I]meant[/I] to do is such a game changer.
Play some Wii shooter (like CoD for example) and then try H3VR and tell me that the former isn't generations behind in controls.[/QUOTE]
It's kind of the classic problem of technology concepts being conceived and experimented with long before other aspects of technology are sophisticated enough to support it. VR infamously had a similar history of emerging numerous times, sucking hard each time, and dying because of it. It wasn't until hardware became advanced enough that VR was feasible, and it's a very similar concept with motion controls.
They existed in some form long before the Wii, but each iteration was only marginally better than the last. Honestly, even at the time I'm not sure I was awfully impressed with the Wii's motion controls. It took the finalization of modern VR headsets, and a legitimate need for motion controls, before the technology actually became [I]good.[/I]
The Wii's motion controls were always sort of inherently gimmicky, imo, because they were just tacked on a at-the-time modern gaming console. Modern roomscale VR has actual tangible fun-ass benefits from motion controls. imo most motion control systems that aren't fully tracked 1:1 systems like those on the Rift or Vive will always fall into a complimentary control scheme for me. They just can't take center stage without being 1:1.
I don't think the Switch will be able to replicate this like the guy insinuates. With the Switch's gyro you have to reset the center of the pointer every once in a while because it's all based on relevant space rather than the Wii's much more accurate (for pointing) IR sensor bar. I'd like to see it tried though, at least as an option
god i love deadzone aiming, it feels so fucking good. which just makes it all the more tragic that [URL="https://www.youtube.com/watch?annotation_id=annotation_650264&feature=iv&src_vid=2VIWu0fhIs4&v=JD6bepTpNEQ"]SharpeYe[/URL] was discontinued
[QUOTE=shadow_oap;53024352]I don't think the Switch will be able to replicate this like the guy insinuates. With the Switch's gyro you have to reset the center of the pointer every once in a while because it's all based on relevant space rather than the Wii's much more accurate (for pointing) IR sensor bar. I'd like to see it tried though, at least as an option[/QUOTE]
Splatoon already has a great implementation of shooter motion controls. Just allow vertical movement on the right stick and it's golden.
I've used similar control schemes using the gyro in the Steam controller and the PS4 controller and it works excellently.
This is the reason I wanted a Wii when it came out. But it took awhile for CoD to get ported, and by that point the fact that the Wii's graphics were so awful made me not even take it into consideration when I got it for 360.
I really wish the Wii had better hardware, it feels it it runs off a Texas Instrument calculator processor sometimes. I know it's supposed to be more powerful than a Gamecube, but I honestly fail to appreciate it on almost every game I play on it.
I've been watching this guy's other videos. His Resident Evil 6 vid is especially interesting.
[media]https://www.youtube.com/watch?v=UEo8pucuFPc[/media]
(not sure if this was linked here before, since I only just heard of this guy from this thread)
It gives me a new appreciation for Resident Evil 6
[img]https://my.mixtape.moe/bphldo.png[/img]
[QUOTE=Ott;53026180][IMG]https://my.mixtape.moe/bphldo.png[/IMG][/QUOTE]
I'm at a loss for words.
[QUOTE=Dr. Evilcop;53024793]Splatoon already has a great implementation of shooter motion controls. Just allow vertical movement on the right stick and it's golden.
I've used similar control schemes using the gyro in the Steam controller and the PS4 controller and it works excellently.[/QUOTE]
This video is what I mean. Yes I'm aware you can use gyro motion controls for aiming but as a pointer you'll need to re-center after a bit unlike the IR sensor on the wiimotes.
[media]https://www.youtube.com/watch?v=Ix7-YTj4ZUI[/media]
[QUOTE=shadow_oap;53027075]This video is what I mean. Yes I'm aware you can use gyro motion controls for aiming but as a pointer you'll need to re-center after a bit unlike the IR sensor on the wiimotes.
[media]https://www.youtube.com/watch?v=Ix7-YTj4ZUI[/media][/QUOTE]
But pointer controls limit you to an extremely small window of aiming and actually suck ass for faster paced/more competitive shooters in comparison to gyro controls is what I'm saying
Re-centering isn't all that bad anyway. Having the re-center button is actually pretty advantageous in some situations for that matter; in Splatoon it doubles as a very useful "quick turn around" button.
Are the servers for this still up? I might actually give it a shot, it looks really cool.
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