Topspin Wii is “a real tennis game” says dev

Topspin senior producer Jean-Yves Patay told CVG that his team at PAM is aiming to do so much more with the Wii than the relatively simple approach taken to the sport by Wii Sports Tennis.

“I have a son that has lots of fun with Wii Sports”, said Patay, but “Topspin on Wii will have completely different play mechanic and a different focus.

“There’ll be no big heads and no players without legs,” he promised, as he went on to explain why Topspin will be a more “finished game”.

“We are taking into account the direction of the move and how fast you’re doing it. My six-year-old son just wants to move. He doesn’t care if what he’s doing is specifically represented on screen. But we [hardcore gamers] want it to recognise the move, so it’s not so simple.

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“It’s a real tennis game,” summarised Patay. “Wii Sports Tennis is a wonderful game but in Topspin you will have to move your character and do different swings. You can move normally and that’ll be fine - you will just perform regular swings. But if you want to perfect your technique you will need to practise. So I like to say it’s a finished game on Wii.”


Worms: A Space Oddity wiggles its way to the Wii

The worms are wriggling their way onto the Wii with THQ today announcing that Team 17 are now working on Worms: A Space Oddity. This new Worms game built for the Wii contains a new look, controls that obviously take advantage of all the Wiimote offers, and thankfully, online play. Not only will Worms: A Space Oddity have all the multi player modes you’ve come to love but also new reinvented single player missions. You can look forward to waggling with your worms later this year. Press Release inside

Press Release

Battle Through Space in THQ’s Worms: A Space Oddity for the Wii(TM)

Challenge Up to Four Friends Anywhere in the World with New, Intuitive Controls Designed Specifically for the Wii Remote.

THQ today announced Worms: A Space Oddity, the newest iteration of the popular turn-based strategy game, is scheduled for release in spring 2008. Retaining the humor synonymous with the Worms brand, Worms: A Space Oddity marks the franchise debut on the Wii(TM) with a fresh visual style, new environmental settings, intuitive controls and even more customization options. Players will be closer to the action than ever before, launching attacks through a wide range of gesture-based maneuvers only possible with the Wii Remote.

In Worms: A Space Oddity, players will enjoy the ultimate blend of classic Worms game modes and re-invented single-player missions, as well as multiplayer modes that include a host of all-new party games and even more customization options. The game takes advantage of the Wii’s intuitive controls, on-screen hints and the redesigned interface with an in-game help system. Worms: A Space Oddity demonstrates significant visual, technical and design advancement over its predecessors with a new visual style that abandons the traditional drawn approach and replaces it with a distinctive style inspired by classic Sci-Fi looks. The Worms battles take place across six planets, each with its own, unique environments and global events. The online multiplayer experience pits up to four Worms friends from all over the world against each other.

Worms: A Space Oddity is being developed by Team17 Software Ltd out of West Yorkshire, UK. Along with this title, two additional titles in the Worms series, Worms: Open Warfare 2 for the Nintendo DS and PSP system and Worms 2007 for wireless handsets, are scheduled for release this fall.

For more information about Worms: A Space Oddity and the rest of THQ’s line-up of games, please visit www.thq.com.

SOURCE 

Feature: Solving the Wii’s Control Problems

The Wii Remote is one of the most innovative controllers ever, but developers are still trying to figure out its complexities. Here’s the problems we’ve found and the potential solutions we’ve figured out.

Ten years ago, when Nintendo introduced the N64 and its analog stick, the move created an industry-wide decision to use the analog (or control stick / thumbstick) to control three-dimensional movement in videogames. After the N64 demonstrated its superior “free-movement” controls in Super Mario 64, it didn’t take Sony very long to introduce their own version of a similar controller; the Dual Analog, which later evolved into the Dual Shock.

At the time of its conception, the analog was a truly revolutionary step ahead for precise game control. To this day, that decision has stuck with the games industry, and nearly every single system since then has used analog control in one way or another.

Ten years later, the same company is doing the exact same thing all over again: Introducing a revolutionary controller with the potential to create a lasting industry-wide trend. This time, however, things are slightly different from the last. While the Wii remote has more potential to create a newer, more immersive form of game control than the analog stick did, it is also harder to implement in games. Motion-sensitivity in games wasn’t unheard of before the Wii, but it is only now that an active movement is being carried out to truly make it a standard in videogame control.

While some developers have experimented with the Wiimote, most are still too obsessed with high-definition graphics to care about contributing to what could be the biggest shake-up in the industry in years. The developers who have contributed to this shake-up are still trying to figure out what fits best where, what works, what doesn’t work, and most importantly, what is considered “gimmicky” and what isn’t.

Red Steel: The first (but not last) game to suffer from Wii control woes.Red Steel: The first (but not last) game to suffer from Wii control woes.

Seeing as how most game journalists are only too eager to pounce on a Wii game and rip the holy hell out of its control scheme, citing it as gimmicky, I thought I’d try something a little different and a little more productive, and offer my humble opinions on what game developers should keep in mind while developing control schemes for their Wii titles.

Keep in mind that what follows is my opinion and my opinion only, and isn’t necessarily correct. In fact, there’s a good chance I could be completely off the mark here, but hey; the more people that contribute, the better chances we have of seeing some really innovative titles out next year. I’m aware that a lot of developers - especially those involved in Wii game development - look to the gaming community for ideas. It is to these brave innovators that I humbly present my ideas.

The Goal: Increased immersion

Every endeavor needs a goal, and in this case, the goal is to use the Wiimote and Nunchuk to make a game more immersive. To strengthen the line connecting the player and the game.

Back in my high school Psychology class, I learned that objectives are required to fulfill goals. In this case, there are several ways to achieve the desired goal, but keeping the rule that simple is good in mind, I have broken the goal up into two distinct objectives.

Objective 1: Paying attention to Detail:

If I do something with my controller, I want to see it reflected ingame. When I press “X” on my Dual Shock, I want to see my character punch, kick, jump, block, or do exactly whatever that button was intended to make them do.

Your bat movement before swinging in Wii Sports is the closest to 1:1 you'll see for awhile.Your bat movement before swinging in Wii Sports is the closest to 1:1 you’ll see for awhile.

In the case of the Wii, it isn’t that simple at all. When we swing our arm, we want to see the ingame character do the exact same movement with their sword. Some people are calling this 1:1 control, which implies that the ingame character’s movements need to be mapped exactly to what the player does. This, of course, is far easier said than done, and I wouldn’t be surprised if it was even impossible for the next couple of years, until developers get really comfortable with the Wii.

Keeping in mind that 1:1 control cannot be achieved at this point in time and that high-definition resolutions are impossible on the Wii, one needs to look to other options to provide the illusion of realism.

A Possible Solution?

Note the use of the word “Illusion”. Everything in games is fake. This is usually compensated for in other ways. For example; if a character can’t look real, he can, at the very least, act real. I’d like to cite Shadow of the Colossus as an excellent example of using detailed body language to make the game feel more “real”.

In the case of Wii games, animations that are detailed and correspond to a general range of motions are what animators should be aiming for. For example; I wouldn’t mind a difference of a few degrees in my remote swing’s angle not making a difference ingame as long as an extremely large difference does. Whether or not the harder swing would do more damage would be up to the developer. However, it should at least result in a more exaggerated (or different) swinging animation onscreen. Both swings should look believable and smooth.

Nope. Not cutting it.Nope. Not cutting it.

Another example could be combos in games. The player wouldn’t have to perform the exact motion corresponding to the onscreen character. A semi-circle, for example, could result in a roundhouse kick in a third-person game. A wide range of semi-circle movements could be mapped to this move, while still allowing for an “exact movement” bonus. This could then be conveyed to players through the rumble functionality. As long as it looks believable and feels fluid, players will like it. Let’s term this mechanic “1:?”, since it could be used to varying extents.

Even motions that don’t necessarily serve any purpose could contribute to realism. Red Steel’s “gangster style” shooting is one such example. And you have to admit, it would be cool to see your character perform a context-specific motion and swat a fly when you wave the remote as it flies past. Small touches like that are what make games like Metal Gear Solid so impressively detailed.

Objective 2: Sending feedback to the player:

Player feedback is extremely important in any game. The Wii remote has already been praised for being capable of providing players with feedback through varying rumble intensities. In this regard, my suggestion to developers would be this: Do not be afraid to use the rumble.

Some sensation is better than no sensation at all. This might come off as rather “gimmicky” at first, but the truth is, most players will get accustomed to receiving feedback on a constant basis after which, they’ll have a hard time getting used to a lack of it. Once again, the need for an interface could be replaced with rumble functionality to an extent.

The only thing to keep in mind is that rumble needs to be used where appropriate. Upon impact, in places where you are trying to convey pressure etc. Players will tend to automatically draw a connection between the two.

It doesn't really look like fishing, but it <i>feels</i> like it.” src=”http://www.games.net/features/images/116541_6.jpg” />It doesn’t really look like fishing, but it <em>feels</em> like it.</div>
<p>Sound is important, too. Not only does it add to detail, it also adds to feedback. I’d recommend kicking up the volume of the Wiimote speaker a couple of notches and using it wherever it is appropriate. Again, it sounds gimmicky at first, but you can always provide players with the option to turn rumble and Wiimote sound effects off.</p>
<h5>What counts as “gimmicky”?</h5>
<p>In my honest opinion, any feature that isn’t polished enough is gimmicky, period. Any feature that is coated with a nice layer of polish and is given the amount of time it needs to be properly fleshed out adds to the game positively.</p>
<p>Keeping this in mind, developers need not be afraid of experimentation. Boogie from EA is a fine example of a step in the right direction. Sure, the end product might not have turned out too well, but it probably did provide the company with useful data for future Wii projects.</p>
<p>Given the relatively low development costs required to work on Wii games, I think everyone in the gaming community would be all for developers experimenting more with the system. The hardest part of this would, of course, be storage space issues, but with the proper dedication, I’m fairly positive a proper balance could be struck between quality and quantity.</p>
<p><a href=SOURCE 

First Carnival Games for Wii Review

Wii Carnival Games Logo

So after about 2 hours of playing Carnival Games for the Wii yesterday after picking it up at the Carnival Games Launch party from Nintendo World New York, I can say that this is a GREAT (not amazing) party game.

Pros:

  1. Carnival Games Alley Ball Screen ShotAlley Ball (aka Skeet Ball, Ski Ball) is just as fun as bowling, but you can win tickets and the “game host” is pretty funny
  2. Multi-player Competition Mode keeps a party going. With 4 Wii Motes, the games go on and on. On some sort of random shuffle after 5 games and a winner is declared you can head right to the next random shuffle of games (sometimes includes 3 of the 5 games previously)
  3. Single Player mode you can earn tickets to buy new “clothing and accessories” for you character OR to play other games OR buy “virtual prizes” OR to unlock new games. This will keep me entertained when there is no party to be had
  4. At least 25 games in the Multi-player competition mode shuffled

Cons:

  1. Carnival Games Test Your Strength Screen Shot My right arm is killing me! (mainly from the intense shaking on the “Test Your Strength”
  2. Some games you need to spend tickets to play… no tickets, no play
  3. Just like a carnival you can play some of the “Crappier” games and lose tickets for nothing

Found Bug: Carnival Games Horse Races Screen Shot

1.  In the horse racing “Day at the Races”, on 4 player Multi-player Competition mode Todd had come in 3rd place, but almost immediately it reset his character back to the beginning of the race and he had to spend the next minute after 3 of us were way done trying to finish again.

Conclusion: At $39.99, this is my first game that I am proud to throw Wii Parties for, true Party mode makes the game. Single Player will get old after awhile, but will definitely still play a few of the classic games.

SOURCE 

Report: Wii overtakes Xbox 360, becomes fastest selling console ever made

VG Chartz reported on Wednesday that as of August 23, Wii worldwide sales will have surpassed life time Xbox 360 sales in less than a year. In so doing, the Wii has become the fastest selling console of all time.

According to the report, total Wii units sold stand at 10.6 million, slightly more than the Xbox 360’s estimated 10.5 million. Since its release, the Wii has outsold 360 by a margin of more than 2 to 1.

By comparison, Sony’s PS3 has sold just 4.3 million systems worldwide since launching last November.

The news marks the first time that Nintendo has been the leader in both the home console and handheld markets since 1994 when the company’s Super NES and Game Boy lines reigned supreme. Currently, the DS and Wii are the top two selling system’s in the industry.

Additionally, the report claims despite continued shortages, Wii has managed to become the fasting selling console of all time selling at a greater pace than the most widely purchased console in history, Sony’s PlayStation 2.

“In just two years, home console sales for the three major manufacturers have effectively reversed,” said VG Chartz in a statement on its website. “This will have a large impact on third party publishers and will undoubtedly influence the decisions they make in the future.”

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