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Messages - Hypershell

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2126
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 11, 2010, 05:09:25 AM »
The Dual Shock would need hundreds of buttons just to fully recognize every single different imput an analog can do in every single position it can be.
My point.  An analogue joystick is not a pointer, and is not a button.  Get it?

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For a use of lock-on in current gaming, check out MGS4, or MGS: Peace Walker. The player can choose whether to aim at enemies with a free aim, or locked on. If you aim freely, you can aim at the enemy's head and do a headshot with a single bullet, as well as taking out their legs to cripple them, or taking out their weapon arm so they can't use it. When you use lock-on, you [tornado fang] up the general aim and you just aim at the center of the enemy, which not only takes alot more time to kill, is prone to failure, and will inevitably sound an alert sooner or later.
Any game worth its save data will feature some type of look-around, and yes the right stick is an obvious fit for that.  It's a matter of focus.  Which is primary, and which is secondary.

2127
Gaming / Re: Super Smash Bros. Thread
« on: July 11, 2010, 04:30:17 AM »
I really need to upload my BRSTM library sometime...  Maybe when I actually finish it. 8)

2128
Satoshi in the other hand wasn't allowed to receive Character Development. Even when he got one, he later received later the Character Derailment.
Now how can Satoshi for real forget, that Normal Type Attacks won't work on Ghost Tpe Pokemon? Epic fail combined with the fact that he uses his Pokedex, before he attacks Gengar.

[youtube]rcxtW19I69U[/youtube]

If you ask me, Satoshi suffers from Aesop Amnesia. For a child he really has a bad memory.
This is so true.  Ash COULD grow to the awesomeness of any trainer, but he always reverts back by the next episode.

And hell, it's not even just Ash.  One of my biggest continuity gripes with the Johto arc was the excuse they found to axe Charizard...because he's weak by "Charizard" standards (despite holding his own against F*@#ING MOLTRES), and cannot carry people on his back (even though he was already shown to do so in more than one previous episode).

"Character growth" is not in the vocabulary of the anime writers, I'd say.

2129
Gaming / Re: Sonic Colors (Wii, DS)
« on: July 11, 2010, 04:21:17 AM »
 XD

It's awesome and yet completely ridiculous at the same time.

2130
Gaming / Re: Metal Gear Solid: Snake Eater 3D
« on: July 11, 2010, 04:19:39 AM »
In all fairness, 2D happens to look really freaking amazing in IMAX as well.  But I haven't seen a 3D IMAX film.

2131
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 11, 2010, 04:04:03 AM »
It's still a button-like imput.
If that were true the DualShock wouldn't use sticks in the first place; it has enough buttons to function as a digital movement+camera system.  Heck, that's what Armored Core does.

And yes, I am aware of pressure-sensitivity and the three-or-so games that actually use it.

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You're telling me that after having those two issues fixed, the analog could just be replaced?
It'd certainly beat the hell out of using four buttons to replace a stick.

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Jak isn't a third person shooter. (don't you dare say that it is because you shoot and see in the third person)
Was it not you who said that Metroid Prime is a first-person shooter because you shoot and see from the first person?

So, yeah, I'll say it.  You shoot and you see in the third person.  Is there any other means of offense in the game which I should be aware of?  (Swords do not count; their co-existence with MegaMan has been well established including both Legends games.)

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If you keep referring to a ten-year old game as having the best gameplay for third person shooting
I never did anything of the sort.  I presented it as a solution to finding a common point of reference.  If you reject that, you make the discussion extremely difficult.

I'll take you up on your offer, though:  Gears Of War is no Legends.  The gun action may be fast-paced, but player movement is still sluggish.  Trigger could run circles around them.
[youtube]http://www.youtube.com/watch?v=VGEa4v8oAmk[/youtube]
In the first ten seconds you see how troublesome it is when an enemy, even a slow one, gets close to you.  Any non-locking shooter depends on maintaining a decent range.  In a lock-on game, overly close combat is never an issue, and there are numerous enemies in Legends 2 whose behavior takes full advantage of it.

Not saying such a game can't be great, it can.  I think it looks really freaking awesome.  But it can't be Legends.

2132
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 11, 2010, 03:20:30 AM »
Stick imput, same as button imput.
In what universe?  A stick is not a button.

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That game gives you the ability to control Mario with the touch screen, using the nub. That's how regular dual stick FPS players feel when they have to turn in a Wii FPS.


That's an exaggeration.  You can't visually see where your boundaries are in SM64DS, seeings how your eyes are trained on the top screen, making it infinitely more difficult to find the "neutral" position.  Further, there are severe ergonomic issues with keeping your thumb in the center of a DS system.

I'm not saying this is a format I'd want to see, I happen to LIKE Metroid Prime 3/Trilogy's setup even if it could stand a few more options, but I'm just saying that your mouse/keyboard video attempts to draw a comparison where none yet exists.  You're referring to two different sets of play mechanics, and each have their own strengths regardless of the hardware used to handle them, as such you cannot use them for comparisons of the hardware.

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Heck, the ONLY TPS game I've seen so far where the aim isn't always in the center of the screen is Lost Planet.
Your Jak video says otherwise.  You're "ballparking" your aim and the computer does the rest.  It's extremely obvious at 0:16.  The camera makes no vertical movement and yet Jak is firing at enemies of varying elevations.  That's auto-correction.  And it's how most "non-lock-on" TPS games function.

Seriously.  Play Legends 2, Control Type D, and forsake lock-on.  I cannot stress this enough; we're talking in the context of a Legends game, so you ought to actually try the Legends game that attempted dual-analogue.  I wouldn't vouch for the calibration of the analogue sticks, but nevertheless, try aiming using the right stick in that game against flying opponents without using lock-on, and that's what I mean when I say "fully manual."  Because of the fact that the game actually does feature a lock-on, the computer grants you absolutely no leeway.  I've tried it, I've re-attempted it over the course of this discussion, and it blows.  It is clunky.  The format does not function against reasonably fast opponents without the computer auto-correcting you, the only question is to how far an extent.  I have enough of an eye for detail that I pick this up immediately in other games, including Shadow; it cheapens the experience.  You're not truly aiming, you're just pointing in the general direction.  I'd rather lock and focus on my own maneuvers.  If you want to convince me of how well the right stick can keep up with a fast, close-range and vertically moving enemy, then keep dishing out the YouTube videos, because in the three you've provided so far I've seen nothing that compares to Geetz.

2133
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 10, 2010, 04:47:41 PM »
Pure button imput will always be faster than motion/pointer imput.
I thought you were talking about a stick, not buttons.  If you want to talk 4-button camera control, we can talk Armored Core and Metroid Prime Hunters.  Neither of those are winning any prizes, (the earlier really centers around CPU targetting, and the latter is basically only there to ween players off of traditional inputs).

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If a player could turn as fast with a pointer, the screen would go nuts if the target was even a tiny bit off in relation to movement, and yet again, the calibration would have to be redone.
Something I've taken notice of is that the issues you're mention come from using the same device to control both camera and aiming.  The keyboard/mouse video you linked has your weapon constantly aimed at the center of the screen, using the mouse only to turn.  Show me the Wii game that has even attempted this.  With Wii games, devs generally want you to aim with the cursor.  So you're talking about a different control style, not a hardware issue.

For that matter, show me the Dual Analogue TPS which actually functions using such rigid aiming, and I'll show you some slowass enemies.  Such a setup is easily attempted in L2 (use Control Type D and ignore the lock-on button), and it's no prize.  In a non-lock-on Dual Analogue game, the CPU aims for you at all times (as I took notice of in your Jak video).  You do not have the precision necessary to do pinpoint aiming without CPU aid; whether shown by an on-screen indicator or not, it is still effectively an auto-lock with manual camera.  The strength of Metroid Prime 3, or to a lesser degree any game with a manual lock, is that you choose when you do and don't want the CPU to take over.  With the Wii's pointer, you get an unmatched level of versatility (using pointing and lock-on separately, I mean; I utterly despise lock-on-free-aim as it is largely pointless and cramps my hands in any battles demanding rapid-fire).  You can pick off small fries without missing a beat, and use the lock-on to focus on more troublesome foes, be that due to strength or mobility.

And I'm gathering your Legends experience is with L1?  It just occurred to me that L2 doesn't have two different kicks.

2134
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 10, 2010, 06:06:25 AM »
I'm still laying that issue at the feet of devs rather than the hardware.  There's no reason one cannot map analogue directions to the field of a pointer, and no reason the pointer cannot move about all areas of the screen as quickly as an analogue stick can switch directions.  I get plenty of practice in that just out of boredom waiting through loading screens (I blame mainly Pokemon Battle Revolution for that one).

The hiccup is in how one handles the borders, turning speed, "bounding box", and all that jazz.  On borders, Sonic Team presents a worst-case scenario in NiGHTS while the majority of devs are more competent but still less than ideal.  The screen is not the definition of Wii remote pointing; the sensor bar is.  Even if it is commonplace to leave your game going haywire based solely on screen boundaries rather than the actual IR line of sight, it doesn't make it less moronic.  IMHO, more devs need to stop leaving their pointers hang at the border.  It only serves to disorient the player.  Rather, have the pointer move fully on/off screen and approximate positions as best one can until it returns.  Only when the sensor bar is completely out of the remote's field of view should there ever be a problem.

2135
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 10, 2010, 05:09:01 AM »
Turning is something you need to do incredibly fast, and pointing the remote at the edge of the screen just doesn't work. Often, the screen just loses track of it, and it's not as accurate as a dual stick function.
At least in an FPS you have the use of the entire screen, unlike Sega's take on the pointer. >0<

It depends on how well the game is made, I'd say, in addition to your own dexterity with keeping within screen boundaries.  It's why most "evolved" Wii FPSes will allow you to adjust turning sensitivity.  In Metroid Prime, for example, while the entire gaming press seems to believe that Advanced sensitivity is the only way to go, I personally find it too jittery, so I go with Normal.  Never had a problem.

I still want to deliver a boot to the head of whoever's idea it was to include no option to disable vertical auto-level, but I've never had turning issues.

Motion Plus should never be necessary for pointer controls.  As for its usefulness in error-reduction for such, the sensor bar may still be necessary to calibrate it but I can't imagine it actually is required to keep it in constant sight, given Zelda's sword waves and such.  You charge them by pointing directly in the air.  So my gut's telling me that Red Steel 2 simply dropped the ball.  Maybe Conduit 2 will work better?

2136
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 10, 2010, 04:42:45 AM »
Heck, the two different kicks in Legends basically showed exactly that.

Two kicks exist only in areas where all actual weapons are unequipped.  Having only a single weapon button for MegaMan games has been considered obsolete ever since the PS1.

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Most games nowadays with a third person perspective have the analog stick used for camera movement. It's been like that for a LOOOOONG time.
I'm aware of that.  But there's no reason one cannot present an alternative, especially in a cult revival which has its roots in a drastically different input method.

Before continuing, you may want to look into Control Option D in MML2.  Because I basically hear that as what you're describing, dual analogue + trigger commands.  It's been done, I've tried it, I find it awkward as hell.  But really, that's why the Options menu exists.  There are a great deal of players, especially MegaMan fans, who will tell you that using a shoulder button to jump is not in any way less awkward than using anything but the right analogue stick for camera control.

Not to mention taking on Geetz in manual aim, while technically possible, is the textbook definition of clunk.  Geetz is not just large, he is VERY mobile.  And he's not even a challenging opponent, either, but that just demonstrates the depth of enemy mobility that you need to be able to deal with.  The right analogue stick isn't worth a damn in that fight.

[youtube]http://www.youtube.com/watch?v=EzEWr_B1TDg[/youtube]

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...when does the Wiimote pointer feature anywhere in Mario Galaxy's turning?
It doesn't.
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An analog stick's quicker and more intuitive, you're basically aiming a little targer at the screen at the same time as you're moving your character around.
That's my point.  For TPS, the Wii Remote rules over dual-analogue.  And frankly I believe it does in FPS as well.  The precision you get from the pointer can't be matched by a stick.  It's like having a mouse for your TV.  Whether or not the dev has incorporated a quick-turn command is a separate issue.

2137
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 10, 2010, 03:24:53 AM »
If they make another 3D X it needs to be full 3D X.  A lot of the issues plaguing X7 come from the crossover not working out very well, in particular various attacking mechanics.  With Zero's techniques, what's wide in one "dimension" is paper-thin in another.  And auto-lock in 2D segments, what the hell were they thinking?  The fact that the entire 2D level design save for Stonekong was worthless didn't help matters.

Gee, thanks for summarizing Rockman Zero GBA games.

For the purpose of Rockman Zero, Inticreates does not believe in breasts.  As such, "semi-nude Roll", at least in the context I hope he meant, may be considered an enhancement (or possibly a Zero/Legends crossover, given that Trigger always finds a way to scope her out).

It's the best control setup there is. It's a control setup where you can control both your character and the camera at the same time.
Legends did that.  Left all face buttons available while operating both simultaneously, and provided for quick 180-degree camera turns.  All before analogue inputs were ever part of the equation.

The dual-analogue system's strength is that it provides easy access to vertical aiming, which is handy, but ruling out the face buttons during turning is not the most natural thing.  It limits the number of simultaneous actions you can do while aiming.

In MegaMan Legends, you jump and side-roll.  As part of combat.  Now having not actually played the game you're showing me, it's hard for me to envision how every control mechanic works, but I'm not seeing the camera move while Jak is in mid-air.  This is key to combat in Legends.  In fact, combat in general in the video you're showing me appears less mobile.  I'm not seeing Jack move a whole lot, he just shoots as he runs and stuff quickly dies.  Quick-aiming multiple opponents is well suited to such a formula, but Legends goes a bit deeper than that, with combat even against minor enemies generally lasting longer.

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all it takes is a tiny bit of getting used to, and after that, it's like riding a bike.
Again, sounds like Legends.  Except, you know, more limiting.  But its an adopted standard and therefore better/more intuitive.

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Wiimote's good for aiming on the screen, but for actual turning? Nope.
Well, there's Mario Galaxy, if you count the fact that you're shooting from off-screen completely irrelevant to the character you're turning. 8D

My main shooting experience on Wii is Metroid Prime, and I don't believe the Metroid Prime setup is perfect.  Ever since it came out I have repeatedly criticized its lack of button customization and inability to disable vertical auto-leveling, a "feature" which I find extremely annoying.  Nevertheless, while one may classify Metroid Prime as an "adventure" rather than "shooter", there is no denying that shooting takes precedence over maneuverability.  MegaMan is the other way around, which from previous discussions I have gathered is one of your gripes with it (inability to aim and all).

I would imagine, though, that turning independent of your Wii pointer would be a lot easier to handle in 3rd-person.  Legends with the Wii remote could be epic.

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Why should we need lock-on to a single target? With lock-on, we can't aim at enemies the way we like.
I don't know about that, manual aiming in Legends works well enough for ground enemies (I didn't see any interesting mid-air opponents in that Jak video).  Plus any lock-on worth a damn allows you to cycle through enemies.

And it depends on how fast your enemies are.  Show me anything using dual-analogue that is roughly equivalent to jumping over a giant robot wyvern as it attempts to ram you and never losing your aim during the midair 180-degree turn.  Manual-only limits your boss maneuverability a bit; or at the very least it leaves it unavoidable that you will scramble to get a highly mobile enemy out of your "blind spot" after they've jumped off-screen, dashed behind you, etc.

Legends has actually gone both ways, too, which is why I asked earlier which one you have played.  L1 was done without a (mobile) lock-on.  And I never had an issue with keeping enemies in my sights, the shoulder-button camera control is a system which I can work flawlessly (in fact when possible I migrate strafing controls in other Playstation games to the D-Pad in order to mimick it, such as in Armored Core).  L2 had mobile lock-on.  L2 was better for it.  The enemy AI and mobility was noticeably superior in ways that L1 never would have managed.

2138
Gaming / Re: Metal Gear Solid: Snake Eater 3D
« on: July 10, 2010, 02:44:39 AM »
Now even the film industry is ripping off Nintendo.  They stole the "ability to turn 3D off" idea. 8)

Posted on: July 09, 2010, 08:16:57 PM
Oh, and I missed this:

Right now, movie studios are seeing 3D as a way to stop movie piracy. But it's a stupid way, honestly.
You know, even if I like 3D (I haven't watched it for more than a few minutes at a time, so I can't speak on the eye-strain issue yet), this is very incredibly true.  Honestly, how many techno-junkies who are too cheap to pay for their own damn movies are going to be enticed by having to pay for a set of glasses on top of the movie?

If people want to stop piracy, they need to think about why people pirate.  It's not always because they want to be crooks, often it's because they are taking matters into their own hands due to not wanting to put up with corporate bullshit.  Every time I see the "Operation Not Permitted By Disc" message on my DVD player, I wonder how long I'll be able to keep myself from researching how to hack a DVD player.

2139
X / Re: Maverick Boss Tournament
« on: July 10, 2010, 02:27:33 AM »
Ooo, tough choice.  Bubble Crab has awesome music and an awesome if bizarre weapon (I don't know how robo-bubbles get that powerful but they really do kick ass).

On the other hand, Tunnel Rhino has a cool design concept, and he's always great Earth Gaizer bait in Xtreme2.  So...gotta go with that. 

2140
X / Re: The three 'Secret' characters in Megaman X8
« on: July 10, 2010, 02:26:11 AM »
Joe, I sense you've been playing too much MMZ1.

I don't even care much for Layer, but I couldn't help myself-

Vile: Are you so blind that you've convinced yourself that hope remains?
Layer: ...
Vile: Right, look who I'm talking to.
Layer: I'm sure the shady helmet at night works wonders for you, too.


And another:

Dark Mantis: How can you accuse us of being something we cannot be?
Palette: Because you're a big meanie.
Dark Mantis: ...why do I bother?

2141
They made Mewtwo into a F*@#!ING HYENA?!!!

Excuse me while I poke my eyes out.  And somebody keep that psychopath away from my completely non-real Dragonite.

2142
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 10, 2010, 02:08:38 AM »
Oh, PLEASE. All of the time you've known me, you think I'm gonna stand and just watch a fanbase LIKE a game? =P
Touche.

But to be honest, tank controls are outdated. Metroid Prime was the last game to use them decently, and that's because the directions were included in the analog stick. It didn't make looking around any easier, though. If a decent Legends 3 game is made, it's gonna be one of two things. Either it's gonna be a third-person shooter, with two analogs for moving and turning and MAYBE a lock-on button if you're easymodo, or it's gonna be a game where you run around freely like any platformer, and have a lock-on trigger. My money's on the latter, but I'd love for it to be the former. With no lock-on. It would drive the fans MAAAAAD. =P
It's amusing, hearing the thoughts of how a MegaMan sequel should handle from somebody who doesn't actually like MegaMan.

I don't know how any gamer worth their thumbs can stand the dual-analogue system, leaving only shoulder buttons actually usable.  It's a very unnatural control setup to me.  But you don't see me crawling up the ass of.....well, whatever non-Wii FPS is all the rage these days.  This would be like if some traditional fighter fan was bitching about how Smash should be more like......*remembers Fox Only/Final Destination*  Nevermind.

Yeah, what can I say.  I don't really care about "hardcore" shooters.  The only reason I even like Goldeneye is for the infinite dual rocket launchers cheat.  >w<

MegaMan at its core is not a shooter, but a platformer that happens to include shooting as your attack method (and NOBODY wants to see it turn out like Shadow The Hedgehog).  That means in 3D you need either manual camera control or a lock-on.  Preferably the latter if you work under the assumption that enemies are not gracious enough to wait until they're on the same horizontal axis as you before attacking (however X7 wrecked this by leaving the lock-on fully automated...even in 2D, where it shouldn't have existed in the first place).

I even tried that Smallville stuff... which didn't even feel like Superman. Not sure if that is a good or bad thing. But eh...
I happen to actually like Smallville, except for two things.  One, Clark being unable to fly is no longer believable after High School graduation, which was 4 years ago.  Two, Season 8.  It somehow found a way to undo every meaningful thing that ever happened, along with copping out of any buildup that was going on towards an actual fight during the finale.  Seriously, you go from 7 to 9, you miss NOTHING, except Clark has a time-travelling ring and Jimmy Olsen is actually Jimmy Olsen's older now-dead brother (well, "Henry", we'll miss you; next time use your [dark hold] little brother who couldn't even be bothered to show up at your wedding as a lead pipe shield).

2143
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 09, 2010, 07:43:34 PM »
It's a shame, because I see how Legends' camera controls are perceived as unapproachable, but I actually grew quite fond of them.  Once you adjust, it seamlessly fits constant manual camera control into gameplay, and that makes the whole experience a lot smoother, always watching the action from the direction you want without ever having to think about it, re-adjust your thumbs, whatever.  I actually find myself missing it in other games, such as Mario Galaxy (YOU MAY NOT MOVE THE CAMERA UNTIL YOU COME TO A COMPLETE STOP, FOOLISH EARTHLING!  Seriously, I want to reach through my TV screen and rip out that damn buzzer.).  It's just not that instinctive to learn it in the first place. :\

2144
Well, I've seen very little of Hoenn and pretty much none of Sinnoh.

What can I say, sooner or later you get tired of the Team Rocket motto.

2145
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 09, 2010, 06:55:09 PM »
So play a different game, and let the rest of us keep drooling. >U<

(Out of curiosity, how many Legends games have you played?  There are different control tweaks in each one.)

2146
Gaming / Re: Metal Gear Solid: Snake Eater 3D
« on: July 09, 2010, 06:42:29 PM »
This is still the best damn thing ever to me. And yes, I agree totally that head tracking & that illusion of depth is a bigger thing for gaming than "COMES OUTTA MAH SCREEN" 3D.
That's only if you weave around while playing, though.  Sooner or later, you'll stop caring, sit still, and the effect is negligible.  There is no illusion of depth to the image itself, the illusion is created only by how the image responds to your movements.  Further, if you're remaining seated at an appropriate distance from your TV, there's only so much extra sight you gain through such a method; it's not like, say, head-tracking on a computer monitor where the display is two or three feet from your face.  The further the display is from you, the less of an effect you're getting (ie: if you want a wider view out a window, you need to stand close to the window).  Plus it only works with a single person in the room.

Therein lies the problem with 3D televisions.  Every viewer is sitting at a different perspective.  Meaning you MUST either give every viewer their own adjustment to the display (glasses), or limit your number of viewers to one.  I don't see that ever taking off.  The "HEY, WE HAVE A GLASSESLESS 3D TV" marketing might get some respectable cash but it'll never catch any mass-market appeal if it doesn't actually work for more than one individual.  Handhelds, phones, desktops, laptops, they could be cool.  TVs in the living room?  No.

Head-tracking 3D is an interesting concept, though, particularly in how it relates to the 3DS.  Recall, if you will, the 3DS has a player-facing camera, and has already shown head-tracking tech demos in Nintendogs.  So one would think such a 3D display method would be possible on the 3DS, and it would go a long ways into reconciling gyroscopic controls with 3D imagery (an issue which has been brought up on a few gaming websites).  The stereoscopic effect is probably much easier to code for, though, and face recognition/tracking would have to be smooth enough that the image doesn't lag behind you (for all the bitching about the extra drain on resources that is in reality just a 2-player split-screen for your eyes, this would probably consume a lot more).  Plus it depends on how well-lit the room you're playing in is.  Note that the YouTube Wii demo doesn't go into what happens with IR interference or when your head goes off-camera; and if you hated these issues with your Wii pointer, just imagine the entire screen suffering for it.  So there are downsides to that approach as well, but I do wonder if some devs will pursue it for the viewing angle benefits.

The best explanation of what's wrong with 3D.
XD  Awesome.

In a way, he's giving 3D too much credit; you can still turn the smurfs to see their backs.

I see what you, and the critics, are saying with film: 3D visuals will only give a "pop-up book" effect, provided of course that the visuals are still being processed as 2D images + depth.  This applies to all film (we don't have holo-recorders yet; you're always subject to the camera angle of the recording device) and sprite-based games (the NES/SNES 3D remakes demoed at E3).  In an actual, polygonal 3D game, however, where the entire surface is rendered and you can thus freely change the camera angle, it's a bit better.

Still a gimmick, though.  It's Nintendo's next handheld, I'd buy it if it was a brick with an etch-a-sketch embedded in it, so long as I retain the hope that I'll someday see a Yoshi on it.  The 3D is just something for me to show off.

2147
Two things to bear in mind about the anime:

1. Pokemon do not suffer the "4 attack" limit.
2. Ash insists on giving all his powerful 'mans away.



"We'll be back as soon as we get Professor Oak's Pokeball!"

Pidgeot is still waiting, you jerk.

2148
Gaming / Re: Metroid Discussion Thread
« on: July 09, 2010, 06:07:25 PM »
If nothing else, I will miss Retro for their Varia Suit design.  Game otherwise looks kickass, though, so I can't wait.

2149
Gaming / Re: New Capcom game to be showcased at Comic-Con
« on: July 09, 2010, 06:03:13 PM »
Sadly Flash might be right. Which sucks honestly... most westernfags don't care for Legends. Hell, most people don't care for Legends at all.
Well, in the case of Legends, I believe it is in fact underrated the world over.  However, in terms of non-turn-based MegaMan, I do believe the western audience has been a bit more supportive than the Japanese.  Recall what happened with ZX Advent.  Inafune has a bit of a record in expressing distaste for Japanese gaming trends; maybe he's been working to convince the rest of Capcom that they need to look at the rest of the world?

Of course, an announcement for western audiences could also simply refer to a localization.  "New" to people who do not possess the internet (when will gaming companies stop pretending that region locks accomplish anything?).  That would suck, but it's equally possible.

I pretty much always have to hope for Legends 3, though.  Hell, for the longest time I'd have been willing to take a handheld port of that damn cell phone game.

Atleast X9 lolol... or something else that would be worth my time. Hell, I'd even take ZXABCD at this point.
Given the "the next X will not be X9" statements allegedly referring to Online, I wouldn't be hopeful for X9 to arrive immediately in its wake.

ZX...would be nice.  I dunno, I see a lot of potential in the series but also a lot of it that went wasted across both games.  The titular model being so underwhelming is something I have a hard time forgiving, as is the lack of any option/unlockable to actually play as Vent/Aile in the sequel (A-Transing them does not cut it, sorry).  Inti *REALLY* needs to redo their boss damage formulas, too, and back off from all those damn side-fetch-quests.  And I really don't know what they were thinking with ZX1 trans-servers restoring health but not weapons, it kills any incentive to use the Big Four's charge attacks.  I want the story to go on, for sure, but the game mechanics need to be revamped.

2150
X / Re: Maverick Boss Tournament
« on: July 09, 2010, 12:23:26 AM »
A tough choice, both have awesome theme music and nifty weapons.  I'll go with Izzy Glow, being the basis of Zero's Messenko and all.

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