Review: Mass Effect 2 (Xbox 360)
February 8, 2010 – 12:10 pm | Comments

It is a fine line when attempting to give a gamer the ability to make choices or decisions, and actually having those decisions or choices end with a satisfying payoff.  Some games will give you …

Read the full story »
Reviews

Check out what we have to say about the latest, greatest and, er, not-so-greatest games right here.

Articles

We have important things to say. Come listen to us and be awed.

Podcasts

Our podcasts rock. No, seriously. Don’t believe us? Come and check us out if you think you’re awesome enough.

ones to watch

We play a lot of bad games so you don’t have to. Read about what games we think are worthy of your time and money.

read-a-long

It’s like elementary school. Only with video game magazines and no spelling tests.

Home » Articles, Nintendo Wii

Wii Controller Accuracy Coming Into Question?

Submitted by James Munn on September 18, 2006 – 9:13 amComments

photo_controller.jpg

I don’t know if I’m the only one who found the shakiness of the Wii cursor during the September 14th press conference troublesome. Recent previews seem to confirm some of my fears, that pin-point accuracy with the remote might not be a reality.

Gamespy’s recent preview of Trauma Center: Second Opinion states that, “cutting and stitching [is] difficult with remote.” while Kotaku’s Brian Crecente referred to Red Steel’s controls as, “Janky.”



“It just feels like the controls are a little too loose for a shooter. I didn’t feel like the reticule was aiming where I was pointing exactly, or when I was pointing there.

Even worse, the game would just lose my controller at times. Apparently what would happened was that my pointer would slip out of the sensor’s borders for a second, making the screen kind of slip around while I tried to get it to start recognizing my remote again.

It was annoying, and shouldn’t happen at all, let alone a few times in five or so minutes of play. I suspect this has something to do with a sensitivity setting that can still be tweaked. I noticed Metroid Corruption, which could run into the same problem, seemed to re-find the remote very quickly when it happened.”

On the flipside, there are definitely hands-on articles praising the Wii controller. Gamespy’s own preview of Marvel: Ultimate Alliance states that, “the game handles better than expected on the Wii hardware,” citing excellent camera controls. This, however, isn’t a 1st Person title.

I’d be a fool to question Nintendo’s ability to make their 1st Party titles on the Wii anything less than stellar. The real question for me is whether 3rd Party devs will spend adequate time refining the controls and even if they do, whether near pin-point accuracy is even possible.

  • BadderThanGood
    I'm skeptical of the thing myself, even though I haven't used it. It just seems gimmicky? Does anyone agree? Oh well, can't judge a book...
  • qwerty
    the wii is stupid
  • The online hype for this thing has been excedingly realistic. The reality of the situation might finally be starting to sink in for some people...listen to the 1UP Yours podcast and here how they too start to question the Wii's posibility of success.
  • Ooops, meant to say that the hype has been "UNrealistic".
  • M-Extra
    I have read writeups where, upon discovering somewhat-off control, the sensor bar is adjusted and all is well. Of course, this relies on solid programming.
  • Sean
    I have read on IGN, I think, that it works best if you over 4 feet back from the sensor.

    I can't find the link right now, but im sure someone else can.
  • cDreem
    I played the Wii at E3, and there was no problem at all with the accuracy or "slipping out of the sensor bar range."

    The only stipulation that you must adhere to when you use the wiimote is that you must be at least 6ish feet from the sensor bar, if youre too close, it will feel a bit jerky.

    I played Red Steel, the new Metroid game, as well as Zelda - Twilight Princess, all of which have aiming as part of their gameplay, and did not have trouble at all with the wiimote accuracy
  • I hope to GOD this is an isolated issue
  • If its true what a lot of people are saying that you have to be fairly far away from the screen to get the best effect. its a shame it doesn't support HD.
  • Lectoid
    I remember hearing various Nintendo reps stating the remote might act funny because of all the lights and camera flashes, as well as other Wii's in the area. Unless you have 100's of people in your TV room taking pictures, you should be ok.
  • Suck like a fox
    The distance has changed, Nintendo stated that they were fixing the issues with having to stand a fair distance back from the sensor bar. I remember somewhere stating that it was about 2.x feet or something.
  • aggies11
    This isn't an issue so much with the Wii, as it is with a "pointer" control in general. (Ignoring the "losing the cursor" phenomenon, which is a pure tech glitch.

    It's not accuracy thats the problem. It's precision. A lack of precision, manifests as "shakyness". You can generally get the remote where you want it to go (accuracy), but it's hard to keep it there (precision), and each time it's a little bit different (too high, too low, lil to the left/right, etc).

    Ever try using a laser pointer? It's the same thing. Good for pointing at things, but difficult for high precision. I wouldn't want to control a video game with a laser pointer.

    The "pointer"/lightgun functionality is just one of the features of the Wiimote, and by far the least innovative. It's the 3d-position sensing technology where the true potential lies. Not aiming the Wiimote at the screen, but moving it, in 3d space, to interact with the games.

    Unfortunate we aren't seeing alot of that, and I'm hoping it's only a sign of people getting adjusted to the new way of developing, and not an underlying flaw with the technology.

    The perfect example of this, is the Table-Hockey game. It's controller via pointers. Thats not intuitive. You should move the Wiimote up and down, just like you would the paddle. This seems obvious. Why aren't they doing that? The possible answers scare me :(

    Aggies
  • slipknotrobb
    qwerty is stupid
  • Caleb
    Aggies11, you make a good point about using "pointer" functionality.


    Since the wiimote is not limited to pointer functionality, I think there more effective ways of controlling the focus on the screen than just using it as a pointer. One quick idea would be to use the absolute direction of the wiimote to aim in a FPS. For example, rotating the wiimote 30 degrees to the left and 10 degrees up would move the gun sight 30 degrees to the left and 10 degrees up. This would be similar to how a mouse is used in FPS games. Of course with a mouse, you can (and do) lift it off the mouse pad to keep your new orientation without twisting your wrists off and to do the same thing with the wiimote, you'd have to press a button to disengage the tracking while you reset your hand. That might be cumbersome.


    Anyway, I generally agree that the hype coming out around the system is setting the impossible expectation that a new and unique control system will work perfectly out of the box. I still want to buy the Wii but I expect that problems will exist with game control and that there will be significant improvements between the first and second generation of games for the patform. Trial and error is inevitable for something so new.
  • Personally, I've wondered if some of the sudden issues described in some hands-on previews have to do with the fact that there were many systems and controllers in a single semi-confined area.

    Is there any chance some of that (such as the controller resetting itself, etc) is due to that?
blog comments powered by Disqus