Balloon Busters from 7 uses the 3DS microphone to blow into a balloon, while At the Chomp Wash from 8 uses the touchscreen in lieu of
Wiimote controls.
I guess the Wii just launched with Twilight Princess with the expanded
Wiimote controls.
The use of
the WiiMote controls works very well, and there are no technical issues I noted.
I'm imagining a mechwarrior where
the Wiimote controls torso positioning — something that ordinary controllers never really did very well.
Not every game is going to benifit from having
wiimote controls, as should be obvious.
Never finished Pikmin 2 so I'll be looking forward to that with
Wiimote controls.
Now that the Wii U can compete with other current - gen consoles, its time to upgrade from Other Ms simplistic
Wiimote controls and Primes aging mechanics.
The first and so far only Wii incarnation of Mario Party is, as expected, just like the previous games but now with
Wiimote controls.
Not long after Twilight Princess, I bought Fire Emblem: Radiant Dawn, a game that, ironically, didn't even use
Wiimote controls.
The few companies who did try are going to see dividends on Wii U, Black Ops 2 has
WIimote controls because they've done it before.
For those of you worried about the funky forward - pointing
Wiimote controls, have no fear.
Removing
Wiimote controls from Metroid Prime 3 would screw up game though.
Add to this the fact that Deadly Creatures was created with
Wiimote controls specifically, which could make it a shining example of the big N's revolution paying off — not just in their pockets, but for the hardcore gamer too.
If they make a TPHD, IF it's a remake of the GC game, with those traditional controls, and NOT the Wii port with
the Wiimote controls, then I'd be excited to get it.
I guess technically they could implement
Wiimote controls, but that's very unlikely IMO.
With so much potential for puzzles, as Scooby mysteries often are, we look forward to seeing what
Wiimote controls they come up with.
We are getting prepared for Monster Hunter 3rd and answer a lot of listener E-Mails about
Wiimote controls.
Balloon Busters from 7 uses the 3DS microphone to blow into a balloon, while At the Chomp Wash from 8 uses the touchscreen in lieu of
Wiimote controls.
Capcom is making this exclusive transition easier with multiple
Wiimote control configurations or players can even opt for the Classic controller instead.
This sequel is being designed to take full advantage of the Wii and
Wiimote control.
The first two honestly felt like upgrades with
the wiimote control.
You navigate your way around the darkness in a first - person viewpoint with
your wiimote controlled torch that works well when moving forwards but struggles to keep up if you try and turn too quickly.
Not exact matches
Unfortunately, the inexplicable difference between the classic
control scheme and the
Wiimote one, with some of the fighting mechanics merely cut off when you play with a normal pad, are there to discourage beat»em up fans.
This is no different really than when people all went in a tizzy calling the
WiiMote motion
control style a mistake and yet the industry rushed to copy it and / or put their own little spin on motion style gaming.
They did sort of do it with Pikmin 3 where you could send people with the touch screen and
control someone with the controller /
wiimote, but they could easily go full realtime.
You need to micro manage the other two players with the game pad while
controlling one player with the Nunchuk and
wiimote.
The
controls of the game are well mapped on the 3DS console which offer fast responsive times and actually feels superior than the Wii version, especially with the jiggling of the
wiimote.
Played this with three other guys, one
controlling the game with the GamePad while I used the
Wiimote with the others.
We're glad to see more gameplay examples of how the motion
controls are going to work considering the fact that this game is the result of the good folks at Rainbow Studios asking how cool would it be to use the
Wiimote to
control a snake.
The motion
controls are well thought out with light punches thrusting the
Wiimote or Nunchuk forward, heavy punches requiring pushing the
Wiimote or Nunchuk sideways for the drawback then forward for the punch, and various dodges, blocks and weaving punches for added fighting strategies.
Tack on at least another $ 60 for your second Wii remote and nunchuk, another $ 40 if you want each one to have a classic
control scheme as well, and now another $ 40 if you want the
Wiimote to have incredibly precise
controls.
Whether you believe that MotionPlus is an admission by Nintendo that the
Wiimote is deeply flawed, or that it is the next logical step in Motion
Control, it's hard not to be excited.
You remembered me when I played the multiplayer of ZumbiU with my brother, it's really rare to him to play with me and he only plays on the Xbox or PC, he simply didn't managed to
control with the
Wiimote + Numchuck and gave up really quickly, while I found it this configuration much better and made it too easy for me to deal with the Zombies.
I love the looks of sorcery, and to all those who say
wiimote can do this, but last time i checked it could not change color, and it lacks the realistic precision of some of the
controls as we all saw, only haters say wii can do this...
Controlled using the
Wiimote sideways like a NES controller, the game plays very much like any other classic Metroid game, but in a 3D environment.
In many worlds the
Wiimote — and not the Nunchuk — is used to
control Mario; for example, when tilting it to
control Mario's direction and speed as he surfs down an interstellar river on a manta ray.
Once you've solved the mystery of the unicorn, you can use your Kinect, PlayStation Move, or
Wiimote to reenact many of the game's non-platforming moments with motion
controls in a series of challenges.
They could have mapped these functions to existing
Wiimote + Nunchuk or even Wiimot - only
controls fairly easily and it would have played fine.
The entire game is
controlled with a single
Wiimote held like an NES controller (this seems to be a current favorite
control - style for recent Wii games.
Publishers constantly release games that force the player to use either the
Wiimote motion
controls or even worse the Balance Board from Wii Fit that «works» about 25 % of the time.
Sony and Microsoft both seemed to hate on the
Wiimote, but now they're releasing their own motion -
controls.
They revealed that the main character is actually Bowser, who the player with the GamePad
controls and he's able to bully the other players (presumably using
Wiimotes) into doing tasks.
Do you want only to see titles that make unique use of the
Wiimote, or are ones using the «classic» - style
controls perfectly acceptable?
You still move Mario around with the
control stick and jump with the A button, but you can use the
Wiimote's cursor to point at Starbits to suck them up or flick the
Wiimote to perform an extra spin jump.
Overall, the new
controls worked great, though swinging the
Wiimote to swing your sword took some major getting used to, but you were now able to swing it while running and on horseback.
The strangest thing is, the bow and arrow
controls worked better in Twilight Princess, purely because with the limitations of the standard
Wiimote, you're required to point the controller at the screen for its position to be read.
Okay, got this yestersay and I think the complaints about
controls hold no water if you hold it in the «sideways
wiimote» grip.
While Toku is
controlled normally by moving left and right with the analog stick, the wind spirit Enril is
controlled with the
Wiimote.
emu, which has on - screen touch
controls and is compatible with a range of Bluetooth controllers, as well as
Wiimotes if you're running Android 4.1 or lower.
Built from the ground up for the Wii, The House of the Dead: Overkill will feature various implementations of the
Wiimote's motion
controls, including (but hopefully not limited to) reloading and pistol - whipping.