Wii - Diskussionsforum 1

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Die Controller der Konkurrenz, also der XBox360 Controller bisher ;), kann aber per Kabel aufgeladen werden (wenn ich mich da als nicht Xbox360-Besitzer nicht irren sollte). Und da ist es ja nicht schlimm, da der Kontroller ja nicht bewegt werden muss. Die Wiimote ist ja der einzige (neben dem PS3)- Controller, der immer frei beweglich bleiben sollte. Baterien hätten natürlich den Vorteil, dass man schnell einen fliegenden Wechsel machen könnte, was bei einem einzelnen Akku nicht möglich ist.

2 Akkus und ein stylisches (oder möglichst unauffälliges) Aufladegerät dazu, so dass einer immer in der Wiimote, der andere in der Ladestation, ist - das wäre schon toll. Doch gerade wegen der Kosten halte sind Batterien wohl doch die "beste" Lösung. Und wenn sie lange halten (z.B. wie beim Wavebird), trotz der ganzen Technik, dann wäre ich auch zufrieden.
 
RacingPotatoe schrieb:
Die Controller der Konkurrenz, also der XBox360 Controller bisher ;), kann aber per Kabel aufgeladen werden (wenn ich mich da als nicht Xbox360-Besitzer nicht irren sollte). Und da ist es ja nicht schlimm, da der Kontroller ja nicht bewegt werden muss. Die Wiimote ist ja der einzige (neben dem PS3)- Controller, der immer frei beweglich bleiben sollte. Baterien hätten natürlich den Vorteil, dass man schnell einen fliegenden Wechsel machen könnte, was bei einem einzelnen Akku nicht möglich ist.

2 Akkus und ein stylisches (oder möglichst unauffälliges) Aufladegerät dazu, so dass einer immer in der Wiimote, der andere in der Ladestation, ist - das wäre schon toll. Doch gerade wegen der Kosten halte sind Batterien wohl doch die "beste" Lösung. Und wenn sie lange halten (z.B. wie beim Wavebird), trotz der ganzen Technik, dann wäre ich auch zufrieden.

Das seh ich genauso. Klar sind richtige Akkus stylisher, aber so Batterieakkus dürfte ja eigentlich jeder rumliegen haben und mittlerweile haben die Dinger auch ne heftige Laufzeit. Ausserdem kann man die zur Not auch noch woanders einsetzen...
 
Nerazar schrieb:
http://www.youtube.com/watch?v=EiS_X2pMu-Q&search=Dragon%20Ball%20Z

Mit kurzem Ausblick auf One Piece!

der Ausblick ist wirklich sehr kurz :P dachte schon, du hättest das falsche Video verlinkt.

Wobei ich One Piece wirklich interessant finde. Der Stil gefällt mir, jedenfalls von dem, was die insgesamt 5 Sekunden Filmmaterial bisher rüberbringen. Es basiert ja auf einem Anime - kann mich vielleicht jemand kurz darüber aufklären, worum es in dem Anime geht?
 
RacingPotatoe schrieb:
Nerazar schrieb:
http://www.youtube.com/watch?v=EiS_X2pMu-Q&search=Dragon%20Ball%20Z

Mit kurzem Ausblick auf One Piece!

der Ausblick ist wirklich sehr kurz :P dachte schon, du hättest das falsche Video verlinkt.

Wobei ich One Piece wirklich interessant finde. Der Stil gefällt mir, jedenfalls von dem, was die insgesamt 5 Sekunden Filmmaterial bisher rüberbringen. Es basiert ja auf einem Anime - kann mich vielleicht jemand kurz darüber aufklären, worum es in dem Anime geht?

Monkey D. Ruffy (der Angler) ist ein Piratenkapitän und moscht sich durch die Grand Line, ein Abschnitt voller Gefahren und Schätzen.
Achja, er sucht das One Piece, den größten Schatz seiner Welt.
Versteckt vom König der Piraten, Ruffy will ein Nachfolger des Königs werden.

Ist sehr kampflastig das Animé/Manga.
Ebenso wird das Spiel aussehen!
 
Appropo One Piece, ich hoffe doch sehr, dass zukünftig mehr Animes versoftet werden. 8-)

-Record of Lodoss War à la Zelda
-Hellsing à la Devil May Cry

etc.
 
RacingPotatoe schrieb:
Nerazar schrieb:
http://www.youtube.com/watch?v=EiS_X2pMu-Q&search=Dragon%20Ball%20Z

Mit kurzem Ausblick auf One Piece!

der Ausblick ist wirklich sehr kurz :P dachte schon, du hättest das falsche Video verlinkt.

Wobei ich One Piece wirklich interessant finde. Der Stil gefällt mir, jedenfalls von dem, was die insgesamt 5 Sekunden Filmmaterial bisher rüberbringen. Es basiert ja auf einem Anime - kann mich vielleicht jemand kurz darüber aufklären, worum es in dem Anime geht?

Ganz kurz fassung?!
Ruffy (Hauptchara) will das One Piece finden. Einen Piraten Schatz, der ihn zum Piraten könig machen wird, wenn er ihn findet. Er stellt eine lustige Truppe von vielen verschieden Charakteren zusammen die unterschiedlicher nciht sein könnten. natürlich ist Ruffy nicht der einzige der hinter dem Schatz her ist ...

Das ganze wird erst richtig spanned dadurch das es sowas wie Teufelsfrüchte gibt die den, der sie ist, besondere Kräfte geben (Ruffy = Gum-Gum Frucht[Gummimensch ... unglaublich was der kann xD]) Andere haben halt andere gegessen!

Man muss es gesehen haben um es richtig zu verstehen und es richtig z u verstehen. Ih verspreche: Suchtgefahr 110%
SPiel wird aufjedenfall näher betrachtet!
 
Vielen Dank :)

Hört sich ja gut für ein Spiel geeignet an! Ist der Hauptcharakter und eventuell die Serie(!?) an sich so "GAGA", wie der Typ in dem Trailer zu sein scheint? Würde so eine durchgeknallte Hauptfigur gerne mal in einem Spiel haben :grin2:
 
RacingPotatoe schrieb:
Vielen Dank :)

Hört sich ja gut für ein Spiel geeignet an! Ist der Hauptcharakter und eventuell die Serie(!?) an sich so "GAGA", wie der Typ in dem Trailer zu sein scheint? Würde so eine durchgeknallte Hauptfigur gerne mal in einem Spiel haben :grin2:

Jupp der Ruffy ist ein verfressener durchgeknaltter :D Kenn die Seie auch und Ruffy ist der verückteste die anderen sind ziemlich normal auser Lysop :lol:
 
CONFIRMED - Wii hardware encased in GameCube shell at E3
May 20th, 2006

The rumors have been floating around for quite some time now. We reported a few days ago that it was starting to look as if almost all Wii games on the show floor were running off of GameCubes. While the Wii shells were there, that is all they were…shells. Now an official statement has been put out by Nintendo on the matter. GameDaily got the scoop.

“The Wii hardware we exhibited at E3 2006 was made specifically for the E3 show and is not the final mass-production version. Some of this hardware was cased in Nintendo GameCube housing.” - Nintendo of America

So there you have it, what we were playing Wii games on were quasi-complete builds of the Wii hardware, but encased in Cube demo shells hidden away. Wrap your head around that one! Nintendo of America’s PR Manager Matt Atwood also commented on the area of final Wii graphics.

“For some of the games that you’ve seen, the focus for them was not graphics at all, and so by design they were made to have a very broad appeal to them — something that even your non-gamers can understand. It isn’t the final hardware, so at this point anything could happen, but this is very typical of what happens at E3; this is something I’ve seen with every other publisher and Nintendo in the past. So will the system specs change? The answer is they’re still finalizing it. But as far as what you saw at E3 we think that was very indicative of the experience Wii will offer… It was Wii hardware.”

Two small statements, and two very interesting stories to pull from each. Who knows what will change from here on out!

GoNintendo.com

Also waren es Cubes mit Wii Hardware drinne. Die Spiele die gezeigt wurden, hatten noch nicht mal den Aspekt auf der Grafik. Im Vordergrund standen die Möglichkeiten, die dieser Controller besitzt.


Gaming mags get the rumors flowing
May 20th, 2006

Some of the biggest gaming mags around (both US and Japan) have some juicy tidbits of info in them, be they rumor or not. Rumors have to start from some tiny grain of truth right?! So without further delay…

EGM is reporting in their Rumors section that Sega’s classic gun game Virtua Cop is being ported to the Wii. Nothing more is said about the game, if it will just be a basic port of Virtua Cop, or if things will be spruced up a bit. The Virtua Cop series makes perfect sense for the Wii, and you know Sega was eyeing up Nintendo’s new version of the zapper from E3!

EGM also hops on the Nights bandwagon and state that a sequel to Nights is in the works for the Wii.
We have heard this rumor a few weeks back coming from very well respected gaming mag Famitsu, and now a US publication is echoing those thoughts. Is EGM just copying what Famitsu said, or do they have some info of their own to warrant putting this in their Rumors section?

Lastly, Devil May Cry series producer Hiroshi Kobayashi has a little to say about Dante’s 4th adventure. It seems a strong possibility that Devil May Cry 4 won’t stay a PS3 exclusive, and may actually head to other consoles…Xbox 360 and Wii specifically mentioned. This statement begs the question of just how a graphically intensive game like DMC4 would make the transition to the Wii, but if Mr. Kobayashi is up for the challenge, I would LOVE to see what he could do with the series on Wii.
 
EGM Eiji Aonuma/Miyamoto interview
May 20th, 2006

Klind of Buttonbasher was nice enough to transcribe the entire Eiji Aonuma interview that popped up in the most recent EGM, make sure to check it out!

EGM: Let’s start off by talking about the delay-Twilight Princess was originally scheduled to ship in the fall of ‘05. Why did you decide to push it back, not just a few months, but an entire year?

Eiji Aonuma: A few reason. One is more a physical problem- the game just wasn’t progressing the way we’d hoped it would be, and so in that sensewe were being forced to delay it. But the larger reason is that [Nintendo President Satoru] Iwatahas been saying that Zelda isn’t the type of game that can be a 100 on a scale of 1 to 100- It has to be a 120. In order to do that, we needed the extra time.

We were really fortunate to have the extra year- we have gone back and looked at everything and been able to rework it and add these new features. At this point it’s like 80 percent complete and it’s looking like it’s going to be a really great game.

EGM: And another reason was to have it work with the Revolution controller?

EA: [Yes, the delay also] had to do with the Revolution. As we were working on the Revolution controller, we thought it would be fun to use with Zelda, and at the same time, we felt [that] a lot of the frustrations people have had playing [previous Zelda game] could be over come by using the Revolution controller and the new interface that goes with it.
EGM: What can you tell us about how the Revolution controller will work with the game?

Shigeru Miyamoto: We’ve done a lot of experimenting with controls over the years, and what we’ve found is that they tend to get more and more complicated. What we’ve tried to do with the Revolution controller is allow you to do very complicated things very simply. And that’s really where the focus has been in terms of implementing it with Zelda. [We’re still looking] at the Revolution controller’s functionality and trying to figure out ways to take advantage of it with Zelda.

EGM: For example?

SM: [Well,] usually in Zelda games, when you want to aim you go into this first-person mode where you tilt the control stick up to aim down and vice versa, because it’s always been like you were controlling a puppet from the back of the head. But that was complicated for a lot of people, and some people prefer it the other way around- you push up and the aim goes up. This time, taking advantage of the direct-pointing-device functions of the Revolution controller, it’ll be very intuitive and very tactile- you just aim the controller at what you want to shoot at and shoot.

EA: It can also be used for locking on to things. Up until now in Zelda, we’ve had a sort-of autolock feature where you didn’t really choose the target you first locked on to, but you’d have to adjust. This time you can use the pointing device to choose who you want to talk to or what you want to lock on to and attack. It’s really nice; it feels almost like a 3d mouse.

EGM: What about using the controller to move your sword?

SM: We’re not going over the top in terms of having people swing their sword. We experimented with it and tried a few different setups, but we found having to move your arm around every time for the sword could get very tiring. There will be certain special events that will require you to do that sort of thing, but we found that using the controller to do everything else, in addition to swinging your sword, just got too convoluted and too tiring.

EGM: What about the audio speaker built in to the Revolution {note: it went to print before the name change} controller- how will Twilight Princess use that?

SM: It can be used for [any] close-up noises that you might experience in gameplay. When you throw something, you might hear a sort of “whoosh” sound as you toss it. Or as you’re doing something with the pointing device, you might get some feedback from Navi. Shooting an arrow, [you’ll get a “thhpt!” sound from the controller that] will get more quiet as it flies away, and then the sound you hear from the TV from the arrow will get louder- it gives the sound a really, really nice depth.

EGM: Any other differences when you play Twilight Princess on the Revolution?

EA: The one question everyone kept asking me in interviews last year was “is Zelda going to have a widescreen mode?” On the Gamecube, we weren’t able to do it but on the Revolution, the game will have a 16:9 [widescreen] mode- not streching the screen but actually adding to the viewable area. It sounds like a small thing, but once you play the game in widescreen and try to go back to the standard screen, it will feel really cramped and almost claustrophobic.

Another change is [that] when you play on the Revolution, [the helpful fairy] Navi will appear and you can use her as a cusor in terms of pointing at different objects and highlighting things. And we’re still looking at other things we can add in terms of graphics and programming to make [Zelda] feel like something special.

SM: The one thing we want to clarify is [that] we aren’t developing two different versions of Twilight Princess, where one might have different events or different dungeons or different enemies. [But] we are looking at things like minor graphical upgrades or some additional features.

EGM: What about taking advantage of the Revolution’s online or Wi-Fi capabilities?

EA: That’s something we’ve been thinking about for a long time. At this point, we’ve given up on having any kind of online battle mode or simultaneous play, but we are still thinking of different elements that would make the game more fun for the people that have their system connected to the internet. It’s my job to come up with that, and we haven’t quite found what the “hook” should be with online play… but we are moving forward with it for the DS Zelda game, Phantom Hourglass. That game has wireless battle mode we’ve implemented. So we’ll take a look at that, see how that goes, and hopefully be able to apply that to future Zelda games.

EGM: Are there any specific criticisms of the last Gamecube Zelda game, The Wind Waker, you’ve tried to address in Twilight Princess? Some people complained it was too short and too easy…

EA: With Wind Waker, our goal was to adjust the difficulty so that anyone who bought the game would be able to finish it. But I think in doing so we probably made the game too easy for the people who have been playing Zelda for years.

Ocarina of Time is still the pinnacle of the Zelda series in many people’s minds, and we’re looking at making Twilight Princess bigger and grander than that. In terms of dungeon count, Twilight Princess already has more dungeons than Ocarina. Because of that, there are more items… Our real objective with Twilight Princess is to make something the hardcore Zelda fans can look forward to.

GoNintendo.com
 
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