Note: These control settings were personalized for my bloated widescreen (16:9) TV that I sit fairly close to. You may get undesirable results if you use these settings on a fullscreen (4:3) TV setup, or if your Wii’s cursor behavior is already unstable due to poor sensor bar visibility, specific lighting conditions in your room, and/or your seating distance and position. Call of Duty: Modern Warfare – Reflex Edition is not a significant part of this discussion becuz the shoehorned FPS mechanics and single-player campaign are nonsense; it wasn’t worth the effort to customize the controls nor play past the tutorial stage. Call of what? Modern what? (Update: Conduit 2 controls here)
I’ve seen some player comments declaring the Wii “Pointer” controls in The Conduit and GoldenEye 007 are great or crap, or never getting them to feel “right” – ALL without adequately explaining why nor sharing their settings in detail as if it’s only a futile, individual effort they’re doomed to suffer (curse you, game! curse you, non-Nintendo developer!). What was the purpose of their interweb comments, their “discussion”? To WHINE? Yeah. To exchange ideas/info and support each other’s gaming experiences? HAH! Hell no.
So I have some info that’s useful to me and could be useful to others… =o
– The Conduit
(click to enlarge)
Handgun gameplay clips using the above settings – headshots preferred. Conduit handles it well; GoldenEye is just a trainwreck.
– GoldenEye 007
The Conduit and GoldenEye 007 both provide preset control schemes and detailed customization options that determine the Wii Remote’s cursor behavior. In reality, all their presets suck and give the impression the developers didn’t learn a thing from Metroid Prime 3: Corruption nor meet a living, breathing, “experienced” Wii player (but what do I know? I’m just a waggle-waving casual gamer to anyone concerned). At best, the “beginner” control presets are good enough for the most casual difficulty settings (dumb it down to a rail shooter disguised as an FPS). The “experienced” settings often assumed your in-game character is a sugar-charged preteen that can’t keep his head/eyes/brain still. Well son-of-a-bitch, these presets are frustrating to use and suck. Thank goodness we’re free to customize (most of) this stuff.
Trying out my controls; 100x less fun in GoldenEye. Note: 8min of repetitive movements and no action.
I’m happy with my Conduit settings. My goal was to enable quick/snappy turns, smooth camera work, and a reasonably behaved Dead Zone that provides an advantage over Metroid Prime 3’s first-generation pointer/camera. Even if the campaign’s overall design and content were lacking, I still had fun, on a basic level, navigating the stages (and indulging in headshots) since my controls comfortably melted in my hands. I was Awesome Agent Ford, not Preset Failure Ford. Then GoldenCraig finally rolled around, offered some disastrous presets, and pissed me off like Conduit did the first time (looks like Eurocom didn’t “get it” either). To play this game properly (LOL to heck with your Classic Controllers, old-gen punks), I went thru the pain of “translating” my Conduit settings; now Daniel Craig knows (at least, pretend) what it feels like to be Awesome Agent Ford.
Casual play-thru of the intro stage. Gimmicks feels great.
Maybe you’ve been wanting to ditch the presets; or find a “reasonable” scheme; or dive deep into customization, but need a better starting point – an example? See the screenshots above and give them a try, and adjust as needed.
(Didn’t it bother anyone that early/launch gameplay footage of either title looked underwhelming? When users would demonstrate their Wiimote usage and show there was nothing particularly effective or special about it? This sort of thing must be stopped. Please be serious, Wii Gamers. You can do better.)
For the remainder of this text, I’m going to discuss some details in Conduit’s/GoldenEye’s controls and rant about Activision’s Wii Remote support and implementation.
– Why won’t my Conduit experience easily transfer over to GoldenEye’s interface? Why was it NOT easy to translate? Why is there so much BS involved in making GoldenEye work as well as the 1.5 year-old game?
(4) Conduit screens vs. (9) GoldenEye screens – about double the number of screens to go thru to find what I need to get results out of Her Majesty’s GoldenBoy. This took stupidly long to set up, especially having to completely exit the freaking menu to try ANYTHING out. Conduit, a rookie effort by a rookie developer, lets you see your results within the menu as you change them. How nice of them to include that. Another thing, why don’t GoldenEye’s sensitivity sliders include numbers? Does Activision want me to forget the details of my adjustments? Am I supposed to count every left/right click on the sliders? Do they not want me to easily share my details? This is more important than sound/music volume, so why make this shit even more irritating?
Then I remembered GoldenEye’s shoehorned menu came from Reflex’s awful time-wasting menu. I knew something looked familiar.
– Who decided GoldenEye’s default settings were good ideas? Was there some conspiracy to make the forward-thinking Wii Remote look bad while the “last generation” controllers look good? “Here, have a last-gen controller with this special edition riding on the popularity of an N64 title.”
You could tell something was wrong when none of the defaults worked nearly as well as a minigame in a certain Wii launch game about monkeys and balls (to recap, Jimbo arrived 4 years after Wii’s launch, 3.25 years after MP3, 1.5 years after Conduit, and 1 year after Reflex). On the marketing front, it seemed that NONE of the trailers featured any Wii Pointer gameplay demonstrated with any proficiency (I’m trying to remember if any Wii Pointer gameplay was shown AT ALL…). Same old dull anal-log gameplay dominated the hype machine.
It does make some sense, tho. If the developers can’t use the Wii Pointer properly (testers? what testers?), why should anyone else?
– GoldenEye’s controls/camera still aren’t as smooth as they could be (hint: Conduit).
GoldenEye’s Camera Look (“Tilt the view towards the Wii Remote Cursor”) is overexcited and broken, leading to the initial discomfort many people faced when using any “Experienced” preset the first time around (stay still, dammit! chill the fuck out, Bond!). Apparently, Conduit’s wacky default camera behavior was copied; but in Conduit’s case, the degree of the tilt was completely adjustable. In GoldenEye, it’s only given an On/Off switch (crap/playable). More “customization options” my ass.
Conduit’s adjustable Horizontal View (their Cursor Look) provides a separate advantage: it is a significant help to the camera fluidity when the Wii Cursor jumps in and out of the Dead Zone. Transitions across the Dead Zone borders were already gentle and gradual, but adding a little tilt really smoothens changes in the camera’s direction when the cursor wildly wipes across the screen.
In GoldenEye, exiting the Dead Zone is not gradual: it jerks to a minimum turning speed. Swinging the cursor from one side of the screen to the other is jarring, since the camera will make a sudden, dull stop (thru the deadzone) – this annoys me to no end. I suppose turning on Camera Look would improve one aspect of this, but we already know it does way more harm than good.
– Because GoldenEye’s camera and pointer aren’t as polished (and gun handling/accuracy/damage are questionable) as The Conduit, it’s dependent on its awkward-looking ADS and stuff to achieve reasonable consistency in landing shots.
Yeah, really. So congrats, Wii Gamer, you have more menus to scrape thru, none of which save you from the slow-as-hell sniper scope controls that don’t improve NO MATTER WHAT YOU DO.
– Daniel Craig holds his gun funny , whereas Conduit’s first-person presentation looks more reasonable.
I always have this feeling that shots fired in the standard view aren’t often reliable – could this be why? I find it hard to believe that Daniel is even looking down the damn thing, just turning his wrists like he’s got a VHS camcorder strapped to his forearms that would be blocking his view anyway. I know I had a tough time getting a decent photo for comparison. But Awesome Agent Ford, he’s always looking, always aiming despite being in the TV World. Aim left, and he swings his weapon to the left of the screen, giving the impression his virtual head is still paying attention.
This is why Daniel’s Wii aim sucks without ADS: he’s not even trying. How did the developers get away with this assumption?
– Pro, do you even like the new GoldenEye?
GoldenCraig’s single-player campaign is neato, providing the first worthy James Bond game experience ever. I don’t like the original GoldenEye 64; it needed refinement, so I think it became a much better game after Rare turned Bond into a woman with a British accent.
I finished the first Craig mission on 007 Classic, and I believe this should’ve been the default as it provides a decent test for your controls. But that’s as far as I got since November. Mechanically, everything about multiplayer is unappealing, from the “traditional” FPS traits to the lack of personal customization to all the locked weapons that should’ve been available once I found them in single-player. Poo, I say. I hope to finish the story before Wii2HD3D comes out. I’m suspicious about that Alec character; his hat bothers me.
Note: Screens have been enlarged for viewing purposes; screens were taken from direct feed 480p source, if not my bedroom.
Other Resources:
Hey U – Give Me Real Controls
Conduit 2 Wiimote Controls
Super Monkey Ball: Banana Blitz FPS Videos
Man, ever since GoldenCraig was unveiled there has been a heavy bias against the Wii Remote from Activision. From advertising the Classic Controller to outright bundling the shiny gold thing with the game, it seemed a bit fishy. Then when the game came out it confirmed it, the controls were sabotaged. I’ve found my own satisfying setup, but the standard presets in the game are absolutely atrocious, and border on unplayable. This isn’t so newbies could get into it easier, they struggle with these defaults more than anyone. Having “Look” automatically set to “ON” just doesn’t make sense. Look is basically the sabotage button.
Split screen multiplayer in the game is also a joke, you have to customise all your settings from scratch every single time, and it gives you even less options. I can never get it to feel right in split screen, plus the game options are crappy too. Oh yeah and no bots, in 2010. It’s like they made it so that when you showed the game off to friends, they’d think it was terrible. The definition of sabotage.
I do really like the game, the single player campaign is fantastic, and i’ve had heaps of fun online, but this is something that really needed to be said. Props for the article Pro.
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Wait, you can’t save your multiplayer settings?
And this generation has absolutely killed bots for the most part. Why bother putting effort into creating a competent A.I. when you can just make a hackneyed online mode and call it a day?
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One of the first things I noticed when I first unpacked my Wii all those years ago was the input lag on the controller – there’s a slight lag present even in the internal menu system. Within a short time of playing Twilight Princess, I’d completely forgotten about it. I had no problems playing the target shooting minigame in Wii Play either (or possibly I just adapted to the lag 🙂 At the time I was probably using a GeForce 4 card with video capture and the capture software was configured to display a preview stream (I believe that’s transferred directly from the capture chip to the graphics hardware, which just resizes the overlay). My monitor was (and still is) a CRT, so virtually no delay there. I never did measure the lag though.
I don’t think I ever tried playing Metroid Prime 3 via my computer (by then I was no longer a student and so could afford an actual TV). It certainly felt responsive enough on my TV when I was playing it. Speaking of TVs, in your videos I wonder how much delay is introduced by your TV?
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(Torkell is referring to my videos here, http://sixsidedvideo.com/media/wii/ssvwiilag.html)
Good question, since I wondered the same thing. I can’t give a definitive answer now that I don’t have any CRTs with me for comparison. I did have a 27″ CRT with S-Video when I got my Wii in 2006; I played thru the first year of games up thru MP3C, then I got my post-college TV early 2008. I remember the original 2006 Wii systems had a menu cursor that moved smoothly just like the Wii Play shooting game (fast 60fps with a hint of lag). Unfortunately, one of the first system updates changed the Wii Menu cursor’s behavior, and it’s been jerky ever since (I should verify if the frame rate or sensitivity was hit). I was pissed off about that. It’s not a big deal nowadays, and it’s not even terrible, unlike Sony’s Move. I think the Wii Menu and RE4:Wii still have the most responsive Wii cursors to date; MP3C and most other games opt for extra (time consuming) interpolations to provide a smoother appearance.
However, I believe raw input sensitivity should be adjustable in all games.
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I wonder if I’ve got enough bits to try this out?
I’ve still got that graphics card, and the system it used to be in still worked last time it was turned on about a year ago. I’ve also still got CRT PC monitors and my LCD TV has a VGA socket on the back. For that matter, that graphics card also has TV-out on it so I can find out if there’s any difference in delay between VGA and S-Video. The only thing I don’t have is a 60fps camcorder, but I might be able to get a good enough estimate with a cheap webcam I’ve got somewhere.
Y’know, it’ll be a sufficiently crazy frankensystem that I’m actually tempted to put it all together and give it a try.
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