Geist Videos – Revisiting The Mature

About a month before suffering my Professional Engineer Exams at the end of October, I fired up Geist for the Nintendo SHEETKYUUB (actually, my Wii system) in an effort to update my aging, neglected GC video library. This recording session was the FIRST and ONLY time I played ANY “dual analog” shooter this entire generation (2006-2011). This experience was HORRIBLE. I kept tarding-out into walls like classic Resident Evil controls, and the screen was stiff and jerky while the camera dragged ass. And the enemies were kind enough to shoot me with 20-30 rifle rounds without killing me, sympathetic to your inability to be a real threat (impotence) given the limitations of the “traditional” input method.

From what I hear, today’s shooty games treat customers like children more than ever; probably because it’s the most appropriate thing to do.

Why do people keep playing like this after 10 years? (and keep paying for it?)  Why are games still made this way? What’s wrong with this industry?

Luckily, the game’s first-person adventure (FPA) principles are still intact and meaningful after all these years.

Does anyone remember the former upcoming next-generation “possession mechanic” zombie action-strategy title, Possession? Nope, nobody.

Congrats, n-Space – despite the cruel passage of time, your masterpiece is still unrivaled.

View/Download:
Geist, 7 videos (DivX)

Conduit 2 Wiimote Controls

I guess the timing is right to present the sequel to our Conduit/GoldenEye Wiimote Controls – my control settings for the first Conduit adapted to the sequel to The Conduit, which isn’t exactly The Conduit 2, but simply Conduit 2, a.k.a. DUKE NUKEM’s official return to video games. (The previous Note still applies, so keep those conditions in mind) My controls are geared toward an exploration/realism perspective, so it’s probably not the l337 onrine FPS’ing scheme suited to all those childish twitch-turning high-jumping strafe-running genre conventions that you were hoping to employ. I am raging infinity suns, but it’s not how I play shooty games.

Fortunately, this project includes somewhat less ranting and more explanation/analysis. Read on for screens/details and technical issues the gaming press probably didn’t mention in the reviews.

Continue reading “Conduit 2 Wiimote Controls”

Conduit/GoldenEye Wiimote Controls

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.

Continue reading “Conduit/GoldenEye Wiimote Controls”

Controlling Shooters on Revolution: A Bluepaper

Ok. It all came to me in a rush so it could be a bit blah but here it is.

Revolution’s controller is going to revolutionise first person shooters more than we initially think. The genre has been dying all over again, having to resort to horror themes and generally making everything bigger and longer to improve itself. When people get excited over the ability to hold two different pistols at the same time you know we’re heading towards a brick wall.

Everyone’s already thought about simply aiming with the controller by tilting, as we would a mouse or second analogue stick. I propose however that with the revolution controller FPS games can move beyond that, beyond even what light guns offer, and offer true realism in handling firearms as done in real life. I’m talking blind shooting, shooting around corners, behind ourselves, over objects.

So far. Most people have accepted the obvious idea, to simply map the motion sensor as you would a mouse or right thumbstick. To look up and down and turn left or right. To aim. You gun remains shooting towards the middle of the screen.

I believe this to be a flawed approach. If you consider turning in the keyboard/mouse setup. You move the mouse towards the desired direction then lift it off the surface and back to your central position. If you do not do this and move back to centre, your character does the same, facing the original direction. When you apply this to a motion sensor, should the motion sensor be on at all time, we have no way to ‘cancel’ our movements as we can a mouse by lifting it. Therefore when we turn around a corner in a game we would have to hold the controller or our whole arm at 90° until we face our initial direction again. I dread to think of the difficulties we’de face holding our controller backwards, pointing away from the screen, should we ever need to backtrack. Because of this I suggest my own scheme.

Detachable Thumbstick
Move forward and back and turn left or right. *

Motion sensor.
Moving the ‘remote’ left and right across a horizontal plane to reach left or right.
Tilting the ‘remote’ up down, twists left and right to aim.
Moving the ‘remote’ up and down to raise and lower your gun.

Crosspad
Left and right: to strafe. Up and down to look up or down*

Under my scheme, we wield the controller as we would a real firearm. My approach  intergrates the precision aiming of lightgun games and the player controlled movement of traditional first person shooters. But it takes it up another notch.

Imagine a situation we’re you’re taking cover behind a wall. Around the corner to your left, enemies are opening fire, awaiting for you to appear. In a traditional FPS you would have to move out into the open and take out the gunmen while standing in the way of their gunfire. But now, with revolution, you could just edge up with your back pressed against the wall. Then at the corner. Reach around, moving the controller around your shoulder, and just firing. In person you would be holding the controller behind you, pressing the B trigger. In the game your character would we shooting blindly into the room, with only their arm exposed. Maybe you might be lucky, but if not you can still just swing around and run in firing at enemies as you would a light game game.

But there’s much more you could do. Taking cover behind a crate you could raise your arm to shoot over the top, or failing that, lob a grenade, simulating a throwing action with your arm, pressing the trigger to release the explosive. In multiplayer while running past an open doorway you could fire into it, just incase you hit someone, while not breaking stride or changing direction.

In case you just skipped all this or didn’t understand. To put it simply, in shooters, you should use the motion sensor to replicate the movements of the characters arm. Use the crosspad and thumbstick to take care of his feet and head.

*I say this because I’m used to the “Goldeneye” setup. For those who want to strafe with the thumbstick or walk with the cosspad it really doesn’t matter, they could map it like that. I just find speed and precision in turning to be more important than strafeing.