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View Full Version : IGN Podcast reveals secrets of the Wii controller


WasFemto
04-28-2006, 11:42 PM
Posted this in the other thread but thought it deserved it's own thread.

http://revolution.ign.com/articles/703/703700p1.html

and then there is the interview from one of the devs working on Madden

http://revolution.ign.com/articles/703/703727p1.html

So yeah, the analog attachment is gyrscopic. Among other goodies such as 480p and 18x9 widescreen running at 60 fps. For the podcast it's about 19 minutes in.

A snippet of the interview I stole from a 1up thread.



IGN Wii: So you're using the free-hand style pointer. How are you using the nunchuck unit?

John Schappert: Well, it controls how you move your player.

IGN Wii: Does you use the trigger buttons on the nunchuck unit?

John Schappert: You know, the buttons are all still being mapped out. It does use the trigger buttons right now. I don't know how much we'll have locked in for you at E3 because we are still working on the final button layout, but it does use the trigger buttons, and it does use the accelerometer in the nunchuck unit as well for juking.

IGN Wii: Perfect. Could you just for clarification purposes give us an idea of how a typical play might work using the controllers?

John Schappert: So, you take the controller, jerk it up to snap. Quarterback now has the ball. Your passing icons are now up. Take the wand controller and you'll see that the four directions on its D-Pad represent four of your receivers; the A button is your fifth receiver. Point to one of those receivers that you want to receive the ball and with your hand gesture a throwing motion to pass. Now, the harder you throw, the more that's going to be a bullet pass. The softer and the more you lob a throw, the more that it's going to be a lob. When you receive the ball, you run with the analog stick on the nunchuck and if you want to juke, you use the nunchuck to gesture it. And if you want to stiff-arm, you use the wand.

IGN Wii: Are you going to be using any force-feedback when you're throwing the ball or when you're getting hit, or anything like that?

John Schappert: Yes, we are. I think it's a little early to talk about how. Right now, these are the core mechanics that we've been working on getting them right. And I think you'll see further refinement there, but I think we're pretty happy with how Madden will be experienced on Wii...

IGN Wii: Obviously, Wii is not going to have the graphic horsepower of competing next generation consoles. Some developers have called it a "GameCube 1.5" Would you agree with that estimate and how are you maximizing on the graphic capabilities of the machine?

John Schappert: I don't think I would agree with the GameCube 1.5 estimate. I would say that I think the Wii should be evaluated by itself. I think it's a unique device and I think what makes it unique is the controller. As for graphics, we'll be showing Madden in 480p and 16x9 widescreen mode running at 60 frames per second. I think it looks great. I think it looks really good. It's also kind of hard for me to judge any of these machines before they're final. We get updates to all kinds of hardware quite often as the stuff is being revved and it's always getting better. I can tell you that we had a couple of guys from Tiburon come by and they hadn't gotten hands-on with the controller, aside from some demos. They thought Madden for Wii looked stunning and played great. So my answer is that it's a unique system and we're going to maximize our power for it. I think the games are going to look really good...

IGN Wii: Do you have an online mode planned for the Wii version of Madden?

John Schappert: You know, we've got lots of great online experience and Wii has Wi-Fi built in, so we are certainly planning for online.

IGN Wii: Is this going to be a Wii launch title later this year?

John Schappert: That is our goal.

Hoonyo
04-29-2006, 12:15 AM
that is sick

blood_sin
04-29-2006, 12:22 AM
Suda Gouichi and Hideo Kojima are working on games for Wii, so that is reason enough to consider it.