Do you all remember when the Wii’s controller was first unveiled? Everyone was talking about the possibilities for Nintendo’s new console. The “Revolution” would pave the way for innovative, interactive, intuitive gaming, and a completely new way to play video games. At the price of graphics, of course, but it’s a small price to pay. I’m sure when we all saw that controller we each imagined future titles that would utilize the Wii-remote in ways that would cause us to have more fun than we’ve ever had with a video game before. Whether that’s Metroid Prime 3 for you, Mario Galaxy, the next Resident Evil, TP/next Zelda, the next Pikmin, an awesome Wii RTS, the “lightsaber game,” or an all-new game you just imagined in your head. The list goes on and on, it’s different for everybody. But we all had something in mind.
So what did we get? What games did players everywhere receive on their Wiis? We got a long list of games that could have been made on Gamecube, Xbox, or Ps2, despite that you play with the Wii-remote. Because most developers have replaced buttons with “motions” or “gestures.” If you are sword fighting in Red Steel, and you see that your enemy is about to slash at you from the right, you hold out your dinky little dagger and make a “gesture.” Instead of physically moving your own sword in the path of your opponent’s, you shake/tilt the nunchuck, it doesn’t matter which way or how fast, and your character has now blocked that attack. All that mattered was timing. It’s virtually the same as pressing a button to block an attack, which may I remind you, is the way things were done on last-gen consoles. Developers have made performing a quick motion with the remote the same as pressing a button. And I cannot think of a single Wii game out right now not somehow incorporating the above stated idea into its gameplay.
The worst example is the TP sword controls. Shaking the remote is virtually the same as pressing the b-button repeatedly on the Gamecube controller. But you know what, that’s bearable, TP was a Gamecube game. But I expect far more for future Zelda titles, and all other future hack n’ slash Wii games.
Let me tell you what I pictured when the Wii-mote was unveiled, and have been picturing ever since. I looked at that remote and immediately pictured it as the handle of a sword. To me, that’s what the Wii-mote will work best for. I looked at the nunchuck, and saw a shield. I imagined a first-person hack n’slash battle simulation game, very much like Lord of the Rings. In the game, the Wii-mote would become your sword and the player would battle through masses of enemies in 1:1 motion. While this is a game that would fit my own personal taste best, everyone would enjoy it immensely, both the hardcore and casual gamers. This WOULD be the Nintendo Wii’s killer app. Allow me to describe it a little bit more.
Graphics & Amount of Content On-Screen
For all categories, I would expect the developer to fully push the Wii to its limits. We all saw TP, and if Wii is twice the power of Gamecube, then twice the power of Gamecube is what I expect. The opening battle would be epic. The battlefield would consist of hundreds of warriors in combat, and the game would drop the player right into the middle of all the action. But how can it show so many soldiers at once, not to mention have the player interact with so many? That is a difficult question. The last thing I would want for this game would be a DynastyWarriors-like fog of war. No, I want to see all enemies in order to retain the battles immensity and atmosphere, which is easier said than done. All I can really think of as a solution would be to program a kind of radius around the player. Every soldier within that radius can be fully interacted with and highly detailed. Everyone not in the radius is not a soldier but an animation, far less detailed and repeating the same combat animation over and over again. But we don’t mind that, they’re really too far away for us get a good look at them anyway. As for the environments, a mediocre effort will suffice, as long they are realistic-looking.
Controls & Gameplay
Like I said before, I would expect every Wii-remote movement to be accurately represented on screen. First of all, the player will need to hold the Wii-remote sideways and pointed upward, otherwise you’ll be hitting your enemy with the blunt side of your blade. Now let’s say an enemy is directly in front of you, and he swings his sword toward you from the top right. Instead of making a “blocking motion,” the player will need to physically move the Wii-mote in the path of the enemy’s sword. A “clang” will be heard, and you are now in a sword lock with your opponent. Either you or he will need to draw back your arm and strike again from another angle, just as if you were really there. Stabbing works just fine also.
The Wii-remote will replicate every motion you make exactly. Boring to read, but fun as heck to play. Also, the enemy would be detailed, so much so that if you were to strike him in the armor he would become slightly stunned (depending how hard you swing it), or not act like he had received a blow at all. However, if the player strikes him around his armor, such at his neck or under the armpit, he would begin to bleed and fall defeated, depending upon how far your sword went into his flesh.
The nunchuck would be your shield, but unfortunately can’t really sense everything like the Wii-mote can. So, in order to hold your shield up, I’d assume you’d hold Z button, and can then tilt the nunchuck to change the angle you are holding your shield to block incoming arrows or whatever. While holding Z, you could also shield bash forward by doing the same with the nunchuck to knock the enemy off-balance, but that’s about it.
It would also greatly benefit the game if the developers put a lot of effort into physics.
As long as its decent, but the focus of the game would be on gameplay and action. But the player does need a good reason WHY they are fighting.
The colossal opening battle would serve almost as a tutorial for how to play the game. This is one of the ways the game would draw the casual gamer in, I want them to immediately recognize the scale of the game they’re about to play. The player would take on the role of one of the army’s generals. However, after that battle, the player will create and customize their own character to play with for the rest of the game. This is incredibly important to eliminate monotony in the gameplay. Much like Oblivion, upgrading your character throughout the game is essential.
Swords, Maces, Axes, and maybe spears will be available while you play. Projectiles, such as javelins and bows, will be done with the pointer in third-person, like TP.
Wow, I didn’t think this would be that long. I apologize, and thank all who read for their patience. This is really my dream game for the Wii, and I know everyone who owns Nintendo’s console would enjoy it immensely. Developers, get cracking. Make this, or at least something close to it. It is an ambitious undertaking I know, but it’s what the Wii was designed for.