Nintendo’s EAD team is Out Stabbing Xbox 360 Literally

Speaking of outstabbing, Nintendo has left their latest life-simulation hit extremely siphoned from Xbox 360, possibly because it’s flagging in Japan and Europe. It’s about as good as always being bad, in that whatever problems you can get with the controller, they can more-than-easily be attributed to the inherent difficulty of the game. Plenty of gamers prefer the Tightrope Walk, for instance, over Mario Freakin’ Dropshot.

Though, in an interactive gaming sense, it’s probably better for Nintendo to have a more even difficulty curve than Microsoft, especially with the much-improved control of Wii. As for gamers who are used to the dank and hard world of conventional games, it won’t take them long to adjust to the new wireless control, whether they’ve had to it on older systems or are starting out completely for the first time.

Nintendo is in a completely unique space this time around, though they’re certainly not alone. Gamers are now experimenting and developing new Wiimote recipes every day, and soon, we’ll likely see only more wireless Nintendo controls. Will Sony follow Nintendo’s lead, and will they ever follow a fun controller? Probably not, for their reasons are rather perverse. Though as Steve Perlman put it, “Once you get a hang of it, who cares if it looks like the real thing or not?”

Learning about Motion Control – A Brief History


The technology that allows players to experience true motion control through gaming has been around for quite a while. On the Nintendo Entertainment System (NES), the Zapper and theledgehammer were among the first controllers to be mastered, and even these had limitations in-order to avoid rampant abuse of power.Controls were never truly deemed necessary until the advent of the Nintendo 64 (N64) controller. This controller was revolutionary not only in terms of its behavior controls, but also in how each button was programmed to interact with several other buttons.This was a massive step forward for Nintendo Gaming because, prior to this time, there has never been a game that’s been implemented to a system with so many buttons. The N64 controller opened up the possibilities for developers.

On the other hand, Microsoft went in a very different direction. They didn’t program their controllers with ” triggers ” or ” Buttons ” so that actions were easy to guess, but instead, created complex “gestures” that made using their Xbox 360 controllers seem more like skateboarding. With Kinect, there are repeatedly reported problems with the quality of customizations. For example, a player has trouble hitting certain buttons. They instead, have to ” gesture” with the controller for the spells they want to cast.

Both the Xbox 360 and the PlayStation 3 have acceptable wireless controllers that do their job. Players have a choice, and must make use of their own equipment for additional functionality. Of course, the controllers can take the place of a hands-on control, but aren’t really needed. One can replace them with a smart phone, or even another controller. Looking at the gamingGraystripped, it seems that Nintendo is taking on the lead on this technology, although it hasn’t always been that way.

When it comes to motion control or motion games, Microsoft seems to have cornered the market. Both the Xbox 360 and the PlayStation 3 have good controllers that are easy to use. It’s not a 100% perfect match, but there certainly are versions of each system that allows for this type of gaming. The Xbox 360 has created its place in the market because they have created an environment for their fans. The PlayStation 3 community, on the other hand, desperately wants a remote controlled controller and has been using its Beta versions for a while. Hopefully, with Project Natal’s release, the Xbox 360’s controller will be improved. Although, Oddly, Natal hasn’t been without its difficulties.

Recently, gamers noticed a significant issue in the previews video on Project Natal. Although it seemed to have been fixed in some of the later captures, it is still an issue and is Noticeable in the larger videos on the Project Natal page. What it boils down to is that none of the final videos on the Project Natal page has been released. The aint previews unavailable use a rubber wall to create an illusion for the videos. It is hard to see what is happening, but it is clear that there is some sort of issue with the lighting. It is not apparent, however, that this will be an issue with the actual gameplay.

I haven’t had a chance to test out the game myself. But I have to admit, this is the first thing I would look forward to seeing in a video game from Natal.