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Game Title: The Conduit Once the video is 100% buffered, you can right-click
Platform: Wii the video to save it directly from your cache.
Length: 1:34
Video: 852x480 (16:9), 29.97 fps, DivX 6.8.5
Audio: 128 kbps MP3
Total Bitrate: 27.6 MB/min
Source: 480p YPrPb
NOTES:
Mission 2 handgun gameplay clips; Guardian/normal difficulty.

Quick demonstration of my control settings using the handgun. I like headshots becuz of their satisfaction-per-bullet ratio. Striving for deliberate "one shot kills" and "double taps" is also a practical way to evaluate the performance of the control interface (competing "motion controllers" and critics should take a hint: if you're going to promote your new gimmicks, play it like you mean it). Searching this internet for detailed demonstrations of ANY "motion" "shooter" didn't yield much; disappointing, typical internet.

Watching "gamers" and "developers" and "journalists" rely on "circling" and "unloading clips" makes me sick. Grow up. TRY to show some finesse. In-game protagonists are often individuals who are supposed to be proficient with firearms - but it's merely an attractive illusion that breaks so often, so easily. Too much sloppy, stiff-if-not-jerky combat style in some games, while others emphasize or depend on the age-old practice of frequent strafing (and/or running/jumping in any nonsensical direction) coupled with make-believe running speeds, made even more affordable by generous "health meters". In other words, it doesn't look like serious gunplay in a high-risk situation; it just looks retarded, or instead, a lame waterfight with inappropriate modern graphics. IT'S UNFORTUNATE: "modern game design" shows it has very low expectations of players anyway (who's casual now?). Thanks for more high-budget industry-killing nonsense, Western Game Development.

And while some may identify the twitch inherent to holding a Wii Remote as a flaw (more like, admitting their weakness or need for exercise), overcoming [your] adverse behavior is a reasonable challenge (you get better at it, like holding a spoon). It is a natural, simulative aspect of holding this gun-like wand controller. Where's the simulation in a dual-analog setup? or a mouse sliding on a desk? Ha-Ha-Ha! Weak.

It's worth mentioning that I can't play nearly this well in GoldenEye 007 - it's almost broken. The game design (including other Treyarch shooters) makes this stupid assumption that you're not very accurate in the normal view (in other words, your highly trained character normally isn't trying very hard, wtf), making you dependent on ADS/zoom for any reliable accuracy. This is bullshit. Even if the inaccuracy assumption is meant to offset the natural stability of analog/mouse aiming (carried over from Infinitiy Ward's design conventions), it turns out to be an ADDED PENALTY to Wiimote users who already have to make an effort to hold their aim steady. Factoring in other weird nuances that you can't do anything about - the controls suck. Does anybody at Activision pay close attention? LAUGH-OUT-LOUD who am I kidding.

The end results of Conduit's controls aren't quite the Ghost Squad soldier-simulator that I desire, but this is a happy step above the foundation laid by Metroid Prime 3 and SMB:BB Monkey Wars. This moves and feels more natural than shooters from current/previous generations (compare how you move your own eyes to the way the cameras behave in typical first-person jerkfests); way better than watching Bill jerk his camera around in Durp Island. It's too bad that Conduit 2's controls are a step back.

I would've shared something like this years ago if I resolved my video capture lag issue sooner.
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