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Topic: Lovely Planet

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DefHalan

Coming out on April 5th (That is a Tuesday, so maybe it will be 7th for Wii U)
Source: http://kotaku.com/deceptively-cheery-speedrunning-shooter-lov...

This was one of the Nindies at Home demos right? This was decent. For the right price I think I would get it.

Edited on by DefHalan

People keep saying the Xbox One doesn't have Backwards Compatibility.
I don't think they know what Backwards Compatibility means...

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VelvetElvis

I really adored the aesthetic and concept of this game. To be honest, though, it was very difficult to play after so many hours of Splatoon — the entire concept relies on speedrunning FPS levels, and it felt so slow to go from gyro aiming to dual analog.

If gyro is in, I'm in. If not, I'll add it to the "someday" list. But if that's not an issue for folks, I really recommend this one.

VelvetElvis

Maxz

@VelvetElvis: I was exactly the same - it felt so sluggish and unnatural when I played the demo version. Which makes me chuckle when I think about all the people who initially lambasted the gyro controls on Splatoon for being "pointless, tacked on, and unnecessary".

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ACK

Was scouring the details page for Lovely Planet and noticed it lists Wii-mote + Nunchuk as a supported combo, so hopefully that is an accurate listing and a sign that IR-aiming is at least included. Now of course this could be false or the aiming could still be wonky, but proper IR and gyro would make this a must buy in my book.

ACK

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VelvetElvis

@ACK, if that turns out to be the case, I am in. I love IR aiming for first-person games.

Can anyone confirm this?

VelvetElvis

Freeon-Leon

@VelvetElvis: @Maxz: I'll third this comment. Unfortunately, I can't no longer play other shooter games without feeling clunky. I hope Lovely Planet gets at least another control scheme added.

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SKTTR

Such a waste to see so many first person games having no gyro or pointer controls,
speaking of Q.U.B.E. Director's Cut, Slender The Arrival, Joe's Diner, Cube Life Island Survival, Minecraft, Chasing Dead, etc. Lazy devs, still Slender is quite playable, because it doesn't depend on aiming too much.

On that matter I will never understand Xbox/PS CoD/Battlefield/Halo players. How can they play with analog? That 's so 9 freaking years ago. The day Metroid Prime 3 Corruption was released in 2007, there was no going back to analog ever, and since Splatoon's gyro controls analog control is completely outdated. How can Sony and Microsoft pretend they are the next generation when their controls are stuck in the 64bit /Gamecube era? Such a scam.

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ACK

Yeah, I'm with you all in that a solid motion control scheme is the most important feature in the Wii U port. On that note...

The game released on Tuesday and I just gven't had the opportunity to purchase it yet, which I will in the next day or two. But in the comments of the only gameplay video I could find, the player claims he didn't see the option but didn't appear to be looking hard. Not unexpected, but truly unfortunate if accurate...

(On that note, if you bother to make a first look/let's play style video make sure you always check the options for some 15 seconds before playing, people like me only care about the available options and performance when using such videos to determine purchases. And your commentaries are uninteresting and generally useless. Thank you.)

ACK

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ACK

@SKTTR: I'm with you a hundred percent, but I also understand that motion controlled aiming require extra fine-tuning so I can understand the lack of support from indies even if I completely disagree it. Lovely Planet is a perfect example of a game that could sell to a fraction of the Splatoon community if only.

That said, Slender The Arrival did include wiimote aiming, which was the sole reason I bought it... Except the controls are poorly implemented and inferior to the dual stick (which aren't great either).

ACK

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SKTTR

Oh, Slender has pointer controls?! My bad, thanks for the heads up. I will try them next time I play.
But as I said, for a "slower" first person game like Slender, it's acceptable to have dual analog, as there's not much to aim at anyway. So I never felt the need to enhance the controls of this particular game by trying other input methods, that's why I tried to exclude it from the bunch of games in my post above.

Though, in games that are like Minecraft and in all shooters where you constantly have to aim at stuff, that's when dual analog is the worst of the three options. Wiimote pointer and GamePad motion is always a better, easier, quicker method of playing. So much better in fact that it wouldn't be just an optional bonus but a real improvement to the quality of the game.

A fps like Lovely Planet that is all about speedrunning is just the kind of game that was made for pointer/gyro controls. If the developers don't see the opportunity, a remarkably obvious one to improve their game, I'm not gonna buy.

Edited on by SKTTR

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ACK

I can now confirm that Lovely Planet has pointer controls with the Wiimote+Nunchuk! They are not ideal, with little options, and don't exactly offer pixel-precision in the way most would want, but they are more than serviceable and superior to the dual analog for me. I think anyone familiar with Wii FPS will be able to adapt despite some clunkiness.

Gotta say, I was just extremely pleased when I realized the option was there...

@SKTTR: With you completely. Minecraft on Wii U might be worth a damn with gyro or pointer controls. Unfortunately dual analog is so widely accepted that many developers see little reason to improve the controls in their games.

Edited on by ACK

ACK

Twitter:

ACK

@VelvetElvis: I can. I bought the game on Fri, fired it up over the weekend and was thrilled to see the Wiimote+Nunchuk layout in the manual. Unfortunately the implementation is lacking options other than sensitivity, but the dead zone feels reasonable and the controls are overall an improvement on dual analog if not offering the pixel precision we've come to expect from the Wiimote.

Despite almost always cranking up the Wiimote sensitivity, I had to turn it down a notch (to 30) for the smoothest experience. There appears to be a slight lag to the reticle, which makes it feel a bit more like analog aiming, but it's still very serviceable and definitely a welcome addition to the Wii U port.

This is a game that feels extremely well-suited for Splatoon-style gyro, though...

ACK

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VelvetElvis

Thanks for following up, @ACK, I appreciate it. I'm considering downloading this tonight, since I did enjoy the E3 demo (a bit wary of the difficulty, though — I'm not a huge fan of outright ball busters).

If you wouldn't mind, answering another question, is the Wii Remote aiming actually IR based (i.e. works like a pointer)? Reviews for this game are really scarce for some reason, and one person on Miiverse said that the Wii Remote acts more like a gyro than a pointer (tilt to aim, a la Splatoon, rather than point). I'd love some clarification on that one.

I agree that I'd love Splatoon-style controls (I've thought that from the moment I played it), but I do enjoy some IR aiming. Almost downloaded Resident Evil 4 just for that feature alone.

VelvetElvis

ACK

@VelvetElvis: Sorry I couldnot get back to you sooner, but I had been away from home without a Wiimote+Nunchuk. Now I can at least confirm that setup doesn't register without a sensor bar hooked up. I have no reason to believe that IR is not bring utilized even if the aiming isn'the as precise as it could be.

ACK

Twitter:

VelvetElvis

@ACK, no worries at all, thanks for getting back to me. I might wait for a sale given the sensitivity issues and the game's reputation for extreme difficulty (which is not my cup of tea), but knowing that IR aiming is there is super helpful. Glad you were able to bring us all some impressions of this strangely under-the-radar game — I thought we'd be hearing more about it, since it was part of the Nindies At Home campaign.

VelvetElvis

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