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| NerdFriday, November 3rd 2006. | |
DayLahsWill Never Be Another
Posts: 46,290 Join Date: Jul 2002 Location: Miami, Florida |
New Fire Emblem Hands On courtesy of ignNot every game on the Wii is going to need an extra paragraph explaining some sort of special motion-detection control scheme. That's the lesson of today's Fire Emblem playable demo from the Nintendo World event in Nagoya. Nintendo had Fire Emblem set up for use with the Classic Controller. That's right, you'll be selecting commands just like you did with the game's GameCube predecessor. We imagine that the Wiimote would be perfect for use as a pointing device in games like this, since all you do is select things from menus, but there's no word yet from Nintendo on if the final version will include such support. Whatever the case, all the classic strategy of the Fire Emblem series appears to be here in full force. Nintendo had two stages prepared for the demo: a dungeon-based stage where you're on the offensive and an outside stage where you seem to be protecting a castle from attackers. Both had lots of enemies and required planning in how to best use your troops -- classic Fire Emblem stuff. The game has received a slight update in presentation. Visuals look notably better than the GameCube version, particularly with the livelier attack sequences. There are a couple of annoying points at the moment, though. The game seems to run in 4x3; at least, the demo stations were set up in that resolution. Additionally, the battles have the same problem they had in the GameCube version -- uncomfortable pauses before attacks are executed. Thankfully, you can opt to switch the attack animations off, but we're hoping that Nintendo will be able to improve the load times while adding 16x9 support. They have until February of 2007, the game's Japanese release date. |
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| NerdFriday, November 3rd 2006. | |
Terranigma FreakLakitu Posts: 1,417 Join Date: Jun 2004 |
Uncomfortable pause when someone attacks? Huh? ___________________
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| NerdSaturday, November 4th 2006. | |
KuribooSuper
Posts: 12,190 Join Date: Jul 2004 Location: A Galaxy far far away.... |
Already sounds great. ___________________ Mario's Bitch |
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| NerdSaturday, November 4th 2006. | |
SetyIIChain Chomp Posts: 196 Join Date: Aug 2006 |
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| NerdSaturday, November 4th 2006. | |
KuribooSuper
Posts: 12,190 Join Date: Jul 2004 Location: A Galaxy far far away.... |
That was never a problem for me, and the GC game was beyond expectations. ___________________ Mario's Bitch |
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| NerdSaturday, November 4th 2006. | |
Terranigma FreakLakitu Posts: 1,417 Join Date: Jun 2004 |
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| NerdSaturday, November 4th 2006. | |
SetyIIChain Chomp Posts: 196 Join Date: Aug 2006 |
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| NerdSaturday, November 4th 2006. | |
Terranigma FreakLakitu Posts: 1,417 Join Date: Jun 2004 |
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| NerdSaturday, November 4th 2006. | |
JeevesLakitu
Posts: 1,480 Join Date: Mar 2005 Location: New Hampshire |
They're not talking about what happens when characters get hit. They're just talking about a pause before each character makes their move. Although, I never noticed any such "uncomfortable pause" in Path of Radiance and I always played with animations on. So I think they're just complaining over nothing. |
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