GDC 2007: Vicious Engine allows vicious Wii FPS controls

Vicious Engine - Image 1 

Joystiq’s Ross Miller passed by the Vicious Cycle booth over at the Game Developers Conference 2007, and he was able to get a chance to see the Vicious Engine working with the Wii. He also got a good sample of how the Vicious engine is set to allow folks to implement FPS controls and over-the shoulder titles on the Wii.

Basically only the nunchuck is used for camera and movement. The top joystick allows for movement and strafing, and the accelerometer controls the camera. The other hand, should be able to do all the shooting and sword fighting stuff. Miller claims that the demo he saw looks slightly better than Red Steel.

As good as this sounds, We’re still a bit iffy about this at QJ. So far, using the Wiimote to “aim” isn’t an exact thing if you get our point. But hopefully, if the the scheme is as intuitive as promised, it should allow for players to adapt quickly and focus on enjoying the game instead of figuring out the controls.

Via Joystiq

Vicious Engine - Image 1 

Joystiq’s Ross Miller passed by the Vicious Cycle booth over at the Game Developers Conference 2007, and he was able to get a chance to see the Vicious Engine working with the Wii. He also got a good sample of how the Vicious engine is set to allow folks to implement FPS controls and over-the shoulder titles on the Wii.

Basically only the nunchuck is used for camera and movement. The top joystick allows for movement and strafing, and the accelerometer controls the camera. The other hand, should be able to do all the shooting and sword fighting stuff. Miller claims that the demo he saw looks slightly better than Red Steel.

As good as this sounds, We’re still a bit iffy about this at QJ. So far, using the Wiimote to “aim” isn’t an exact thing if you get our point. But hopefully, if the the scheme is as intuitive as promised, it should allow for players to adapt quickly and focus on enjoying the game instead of figuring out the controls.

Via Joystiq

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