The Wiimote inside-out

wiimoteAlbert Camus told us once that we cannot really create experience, but we must undergo it. Although Nintendo gave us enough clue as to the whole Wiimote mechanism, they still tell us that the hands-on with the Wii won’t justify completely the final product that’ll be shipped to us. That’s because the controller is still being fine-tuned before it hits the shelves later this year.

So our thirst for the Wiimote remains unquenched. However, we’re giving you more stuff to learn about the Wiimote, courtesy of CVG. If you want to know about the Wiimote’s weight, response time, and exactly how the Wiimote fares when one plays it on various Wii games, then read on.

Weight
The development of the Wiimote made the controller today heavier than it was when first revealed in gaming exhibits. The Nunchuck, of course, is far lighter because it doesn’t have the force feedback motor and a battery pack that the Wiimote inherently contains.

Response time
The Wiimote is spot-on, and if there’s some nanosecond delay, it’s hardly noticeable. Again, Nintendo reminds us the Wiimote, upon hands-on testing, isn’t still in its retail state, so expect that there’ll be response time improvement by the time it becomes available in the market.

Point-directing
The Wiimote works less like a lightgun, and more like a virtual mouse. That means, your aim won’t be directly visible on the screen as you would expect if you were shooting a gun. Like a virtual mouse, your Wiimote movement scales up or down to the screen (i.e., the nearer you are, the more sensitive the Wiimote is, the more difficult it is to control). The average playable distance is about three to four feet from the TV.

Games
Simulation plays a great part in the Wiimote concept. Realism is more felt in the rumble feedback and the sound coming out from the Wiimote itself. Although some say the sound isn’t too high-quality, we must remind ourselves that the Wiimote is still under development. Various games offer various intuitive movement from the Wii. For example, a tennis game may require either a flick of the wrist, or a huge arm swing, but may achieve the same results. A baseball game, on the other hand, will make you feel like you’re playing on Virtual Reality mode. And if you’re wondering about the existence of cute, innocent fishing games such as Tsuri Master in the Wii gamelist, it’s because the game also takes advantage of the Wiimote’s rumble force feedback. Pulling your line is as good as doing it real.

Sometime in the future we’d be looking back at all the hoo-haas we made out of our anticipation for the coming of the next-gen consoles. We agree, it’s still better to get acquainted with the Wiimote in the flesh. But wouldn’t it be fun if we can actually get the “feel” of it even before it reaches our itchy hands?  Oh, waiting really sucks.

wiimoteAlbert Camus told us once that we cannot really create experience, but we must undergo it. Although Nintendo gave us enough clue as to the whole Wiimote mechanism, they still tell us that the hands-on with the Wii won’t justify completely the final product that’ll be shipped to us. That’s because the controller is still being fine-tuned before it hits the shelves later this year.

So our thirst for the Wiimote remains unquenched. However, we’re giving you more stuff to learn about the Wiimote, courtesy of CVG. If you want to know about the Wiimote’s weight, response time, and exactly how the Wiimote fares when one plays it on various Wii games, then read on.

Weight
The development of the Wiimote made the controller today heavier than it was when first revealed in gaming exhibits. The Nunchuck, of course, is far lighter because it doesn’t have the force feedback motor and a battery pack that the Wiimote inherently contains.

Response time
The Wiimote is spot-on, and if there’s some nanosecond delay, it’s hardly noticeable. Again, Nintendo reminds us the Wiimote, upon hands-on testing, isn’t still in its retail state, so expect that there’ll be response time improvement by the time it becomes available in the market.

Point-directing
The Wiimote works less like a lightgun, and more like a virtual mouse. That means, your aim won’t be directly visible on the screen as you would expect if you were shooting a gun. Like a virtual mouse, your Wiimote movement scales up or down to the screen (i.e., the nearer you are, the more sensitive the Wiimote is, the more difficult it is to control). The average playable distance is about three to four feet from the TV.

Games
Simulation plays a great part in the Wiimote concept. Realism is more felt in the rumble feedback and the sound coming out from the Wiimote itself. Although some say the sound isn’t too high-quality, we must remind ourselves that the Wiimote is still under development. Various games offer various intuitive movement from the Wii. For example, a tennis game may require either a flick of the wrist, or a huge arm swing, but may achieve the same results. A baseball game, on the other hand, will make you feel like you’re playing on Virtual Reality mode. And if you’re wondering about the existence of cute, innocent fishing games such as Tsuri Master in the Wii gamelist, it’s because the game also takes advantage of the Wiimote’s rumble force feedback. Pulling your line is as good as doing it real.

Sometime in the future we’d be looking back at all the hoo-haas we made out of our anticipation for the coming of the next-gen consoles. We agree, it’s still better to get acquainted with the Wiimote in the flesh. But wouldn’t it be fun if we can actually get the “feel” of it even before it reaches our itchy hands?  Oh, waiting really sucks.

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