Yesterday we posted up a hands-on preview for the Wii version of Call of Duty: World at War, and today IGN has a follow up article. Check it out:
To check out the rest of this new follow up article, be sure to visit here.
We won't go into the general recap of everything since, well, you can check it out right here, but we do want to give you a look at what else is new, and it includes both control changes we made this time around, and also a new level.
For starters, we'll focus on control. In our hands-on yesterday we mentioned that we go the options as close to perfect as we could, but needed more time to tweak it. We have, and while it's better, we're still convinced a few quick changes could make this one even better. This time around we again cranked the bounding box to as tight as possible, but now took off the camera re-adjust, used the "insane" camera speed in all areas, and took that scheme onto the field.
In general these controls work even better than they did in the previous hands-on we did, with the general quickness of the game upped significantly. For veterans of Wii FPS games, you'll already know the feeling of quickly flicking left, right, up, or down to shove the screen in small bursts, so while it is far from having the aged, Red Steel-like controls, you'll still need to use a few flicks every now and then to really get the camera moving. The bounding box option works, but the intensity could be upped, meaning that the cursor still has a small area where it won't affect the camera in the center, and even when it does, it still starts out with a slower camera pan than we'd like. To really get it moving (which again, works better than when we played it previously), you'll still need to go about 30% away from the screen's center. Upping not only when the cursor moves, but how quickly it gets to 100% screen pan speed would really help the control. From what we can see with the current build, there's still a bit of tweak time and bug fixing to be done, so hopefully Treyarch's Wii team can get the memo and just tighten it up a bit more.
For starters, we'll focus on control. In our hands-on yesterday we mentioned that we go the options as close to perfect as we could, but needed more time to tweak it. We have, and while it's better, we're still convinced a few quick changes could make this one even better. This time around we again cranked the bounding box to as tight as possible, but now took off the camera re-adjust, used the "insane" camera speed in all areas, and took that scheme onto the field.
In general these controls work even better than they did in the previous hands-on we did, with the general quickness of the game upped significantly. For veterans of Wii FPS games, you'll already know the feeling of quickly flicking left, right, up, or down to shove the screen in small bursts, so while it is far from having the aged, Red Steel-like controls, you'll still need to use a few flicks every now and then to really get the camera moving. The bounding box option works, but the intensity could be upped, meaning that the cursor still has a small area where it won't affect the camera in the center, and even when it does, it still starts out with a slower camera pan than we'd like. To really get it moving (which again, works better than when we played it previously), you'll still need to go about 30% away from the screen's center. Upping not only when the cursor moves, but how quickly it gets to 100% screen pan speed would really help the control. From what we can see with the current build, there's still a bit of tweak time and bug fixing to be done, so hopefully Treyarch's Wii team can get the memo and just tighten it up a bit more.
To check out the rest of this new follow up article, be sure to visit here.
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