NowGamer: Could make enemies tougher as players get scared. Shigeru Miyamoto has told gamesTM in an exclusive interview that incorporation of the Vitality Sensor into the new Zelda game is a real possibility.
"Could make enemies tougher as players get scared" Would be awesome if we could see some really scary monsters! Except that, Zelda games doesn't really scare me
Wow. This could actually be kind of cool. Other things I'd like to see: 1. Physical or emotional fatigue actually reflecting on Link. 2. Some way to distinguish between the fearful thumping of the heart and the adrenaline pumping? The former could make enemies tougher (but yeah, haven't really been scared by Zelda monsters either), the latter could make you faster, hence allowing for better reaction times...or maybe some kind of slow-mo mode? (Also reduced damage). 3. Wouldn't be so bad to finally work on those relationship angles. ;) If this was properly done, man, it'd be way cool.
what exactly does this sensor do? How are you supposed to play the game with the thing attached to on of your hand's finger? Not trolling or anything just uninformed on this device.
I was wondering the same things. The vitality sensor seems like a huge distraction to gaming and I thought it was more for the Wii Fit crowd. I find the Vitality sensor rather pointless though this would be a good way to implement it. The problem is, like the first guy said, Zelda games aren't scary... Hopefully they find good ways to implement it, but it looks stupid playing a game with my index finger pinched by another attachment.
This is probably a good device for horror games, but Zelda? I don't know.
It can detect heart rate and other stats from your body. You could clip it on your pink...its not like you are using your pink other than supporting the controller.
Nintendo constantly tries to use gimmicks for their games, it's so annoying because they don't even have basic things like proper online functionality. I sure am glad we are getting the real Zelda game we've always wanted on the PS3 (3D Dot Heroes). We can't rely on gimmicky Nintendo anymore.
Why the disagrees? What was it I'm false about. I would like to know. " I sure am glad we are getting the real Zelda game we've always wanted on the PS3 (3D Dot Heroes). We can't rely on gimmicky Nintendo anymore." Dude your trolling skills are horrible.
Keep telling yourself that. Zelda will shi$ on 3D Dot Heroes...stop being a fanboy. :)
I can't believe they're still doing this. I guess since they're pushing forward, I can act as if it matters. How will they account for people using the device with a lower standard of health? How will players with abnormal ranges of heart health properly use it? I am sure it will be able to get a rough baseline, but it will be the most boring 15 minutes of the gameplayers life. But even with a crude baseline, how will this help in any game? What is the point?
Ha, Zelda isn't scary.
and to think, people said the wii was all about gimmicks.
Vitality Sensor is going to be next big thing and Sony is going to copy it as they usual do.
just like Microshaft copy Sony's eyetoy for project anal
It wasn't sony who invented it damn it. They actually got it from somewhere else. http://en.wikipedia.org/wik...
lol it be awesome they do incorporate it. but this will surely work in horror games and stuff
Time to do what you do best Sony. Copy it and pretend you made it first, with a new video that no one can prove was made when you say it was. Time to let the good times roll in. lol
Didn't those videos show the PS2 and eyetoy? That should indicate a given time. The fact of the matter is that Wii did come out before Move and there's no doubt that Move borrowed a few of Wii's ideas like from the Wiimote. There's no telling which way Sony would have went, but who knows how long Nintendo has been working/considering the Wii. Sony/Sony fanboys will claim they had the idea first but no one knows when Nintendo had the idea. In the end it doesn't matter who had the idea first. I'm sure gamers in the 1980s would claim they had the idea first too. The point is that Nintendo acted on it first, made it famous, and now both MS and Sony see that market and are following in the footsteps that Nintendo laid down in one way or another. People are being silly trying to argue who thought of what first. What happened to being gamers and just enjoying whatever product was more fun? It's funny that Sony fans will say "sales don't matter to gamers, we play games not sales" yet when it comes to who came up with motion control first they will try to say Sony did. Everybody copies from everybody. Get over it, nobody is keeping count and nobody should care.
No, no really. But the 6 (or more) fan-slaves are. Seriously, you guys are too easy. Alpha- Wow, there really isn't much to say now. Sure, I don't agree with your post. But I don't disagree either. All I have to say now is: The fact that the Eyetoy was in those videos doesn't really prove that they're old.
A video? like this one: http://www.youtube.com/watc...
You guys are taking him too seriously. The vitality sensor? Even Nintendo doesn't want to copy it.
wait till you see super Bario bros you will $hit ur pants
That video was uploaded in 2009, particularly after E3 (you know, when the move was first announced). *sigh* Please find me a video uploaded around the time of the actual tech demo. If no one can do this, then you guys just come off to me as someone who would believe that their mother is actually a man if Sony said she was. n4f- Isn't that what they have Little Big Planet for? XD
Everyone hating on the Vitality Sensor is forgetting that the Wii install base is full of grandparent's and if they start having heart attacks because of their games they could be looking at a class action lawsuit...or a stern letter from the AARP.
If they wanna make Zelda scary, I'm ALL for that... but PLEASE make the sensor optional if you wanna include it. Wouldn't it be awesome if they could make the dungeons scary like Dead Space! I can't imagine playing with Wii remote, Wii Motion Plus, Nunchuck AND vitality sensor! If the phone rings while you're playing, you'll miss the call by the time you put all of that down to answer. Vitality sensor is a good idea for workout games like Wii Fit, but if it clips on your finger, how can you hold Wiimote and Nunchuck? What, is the next Zelda gonna be on-rails? Oh yeah, forgot about the Wii saddle to mimic riding a horse... this is getting ridiculous!
Sony is definately goin to copy then call it Mentality Sensor
Just like sony copy Ms motion control the Sidewider and claim they invent it. Did Sony copy Microsoft on the Sixaxis? http://www.youtube.com/watc... Microsoft Sidewinder http://en.wikipedia.org/wik... Freestyle Pro The Freestyle Pro, released in 1998, was a rather novel gamepad, as the up-down-left-right directions in analogue mode were controlled by the movement of the controller, more precisely by the absolute pitch and roll position of the pad. This reaction on movement is quite similar to some of the features of the new Sony PlayStation 3 SIXAXIS. Games that did not punish washy control inputs such as Motocross Madness (which was bundled with the controller) profited from this physical interaction. But other games that heavily relied on precision (such as flight simulators) couldn't be controlled precisely with it - as movement was free and not limited by physical bounds as in a traditional analogue joystick/gamepad design, the user could not intuitively say if he moved the controller 100, 50, etc. percent in one direction. Even the "zero position" could not be precisely found, as retracting mechanisms could obviously not be built in. The control pad had a total of ten digital fire buttons: six buttons controlled with the right thumb (named ABC XYZ), two shoulder buttons (one left, one right), and two buttons controlled with the left thumb, one named start, the other marked with a shift key symbol (as the SideWinder software allowed to use this button to shift controls for the ABC XYZ buttons - on the driver side, it was just an action button like the others). The left thumb also controlled a D-pad which was rather useless when it came to fast and precise digital movement controls: the D-pad had to be pushed a far way until the action requested was finally registered, and the directions pressed were interpreted too washy (pressing left often resulted in the controller registering a diagonal left-down, for example - a problem that is crucial in versus fighting games). The endless steps throttle in the middle was also not perfectly thought-out: it behaved like an endless scroll wheel on the mechanical side, while the hardware driver assumed it to be a absolute value throttle - scrolling on and on in one direction only caused the hardware driver to rest in either zero percent or 100 percent throttle position. A sensor button switched the control pad between analogue mode (green LED) and digital mode (red LED). In analogue mode, the x- and y-axis were controlled by the analogue controller movements, and the D-pad was used as a hat switch. In digital mode, the D-pad controlled the x- and y-axis like a traditional digital control pad (therefore, there was no hat switch function in digital mode). Due to the release in 1998, at which time USB was just taking off, the Freestyle Pro supported both game port and USB connection. Without the adapter, the controller's cable ended in a game port plug. The sale box contained the Gameport-to-USB adapter for free.
People are looking into this too much. He was using it as an example nothing more.
launch it with Eternal Darkness follow up.
I knew Nintendo was going to utilizt Vitality Sensor for Zelda Wii much like they utilized Rumble Pack for Zelda OoT. I know the Vitality Sensor seems silly but many thought the same about the Wiimote and balance board. Nintendo has a long streak of making compelling peripherals so I don't doubt this will be any different. Nintendo wouldn't be pushing it if it didn't have cool applications for gaming. Who knows maybe it will end up being standard. I'm guessing the final vitality sensor will be wireless, connect to 2nd wiimote or the usb.
I find playing with a band-aid attached to one of my fingers distracting let alone that vitality sensor.
i dont think Zelda Wii would support it, you need a nunchuck and the vitality sensor would occupy the port for the nunchuk. I think he giving an example as to how it would work in a game, don't lose any sleep over this.
^ This. They're already trying to nail Motion+ in Zelda. I doubt they'd add anything else in. Plus, it would go against Nintendo's SOP this gen -- they'd release the vitality sensor with a "Wii (fill in blank)" title, most likely.
Motion plus also occupies the add-on port. But it extends itself with an add-on port.
You know what's funny is that if the vitality sensor takes off and is a success. Expect Sony and MS to come out with an updated version 2 to 3 years later.
There is a strange need to put them in the same vein I see. Let's compare: Wii = Gimmick for the kids and non-gamers Sony and Microsoft = Non-gamers have money to waste. Let's get it! Vitality sensor = Wtf? I can't reach my carotid artery. Better use this! Sony and Microsoft = Wtf? At least that is how I see it playing out.
Oh god please no.
This is the way it is. Motion control was stupid too until Sony did it right? This would be cool. Making a scary game is actualy pretty easy japan is full of freakish tales. What would be interesting would be a eternal darkness inspired Zelda with the old school game play. All puzzell would be hellish death traps or disturbing huantings than need more than a item to fix. The vital nub woulb be way cooler if it was encased in a leather glove which could house other sensors also.
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