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舊 08-17-06, 11:56 AM   #1
神祕人1號
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[Wii]Barnyard圖片,Wii日版4月5日發售

Hands-on: Barnyard Wii
The recently released Cube game gets an upgrade.

by Mark Bozon
http://wii.ign.com/articles/725/725840p1.html

August 16, 2006 - On Tuesday August 15, THQ was nice enough to give a handful of local NYC press members (as well as a few of us coast-to-coast groupies) a chance to go hands-on with their four guaranteed launch titles for Nintendo Wii. The list, previously unconfirmed in its entirety, includes Avatar, Barnyard, Cars, and SpongeBob Square Pants. While all four were show in playable form running on Wii development kits, it's important to note that many of the games (specifically Cars and Avatar) were direct adaptations from the GameCube versions, still in a very preliminary state (Editor's Note: All games used rumble, but no game used the speaker. When asked about it, a THQ rep told us that no documentation outlining the speaker has been received from Nintendo at this point, holding true to our leaked developer documents posted just a few weeks ago). Even still, the select group had a great time handing out at Dylan's Candy Bar in the heart of New York City, eating our fill of tasty candy, and playing nearly six hours of Wii. Not a bad way to spend a Tuesday afternoon. Be sure to check out each of our hands-on impressions for all four games as we all continue the countdown to launch.


Barnyard:
As with the other three THQ Wii games on display at the showcase in New York City, Barnyard is actually an adaptation from the original GameCube version. While this may sound like an instant downer, Barnyard was definitely second only to SpongeBob for the sheer amount of Wii interactivity already implemented. We knew ahead of time that Barnyard was a potential candidate for a Wii cross-over, and as we suspected, a ton of the mini-games are receiving star treatment in this upgraded package. As far as pure content, unlockables, and overall game engine, Barnyard won't be seeing any major additions. The game was, however, running on 480p Widescreen, and we were told that this was something THQ wanted to deliver in as many of its titles as possible. The option for both 480p and widescreen display will be up to the consumer, however.


The gang is back in town.

Let's get into the guts of the game. As you may have already played (or read about in our GameCube review), Barnyard is a go anywhere, do anything game, based around the events and characters of the movie. In Barnyard, characters take control of either a boy or girl cow (though both have utters… odd…) entering into the Barnyard world for the first time. From there, players will have a chance to meet and greet other animals, partake in a ton of mini-games and events, and even build their own reputation with a fully customizable barn/nightclub and overall animal ranking. If you need more info than that, hit up our review. We're moving on…

General gameplay within the main mode is very similar to the Cube version, with little spices of Wii control added in where needed. Players still control the cow with the analog stick (on the nunchuck controller this time), and can sprint by holding Z. Interacting with characters is as simple as running up to them and pressing A, and jumping is done with a flick of the nunchuck hand. Simple enough. Where things get a bit deeper is in actual actions, as players can pick flowers by holding A and flipping the Wii-mote up, actually aim their utters to partake in sharpshooter quests. In addition, the Wii-mote's motion control also doubles as the C stick when no button is being held down, showing a very transparent (you won't see it unless you're really looking for it) set of cow eyes. Whenever the makeshift cursor hits either side of the screen, the camera will pan that direction. It may sound like an odd concept, but the overall control is actually pretty smooth, as players usually will drop their hands when playing casually, so the cursor is both out of the way and not drastically tilting to either the left or right unless it's directly intended. As the game goes on, expect more basic control (such as picking flowers, lifting rocks, or grabbing items) to make use of the basic Wii-mote movement as well. It's simple and basic (and in many areas it's added work, since the A button is not only pressed, but motion is used as well), but it does add a bit of spice to the otherwise traditional gameplay.

In fact, it's the mini-games that really make Barnyard a Wii contender in the first place, so that's where the actual focus seems to be put thus far. In the few games we had a chance to play (which included events such as golf, driving, darts, harass the mailman, target shooting, and the classic "jump the pipe" game from the main mode) Wii control was the obvious focus. We're expecting to see a ton of licensed products (and unlicensed, to be honest) that are more about the mini-experiences than actually devoting an entirely new overall play mechanic to the Wii controller, at least during the first couple generations, so mini-games were no shock to us. In golf, the first game we played, players will make a swinging motion with the Wii-mote (though they don't have to stand in any particular stance) to create the power for the initial drive. After the ball lands on the green, players take control of a groundhog which is moved with the analog stick, and attempt to push the ball into the hold before the time runs out. In both instances, timing the button press for the Cube version has now been converted into actual swinging motions, bringing a bit more tactile feel to the experience. The calibration on the golf portion needs to be tweaked a bit more, as players would either push too far or not at all, but the overall feeling is there.

For the driving game, players hold the controller in the traditional "NES" stance, tilting the virtual wheel to drive. This one was relatively straight forward, as it used the Button 1 for brake and Button 2 for accelerate. Pretty simple, and it feels relatively similar to standard analog control. Another game that stood out in our minds was the cow tipping game, in which the Wii-mote was used to steer around a cursor in hopes of firing apples at vandalizing kids. Another expected design, but an issue arose when we started playing. Rather than sighting in the Wii-mote for direct hand-to-screen aiming, the controller acts more like a mouse and cursor, as players will move the cursor around on the screen while the Wii-mote is still pointing at relatively 45 degrees towards the ceiling. This same issue was found in darts, where the Wii-mote is held like an actual dart, but the cursor didn't line up directly with where we were actually pointing the Wii-mote. Whether or not this will be changed is still unknown, but it is worth mentioning as the game felt very immersive aside from the oddity.

As a whole, Barnyard feels like a game that's making a solid (if not a bit shallow so far) conversion to the Wii platform while still having a few first-time jitters for the team. We'd like to see the overall graphical presentation receive a bit of a bump, as well as more precision within the Wii-mote itself. A few of the games, such as Jump the Pip" and Harass the Mailman are pretty solid (if not for a bit more motion detection in very subtle movements), while a few of the mini-games could still use a good chunk of tweaking. Even so, Barnyard was a solid conversion in its pre-release state, and helps to show exactly what type of interaction we can expect in subtle areas, as well as global designs.

此篇文章於 02-13-07 09:54 PM 被 神祕人1號 編輯。
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舊 08-17-06, 11:57 AM   #2
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舊 08-17-06, 11:58 AM   #3
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舊 08-17-06, 06:52 PM   #4
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舊 02-13-07, 09:55 PM   #5
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