Control Scheme
Left Stick:
Up - Move
Forward
Down - Move
Backwards
Right - Turn Right
Left - Turn Left
* See Metroid Prime (the 1st one)
While
Aiming:
Right - Strafe
Right
Left - Strafe
Left
A Button:
Non-Progressive Aiming
(When you move Wii Mote to the right and stop, the aim does so
accordingly)
* While
Crouching and near vertical cover, character pops out aiming with minimum
exposure.
* While
near corner, turning towards that corner with the A Button allows character
to pop out of corner with one leg for
minimum exposure.
C Button:
Progressive Aiming
(When you move Wii Mote to the right and stop, aim keeps moving to the
right)
* Over-writes A
Button.
Z Trigger:
Crouch
* How far you crouch depends on how far you pull the trigger.
B Trigger:
Shoot
Gameplay
Level Design
Massive battlefield is left open for 8
players (blue dots). All enemy and ally locations (red) connected in real time
through some way. Situations and objectives are told via Video Comcast (VC) in
real time while the players are traveling through the battle field and once
before the level itself has loaded.
Health Mechanics
Players will have a shield that instantaneously recharges but drains extremely fast.
Players will also have a health indicator via EKG line with three stages, green (healthy), yellow (hurt), red (dying). Health also declines extremely fast with damage.
Weapon Mechanics
Every weapon has a concussive blast that can push players horizontally as well as vertically. It can also push the view and or aim of the player. Getting hit hard in the gut might push the players view or aim down as to indicate clenching from pain, or getting shot with a shot gun might push player back (as well as knock view or aim down), or being in the vicinity of a grenade may cause player to be knocked down completely of his feet, or etc…
Types of Vehicles
Air:
Helicopter
Land:
Almost anything
Water:
Almost anything