Ghost Squad heading to Wii
Lightgun shooter from SEGA AM2.
SEGA has revealed that its AM2 division is hard at work porting 2004 arcade lightgun title Ghost Squad to Wii. It's due for release around here in early 2008, the publisher said overnight.
Using the Wiimote as a lightgun, players get to join up with the four-man Ghost Squad (it stands for Global Humanitarian-Operation and Special Tactics Squad, believe it or not), but if you're conjuring images of blasting Casper then save them for another time, because the Ghost Squad's business is tackling international terrorism.
This they do across three mission locations, each comprising multiple levels with branching paths, making use of up to 25 unlockable weapons including machineguns, SMGs, sniper rifles, shotguns and crossbows. The original arcade machine had an SMG-style lightgun; using the Wiimote in lieu of that you'll also be able to defuse bombs and rescue hostages, with stealth apparently encouraged.
Naturally there will be multiplayer (for up to four people) in addition to Training, Arcade and Special modes, and while online play seems to be absent, players can expect online leaderboards for keeping up with their ghostly competition. SEGA's Gary Knight reckons that the Wii port does a good job of mirroring the arcade game's "instantly exciting gameplay" and "well thought out pace", and adds that the Wiimote works "perfectly as a lightgun", so let's hope he's right.
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Comments (18) Latest comment 5 years ago
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You were all thinking it.
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I had an interesting discussion last time in a thread (don't remember with who) and a new calibration type might work...
Maybe the 'zapper' is more than a shell and has new technology inside?
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Loved the arcade machine.
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@AcidSnake: I think that might have been me, over on the Resi on-rails shooter thread?
By my reckoning, the basic obstacle is that Wiimote pointing is relative to the sensor-bar, not the screen. But you should be able to have a calibration screen to gather enough information to do the translation (shoot the centre and corners - I think DreamCast HOTD2 did this). I guess that Wii Play and things have avoided going down that route to remain accessible.
Zelda gets you to align a bar on screen with the actual dimensions of your sensor bar, which should allow it to figure out the physical width of your TV set, and via the aspect ration, its physical height. It does pretty well on the X-axis, but since there's no "shoot the centre of the screen" step, it has to guess at the Y-axis (but then it's not an on-rails shooter, so it's good enough).
I wonder if there are any EG-reading Wii developers out there who could shed some light on the issue?
Full disclosure: I'm an old-school Namco GunCon shooter nerd (Point Blank, Time Crisis etc), and have high hopes that the Wii can replicate proper light-gnu action, since flat-panel TVs are otherwise killing it off =( I also once wrote a homebrew PS2 light-gun falling-blocks puzzler, but the less said about that the better.
(edit: umm, that's "proper light-*gun* action". Unless Jeff Minter is planning something ...)
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It's true that the pointer isn't exactly pointing at the screen, rather pointing at the sensor bar. Still, it works a treat in RRR and Wii Play, so no worries there. Perhaps some day a developer will take the time to make a calibration option in there game, which measures your distant from the TV and the size of the TV.
Btw, did anyone notice that at a certain distance, say 3m, the cursor points almost exactly at the same spot as you point your wiimote../
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Londoners can find this game in the old Play2Win (I think its just called Amusements now) at the end of Oxford St. opposite the Plaza complex.
Also, interestingly, the Arcade has on screen cursors as well despite using Light guns, so there's no change there in the Wii version.
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It's cheaper, easier and probably more accessable to do an onscreen cursor based solution. Even if it's at the cost of hardcore enjoyment/skill.
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(btw, I'd be surprised if it takes much extra work to derive screen-relative co-ords if you know where the corners are -- the controller libs already do 90% of trig anyway, to get the sensor-relative planar co-ords).
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Just wondering why no-one has done this yet, or whether they have and I've missed it. Red Steel would be a prime candidate but goes with the cursor approximation, looks like Far Cry is the same, not sure about the miscellaneous other FPSes. None of those is a pure gun game though.
There's a fair amount of classic arcade shooter IP that's becoming unplayable due to LCDs and plasmas taking over -- I'd love to be able to buy a Wiimote-based "Time Crisis Collection", or "Virtua Cop Anthology". It would also be good if that gun "shell" thing doesn't suck.
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I think the problem would be that even if you calibrated by shooting the corners, the starting position of the wiimote would affect the calculated result. So if you (for example) shifted on the sofa sideways or handed the wiimote to someone else, it'd throw off the calibration math. So a recalibrate after every game, or even level would be required, particularly if good accuracy was needed.
Or sit on a tube of superglue...