Nintendo's recent announcement of the Wii Vitality Sensor may have convinced certain fans they've finally lost the plot, but No More Heroes creator Goichi Suda (better known as Suda51) is already brimming with ideas for the peripheral. Sadly he's not yet ready to divulge what they are, but considering the hero in No More Heroes saves on the toilet, you'd better believe they'll be completely barmy.
Slightly less worrying is Suda's assurance that his development team are trying their best to incorporate Wii MotionPlus support into their second No More Heroes game, subtitled Desperate Struggle. If support for the peripheral elevates the game's beam katana fighting into the lightsaber game we've all been imagining for the past few years, it should outstrip the original's disappointing sales easily.
What sorts of ideas does Suda51 have in-store for the Vitality Sensor? A minigame where you have to poke your finger inside a machine to retrieve a lodged coin? Who knows? Let us know your ideas in the comments!
[source kotaku.com]
Comments 19
I imagine the ideas he has in mind will be pretty sick!
Where will he have us clip this I wonder...
Travis Rocks!
Vitality Sensor?!? I still don't get it. Does this just mean we're just gonna be subject to a lie detector in each game we play.
I shan't share with you, what I imagine Travis might do with his finger.
Nipple clamp!
Stop talking about that! (LOL)
I think the Vitality Sensor would be perfect for a horror game similar to Eternal Darkness. The more your heart rate races during gameplay, different things could affect your character on screen.
@theguitarhero
It is a very neat idea for horror games, and slso it can be used to increase your rage meter in the No More Heroes franchise.
suda 51 is a genius and i can't wait for his insane ideas
What?! I don't want to buy that peripheral though! Alas, I am doomed if Suda thinks of something...
I'd imagine it'll probably be some kind of pulse-related minigame. Something to do with stealth, or the shuddering sniper rifle in Metal Gear Solid.
You'll have to put it on the tip of a Lincolnshire sausage every time you need to recover health.
Either that or it'll work as a nose-peg when navigating some putrid sewers.
Consider this to be an extremely strong warning - moderating team
The only hindrance to the devices potential is that it takes the place of a nunchuck.
@brandon BIG hindrance. It needs to be wireless.
I KNOW Nintendo has ideas beyond our imagination for this. They just announced it too early leaving people in a "what the heck?" state of mind.
Yes, I can't imagine they'd announce this without some idea of what they're going to do with it!
@theguitarhero
I was thinking the same thing
Not just for horror games either though, it could be used in just about anything, and depending on how powerful the sensor is, your character's stamina, physique, and a wide variety of other factors could be affected as a direct repercussion of changes in the player's own "vitality". No doubt developers will come up with plenty of other zany but awesome ideas for how to implement the vitality sensor in their games.
@theguitarhero
Time to go put that job app in at Silicon Knights isn't it?
YOU GIVE A WORNING
SO SUDA51 CAN EXPRESS HIS DIRTY SENSE OF HUMOR AND WII ALL PLAY NO MORE HEROES AND SEE TOILETS
YET MY POST WITCH WAS TOTALLY UNOFFENCIVE GETS CENSORED BY AN IDIOT
I actually thought even though it seemed a bit gimmicky, after about a minute or so that it was a great idea. It's a genius form of input, and i thought about the possibilities of it being used in traditional games, even if as a supplementary add-on feature. Imagine a Boktai-style system where based on the data gathered from the pulse patterns detected from the vitality sensor, weapon effects or attributes could be formed, creating a sense of unique experience to the player. The way this data could be used in the regular games could be very innovative. Games should build upon these principles, first we saw catridge lock on dependency in sonic and knuckles, then data transfer fromm game boy games on the n64, time dependent events, memory card dependent events in Metal Gear solid and smash bros melee, sunlight dependency in Boktai, weather channel input in Nights (abysmal sequel to a legendary game with so much ptential on the wii... anyway), all these different, randomising types of input that have dependent variables in the game, can really flourish a gaming experience.
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