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Outside of the core tech, and its ability to run on Wii, our biggest unknown until this hands-on was just how well the game's control would pan out. Call of Duty 3 had a generally strong control scheme, but nothing that could hold a candle now days to the current king of FPS on Wii, Medal of Honor Heroes 2, or the upcoming Conduit, due in 2009. Control options for World at War seem to fit somewhere between Treyarch's COD3, and Heroes 2, as the game has a few pre-sets for the cursor's bounding box, turn sensitivity, and motion control detection. Unlike Heroes 2 and Conduit though, those setting are - as we mentioned - presets, so you'll only have a few different options in tweaking it. We instantly tightened everything as much as possible to get a better feel for the max sensitivity, and while it worked well enough for us to navigate and battle it out on the field, it could still be much, much tighter, and we'd be lying if we said it didn't affect our game at least a bit. With what little time is left in the game's development, we'd highly suggest that Treyarch boots up Heroes 2 again, cranks up the sensitivity in that game, and then adjusts their range of cursor control accordingly. The fact that it doesn't run at 60 frames makes things a bit more difficult if the end goal is to be the best controlling Wii FPS out there, but the bounding box and turn speed can certainly be changed with a few quick tweaks.
Once we got used to the control though, World at War was still a very fun core experience. Control felt good, the sprint and crouch/prone control was there, and easy to use (sprint with A, crouch/prone with C), and the iron sights (Z button) were easy to pull up and down. There were multiple control schemes to check out, including one for the Zapper shell, but with all tweaking needing to be done out of mission - which includes look sensitivity - we left the layout as is. The game made use of a few scripted sequences as we were playing, having a group of Japanese soldiers leap out of hiding in full terrain camouflage, and there was a sequence where a soldier ran and lept on top of us, initiating a COD4 dog-inspired quick-event. It took a few tries to get the timing down, but with a quick tap of down on the d-pad, we were able to dispatch the enemy and move on.
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