When it was first released back in 2006, Wii Sports took the world by storm. Its popularity resulted from a perfect confluence of factors: intuitive controls, simple mechanics, and, naturally, the fact that it came in-the-box with every Wii sold at launch. These days, though, it isn’t seen as nearly as innovative or mind-boggling, as it’s been usurped by new technology.
Perhaps the closest modern parallel to the early days of the Nintendo Wii is the rapidly developing field of virtual reality. While the tech itself is far more complex than the comparatively rudimentary motion controls of the Wii, the way in which one interfaces with it is actually remarkably simple; VR is a more or less direct simulation of the human body, as head and arm movement, coupled with bodily displacement, are what inform the given game, virtual scene, or other program. In this way, it can be seen as something like a major evolution from the Wii, at least when it comes to its game mechanics and accessibility, and few games make these parallels more clear than the upcoming Home Sports for Meta Quest headsets, which is reminiscent of Wii Sports.
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Home Sports Could Be Picking Up Where Wii Sports Left Off
Home Sports, coming this month from VR developer Resolution Games, is aiming for many of the same goals–no pun intended–as Wii Sports. The game will feature five distinct sports to choose from:
- Pickleball
- Bowling
- Mini Golf
- Badminton
- Hockey
With the exception of bowling and mini golf, these sports are obviously different from the offerings of Wii Sports, but the fundamentals of Home Sports are nevertheless familiar. Of course, there’s the emphasis on motion controls that lends itself to true-to-life gameplay, but there’s also a clear focus on multiplayer. Ideally, this will result in a game that brings people together in much the same way as the original Wii Sports did, but the experience won’t be without some key differences.
How Home Sports Will Be Different From Wii Sports, for Better and for Worse
The very nature of VR opens myriad possibilities for Home Sports. Whereas the motion controls of the Wiimote and Nunchuck could allow players to mimic the actions of a boxer or tennis player, sans things like actual running or footwork, VR sets allow for far more sophisticated and intricate movement. For instance, players can actually move around the virtual space, making sports like pickleball and hockey potentially far more engaging and active in ways that similar activities in Wii Sports simply aren’t.
With how much movement is involved in some of
Home Sports
‘ game modes, it could wind up being a particularly good game for those seeking a workout.
Even sports that don’t involve a great degree of movement, like mini golf and bowling, could greatly benefit from the particulars of virtual reality. Factors like the angle at which the player approaches the lane in bowling, for example, could be incorporated for more complex gameplay. Plus, the fundamentals of VR, those being the audiovisual aspects that form the illusion of being in a new space, have a lot of potential to completely transform the sports sim experience.
Perhaps the biggest drawback of Home Sports being a VR title is a matter of financial and practical accessibility. Just about anyone could play Wii Sports so long as one person owned it, perhaps with a spare Wiimote, and a group of friends or family could gather around and take turns. To play Home Sports as a group, every participant needs their own costly headset. And instead of a fun novelty that can be the centerpiece of a real-world gathering, Home Sports could be more like an uncanny alternative to real-world interaction, not similar enough to be indistinguishable, but not different enough to be worth exploring. Audiences will have to wait til December 11 to see for themselves.
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