Born for Wii: Rogue Squadron (page 3)
Just like Panzer Dragoon Orta, Rogue Squadron features an on-screen targeting reticule that could potentially receive a rebirth at the hands of the Wii Remote. Of course, unlike Panzer Dragoon, Rogue Squadron is rails-free. Previously, the control stick handled both movement and aiming — simply moving the ship moved the location of the targeting reticule. Though simple, this control scheme is also limiting. A Wii Rogue Squadron could sever the restrictive tie binding these two, allowing for more precise aiming in a specific portion of the screen, and the ability to dodge more incoming fire without sacrificing accuracy.
In a Rogue Squadron Wiimake, the nunchuk's control stick would still retain control of the craft, and the Z button would perform just like the GameCube controller's left trigger, while the C button would function like the right trigger. Fully clicking the right trigger on the GameCube locked the S-foils on the X-wing, and performed a similar function on ships such as the B-wing; this move could simply be performed with a quick double tap of the C button. Since the Wii Remote's B button is a very functional trigger, I think it would function better as the primary fire button, with the A button taking on the role of secondary fire. The camera button and targeting computer could easily be relegated to the – and + buttons, leaving the D-pad's AI-ordering function intact. The motion-sensitive nunchuk would also perform barrel rolls and Immelmanns better than the Cube's Z button.
But let's not stop there. Why settle for one control scheme when we could have three? It'd be a cinch to throw in the original GameCube control setup, but what about something a little more radical? A little more tubular? A little more Joystiq? It would require a little finagling, but taking Rogue Squadron back to its X-Wing/TIE Fighter roots with a joystick-based flight system would be a wave of nostalgia for longtime gamers, as well as an incredibly unique control system for a console game. Picture moving the Wii Remote just like a joystick, pulling it back to rise and pushing forward to lower the nose — it would certainly bring the cockpit to life far better than a more traditional setup.
Rogue Squadron's gameplay is solid, but a next-gen polishing would, of course, serve it well. A Wii game would mean more fighters on screen, even more impressive lighting and textures (Rogue Leader still looks damn good today), and more complex battles. Picture a dozen massive capital ships slugging it out, hundreds of fighters circling one another, lasers crisscrossing the battlefield, and explosions belching forth from pockets of heavy combat, all while an orchestral version of John Williams' classic score threatens to drown out the familiar sound effects, and maybe you'll start salivating at the prospect.
Rebel Strike finally brought multiplayer to the series in the form of dogfights and a co-op version of Rogue Leader's entire campaign; that's one hell of an addition. Imagine what could be crammed onto a much larger disc. Online co-op would be an extremely viable option. And given their lack of success with Lair and rumors of a new Wii game, Factor 5 could use a solid win; they may be sick of Star Wars by now, but Rogue Squadron is destined to be reborn one of these days.