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Old 05-31-2005, 12:18 PM   #41 (permalink)
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Quote:
Originally Posted by LoganSnake
PS3 and 360 are about 10 times more powerful than that...
Sony and MS have always beefed up thier console specs, MS more so than Sony. The system specs for the latest gen consoles that were given at launch were:


PS2:
* 66 Million Polygons per Second (peak)
* 38 Million Polygons per Second (lighting)
* 36 Million Polygons per Second (fog)
* 16 Million Polygons per Second (curved surface generation)

Xbox: 116.5 Million Polygons per Second

Gamecube: 6-12 million Polygons per Second (in-game)

See? Nintendo gives realistic numbers. Just wait for the games.
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Old 05-31-2005, 09:53 PM   #42 (permalink)
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nintendo's always gave realistic in game poly counts...they did it with the cube while microsoft and sony were giving insanely high numbers. now look at the games, cube surpasses ps2 and is almost on par with xbox.
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Old 05-31-2005, 09:55 PM   #43 (permalink)
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Quote:
Originally Posted by stevie667
I just realised something about the nintendo backwards compatability...

PERFECT DARK! GOLDENEYE! PERFECT DARK! GOLDENEYE! PERFECT DARK! GOLDENEYE!
See, this was my VERY FIRST thought too. Then I watched the streamed conference and I noticed that they said that many of the thousands of nintendo games would be available...

"The third parties can make their own decision whether they want to sell them, or maybe they will add it on as sort of a free benefit when you buy a current version of the game."

So since Perfect Dark is in the works for XBox or 360, should we assume that Rare owned the rights to it, and that the franchise now belongs to MicroSoft? If that is the case, why would microsoft want to sell or distribute games for the competition?

This is the depending factor on me buying this system. "Can I get Goldeneye, Mario World and the All Stars games, Perfect Dark, Chrono Trigger and the Final Fantasy's, etc., and what will they cost."

I guess we'll have to wait and see.
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Old 06-01-2005, 02:54 AM   #44 (permalink)
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I heard rumors that rare wanted to leave x-box because they hated the operating system? I'm also pissed because now perfect dark 2 will come out on the 360, and it'll be so unbelievably good

I think that rare will probably let people get their old games, they can make plenty of money from it.
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Old 06-01-2005, 03:13 AM   #45 (permalink)
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Well, Free Radical have left Rare, and things ain't been quite the same since they passed over. They've had, what, one title for the X-Box? With mediocre sales, and poor reviews as well. Microsoft just wanted Perfect Dark, and without the original boys behind it, as well as being just one of the ten bazillion jillion FPS games taht are coming for the X-Box 360/PS3, I don't think it'll be quite the same.
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Old 09-15-2005, 07:45 PM   #46 (permalink)
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Revolution Controller shown.

Latest report on the Revolution: The controller revealed...

It looks really cool, is super innovative...but I've been bit in the ass too many times by Nintendo's innovation and developers lacking to invest the time and money to make a game that really takes advantage of their innovation.

Larger images and more images if you follow the link.
http://cube.ign.com/articles/651/651275p1.html

Quote:
Hands-on the Revolution Controller
We take Nintendo's innovative new peripheral for a joy ride. Find out why it could change the way we play games forever.
by Fran Mirabella and Matt Casamassina

September 15, 2005 - It was a rare opportunity. Yesterday, just outside of Tokyo, Japan, Nintendo invited us to experience the Nintendo Revolution controller for ourselves. Joined only by Shigeru Miyamoto and a few executives, we attended a sort of schooling on the controller, the centerpiece of the Big N's next-generation platform. It has long been speculated on, but now it's actually something tangible that we can understand -- or, try to understand anyway.

For months, years even, we've been hearing Nintendo reiterate that it does not want to be part of the same battle that Sony and Microsoft are deeply entrenched in. However, with a system like GameCube, the comparisons are inevitable. With Revolution and its one-of-a-kind approach to the controller, drawing these parallels just became a lot more difficult. This was an important message from Nintendo in our meeting. It wants to explore uncharted waters, be a blue ocean company, and not find itself sailing the bloody waters where the competition resides.

Revolution guarantees this. The main source of input is nothing short of unexpected and untraditional. It is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it's moving in there. Now you're getting the idea.

Main Controller Features

* 3D Pointing. Sensors understand up, down, left, right, forward and backward.
* Tilt Sensitive. Controller can be rotated or rolled from side-to-side.
* Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad.
* Multifunctional. Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
* Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
* Rumble Built-in. Included as a standard in all the controllers.



To show off its features, Nintendo designed a series of crude gameplay demos. Since it did such a good job of helping us understand how the controller works, we'll describe them in detail in the following paragraphs. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features.

Demo #1: Point and Shoot
Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is.

Demo #2: Fishing
Much more advanced than just a simple cursor, this revealed how the controller can navigate a 3D space, moving an object on the TV screen not only left, right, up, and down, but also forward and backwards with depth. Users simply use the hand cursor on the screen to pick up a fishing pole and dip its line into a pond full of fish. Like nearly all of the demos, this was very crude, so don't go imaging even fishing on the Ocarina of Time level -- this was like a coloring book with flat fish in the water. The visual medium wasn't the point, though. It was pretty intuitive to just reach forward with our virtual hand, pick up the rod, and then dip the hook into the pond and dangle it there. When a fish finally bit, the remote rumbled, which was the cue to tug back on the controller to catch it. As it was only a prototype controller, it was wired because rumble was not in the wireless versions yet.

Demo #3: Shock Stick
Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and don't hit the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things.

Demo #4: Air Hockey
This blended basic pointing with something new: twisting. As you might imagine, players hit a puck back and forth by maneuvering their "hockey sticks" with the controller. The catch was that by twisting your wrist, left or right, you could angle the stick to send the puck in another direction. Twisting, in addition to hitting was actually pretty difficult in this demo. It worked to a point, but it also lacked the intuitiveness that a real table would have. It seemed mainly aimed at familiarizing us with the notion of twisting the remote to turn things.

Demo #5: Basketball
Again, this focused on laser pointer style controls. The game was to simply move a basketball around on the court, not by bouncing it, but instead dragging it by pressing the B-trigger in back of the remote to create an indent. The ball rolled into the crevice, and you could drag it towards the hoops. Then, with the A-button, you could reverse the indent, creating a hill and pop the ball upwards toward the hoop. It was a simple two-player game, but worked to show off the sensitivity of the cursor and how it was interacting with another player in the same space. Surprisingly, it was easy to keep track of where you were on the court, allowing for blocks and steals.

Demo #6: Toy Plane
Set in the watery hub of Mario Sunshine, this demonstrated that not all controls are created equal. The remote could be held like a toy airplane, fingertips support its base, which allowed the player to tilt it forwards to dip down, back to gain elevation, and twisted left or right turn. The objective was just to steer the plane through rings in the sky. Of course the first thing that came to mind was Pilotwings, so it's easy to see how these simple applications of the controller could be grown into something more complex. It was pretty intuitive to pull off dips and quick turns. Miyamoto joked that you could have a controller peripheral shaped like a toy plane to really make it interesting.

Demo #7: Where's Pikachu?
One of the crudest demos, the screen displayed a flat map with many Pokemon characters crowded together on it. It was a spoof on Where's Waldo, the famous find-the-needle-in-the-haystack illustrated book. The controller lent the ability to look left and right by just pointing the cursor across the map, but also zooming in by moving towards the screen (or zooming back out by moving away). One can imagine how a sniper rifle in a first-person shooter might take advantage of those kinds of controls.

Demo 8: First Person Shooting
So, we lied -- not all of the demonstrations were completely crude graphics. For the final demo, the one that most represented how a game might feel with the Revolution controller, Nintendo displayed what was apparently a test by the team at Retro Studios for what they could do with Metroid Prime 3. They stressed it was just a test, quickly thrown together in just a few weeks. For this, the analog control stick peripheral was used. We held it in our left hand to control the forwards, backwards, and side-strafing motions, as well as having access to triggers in back for scanning; meanwhile, the right hand used the main Revolution remote control to behave just like a mouse on a personal computer. It was a very natural application and felt pretty smooth, but since it wasn't a polished game it did feel a bit awkward at times, making us wonder what kind of things a developer could do to calibrate these kinds of controls for users. Nonetheless, the potential is huge for the FPS genre.

A Bold Move
This concluded the demonstrations. At which point a mix of excitement and confusion set in. This is a bold step for Nintendo. It will seemingly exclude the Revolution from a lot of third-party release. They'll all have to be tweaked if they hope to work well at all. So, this creates a rather large uphill battle for supporting the system with a consistent flow of content. However, the exciting part is that most games that are actually made for Revolution will be very unique and that's what Nintendo is aiming for. Unfortunately, as the DS has proven, unique doesn't always equal better gameplay. Nintendo will have a lot to prove when it finally chooses to reveal real, polished software that's supposed to represent how Revolution will play. That is going to be the crux of Revolution entirely, because without a consistently fluid experience, this could also easily be a flash in the pan or something altogether frustrating. We have to wonder how it might be holding your arm in the air for an hour or more, and if that will cause any frustration.

On the flipside, though, the demos set our minds abuzz. It's easy to imagine why Nintendo is so heavily invested in the idea. There is such great potential to do so many unique things. Playing a real-time strategy game like Starcraft would be extremely fluid and intuitive. Mario Party, we're sure you can guess, will finally be a completely new experience. What of Zelda or Mario? No word yet, but imagine swinging your sword in Zelda instead of pressing buttons. Or, in Mario, imagine having to grab blocks and build platforms. Also, since the controller flips on its side to work very much like a NES pad, it would be interesting to mix up gameplay and throw in an old-school challenge.



This doesn't even explore the possibility of accessories. Nintendo wasn't making any announcement, but as an example Miyamoto commented you could hook it up to bongo drums or something else. Everyone agreed a Samba de Amigo would be perfect as well, to which Miyamoto-san confirmed, "Mr. Naka [at Sega] really likes this controller." What if you could use two controllers at once for Fight Night or a new Punch Out? How about if Namco release a gun peripheral for a new Time Crisis, where you moved with the left analog and lifted, aimed, and reloaded your gun as if it was real? The list could go on and on, but we're sure you're already starting to gather your own ideas.

Finally, you'll want to take some time to examine the main remote. We got to handle this prototype, which Nintendo says is pretty close to the final design. It feels very comfortable and, as you can see, looks sleek too. Nintendo was unwilling to comment on what the "Home" button does, but it's likely a place to manage classic games you've downloaded, online games, and hopefully much more. Also, if you're wondering, there's no set limit on the distance one can use the remote yet, but Nintendo has tested it on up to 80"-100" screens and says it works fantastically. It can be used on tubes, LCDs, plasma, projection or any kind of screen because the sensor is connected like a flat antenna under the display. They are still working on the details of what kinds of options users will have for placement. So, there's also no reason HDTV wouldn't work with this technology -- here's hoping Nintendo decides to support it in the final system.



It's all about real games, though. Nintendo itself has always said that it's the software that's most important. We'll take the optimistic side and assume that Nintendo has really nailed the technology. If it has, playing Revolution should be unlike anything else out there. Mario will never be the same. But it's going to be up to these real games -- like Super Smash Bros. -- to prove why this is a revolutionary step and not just a way of being different. At the very least, starting right now, the development community is going to have a lot to think about. Whatever games are on Revolution, are basically guaranteed to provide a totally different experience. And for that, we're beaming with anticipation.

Last edited by FngKestrel; 09-15-2005 at 07:50 PM.. Reason: Really big ass photos.
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Old 09-15-2005, 08:29 PM   #47 (permalink)
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Man. Way to ripoff Apple, Nintendo
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Old 09-16-2005, 12:56 AM   #48 (permalink)
C'mon, just blow it.
 
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Uh, what? Apple didn't invent white appliances, nor do they have a game console, nor have they ever implemented any form of motion-based controller for said non-existant console. If you want Apple rip-offs in design, look at the 360 :P

As to the controller, I'm excited about it, very much so. The fact that the Revolution has port for plain old GameCube controllers, or the Rev equivelant, should quiet those who are deathly afraid of new things and are all 'omfg it's teh different I hates it1!1@11'.
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Old 09-16-2005, 03:34 AM   #49 (permalink)
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I am so sick of sh*t from other console companies. Nintendo looks like it's got this down pat like it had N64.

Kudos to you, Nintendo for staying true to your name and your beliefs. It truly is revolutionary.
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Old 09-16-2005, 05:26 AM   #50 (permalink)
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I think the most telling thing about the upcoming launches is that I haven't seen a single real gamer who's not excited about the Revolution. The 360 and the PS3, eh... they could take em or leave em.

"OMG BETTAR GRAFX, LEET" Whatever. The Revolution is about adding new styles of gameplay. The DS, while many of you may hate it, is the most revolutionary system in an awfully long time. The Revolution is just going to keep up that standard. In a world of XTREME sports and false advertising, thank God for a company that does its own thing.
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Old 09-16-2005, 05:31 AM   #51 (permalink)
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Now, now, I remember quite a bit of pissing and moaning when the N64 came out, specifically about the controller. So, it's not like this is something new, right?

I, for one, like it a lot. I imagine it'll be terribly awkward at first, but give me a few hours and I'll be twirling with the best of them.

I'm especially excited by this...

Quote:
How about if Namco release a gun peripheral for a new Time Crisis, where you moved with the left analog and lifted, aimed, and reloaded your gun as if it was real? The list could go on and on, but we're sure you're already starting to gather your own ideas.
How cool would that be? Imagine a FPS that actually felt like a FPS? No mouse to slide across the desk, no control stick to mess around with and tweak, right? You, your gun, no lights and the latest zombie shoot'em up as loud as you can get it. How great would that be?

Edit: I took too long to type and MooseMan beat me to it...

Quote:
...thank God for a company that does its own thing.
Well said.
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Old 09-16-2005, 05:47 AM   #52 (permalink)
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*runs around crazy like*

what the hell have nintento done with their controller?

Yeh, i can see it's going to be crisp, but i think i'll have to play with it first before i truely like it.
Good thing i'm a die hard ninty fan
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Old 09-16-2005, 07:33 AM   #53 (permalink)
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Check out the possibilities article at IGN. I cant wait til next fall!
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Old 09-16-2005, 08:13 AM   #54 (permalink)
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I don't care how the controller looks or what it's supposed to do. All that matters is if Nintendo is gonna use this thing properly. Right now they can make their system a failure or a success just by this type of new controller. It's gonna be hard as hell to develop games for the Revolution because of this controller, and porting over cross-platform games won't be as easy now. It's all up to Nintendo to make sure this thing works for all types of games, is easy to use, and doesn't get tiring after an hour of use (many gamers play with the controller in their lap, in a stationary position...this thing requires waving circles in the air...I really hope it doesn't tire youf arms out). I'm impressed by Nintendo's bold revolutionary controller design, but they MUST make this controller perfect or it's gonna ruin the system.

-Lasereth
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Old 09-16-2005, 09:26 AM   #55 (permalink)
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Look on the bright side, Lasereth.
It will probably bring some definition to couch potatoe's arms and shoulders.

This certaintly looks intriguing enough.

Looking forward to playing around with one.
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Old 09-16-2005, 10:01 AM   #56 (permalink)
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I was thinking the same thing Freman. Finally a little more physical activity in video games (granted its not much more but hey take what you can get)

I'm really not sure what to think about this, although I can think of neat ideas to be implimented for this thing I can also see it not working well with many games and thus eliminating nintendo from the console wars. As a Nintendo fanboy I just have to wait and pray this thing works.
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Old 09-16-2005, 01:27 PM   #57 (permalink)
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drawn and redrawn
 
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(see remote controller)

What the hell is that?!

...

Ok, intial shock fading...

Ok, looks like Nintendo is sticking to their B A controller motiff. A is the main button, B is secondary. I was wondering why the Revolution had ports for GC controller. Can the next-gen controller be that different? I guess so. And the "Nunchaku" configuration is interesting, with a analog stick added. Hey, why not connect two remote controllers together They're both motion sensitive. And in shooters, you can aim your dual pistols independently. Wouldn't they feel more like phazers from Startrek?

To top this idea off, ever see some people move their controller in response to something ("Jump Higher!")? Now it reads those jerky motions as commands

Best part, it's the shape of an 8-bit gamepad for some vintage gaming.
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Old 09-16-2005, 01:53 PM   #58 (permalink)
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Quote:
Originally Posted by 777
To top this idea off, ever see some people move their controller in response to something ("Jump Higher!")? Now it reads those jerky motions as commands
Mental imagines of controllers being launched out windows in response to 'dodge' commands on certain games

I'm getting used to it now, my only qualm is that i've spent long enough trying to get away from tv remotes (as i'm sure most other people have), and now we have another one?

Make it a bit more roundy, a bit more knobbly, something else, and put in a little console activated bleepy noise thingy for when it goes missing down the backs of sofas, i already have a hard enough time with my wavebirds.

BIG STINKING EDIT: I've got a query. there seems to be upper and lower case a's and b's here. I'm not sure if means some buttons will become redundant, but it'll sure be confusing in game if we're shouting 'press B, press B! No! Not that one! The lower case b!'

BIG STINKING EDIT TWO: Right, screw everything bad i just said (excluding the remote control looking-like-ness) about it, i just watched the video on the IGN website, this thing is going to fucking RULE!
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Old 09-16-2005, 02:34 PM   #59 (permalink)
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stevie,

gamespot's coverage mentioned that on some demo units the lower case a & b buttons were labeled "x" and "y" instead. i would bet that the controller is final from a functional standpoint but will undergo several aesthetic changes.

here's something linked off /. that I thought was pretty funny.
got get'em shiggy.
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Old 09-16-2005, 02:45 PM   #60 (permalink)
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Quote:
Originally Posted by guthmund
Imagine a FPS that actually felt like a FPS? No mouse to slide across the desk, no control stick to mess around with and tweak, right? You, your gun, no lights and the latest zombie shoot'em up as loud as you can get it. How great would that be?
You don't get to the arcade much, do you? Games exactly like you have described have been around since the early 90s... and no, it's not that great. You're still using a plastic controller to simulate actions. Personally, I would prefer to use the mouse because after a half hour of playing those light gun things, my arm gets tired.

Remember "Duck hunt" and the infamous light gun attachment? Sure, it was fun for awhile... but I'm pretty sure there's a reason something doesn't exist for the XBOX or PS. Same is true for the "Power glove" and "Power pad". The only thing I've seen recently like this is the "Eye Toy"... and while it's fun to use, I certainly wouldn't want it to be my main controller. Sometimes, I just don't feel like flailing around in front of the TV...

I can see this thing being practical for just a handful of games... which makes me wonder why Nintendo is making such a big deal about it. I would've been far more impressed if this was an addon released a month or two after the console.

[EDIT]

After reading that, I realize how negative I sound... It's not so much that I'm negative, just very skeptical. I really am looking forward to trying it out and seeing what Nintendo does with it. I'm just afraid (convinced?) Nintendo's gonna dissapoint everyone.

By the way, I meant to post this video I found: http://media.cube.ign.com/articles/6...34/vids_1.html

Last edited by nothingx; 09-16-2005 at 02:52 PM..
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Old 09-16-2005, 03:07 PM   #61 (permalink)
Oh shit it's Wayne Brady!
 
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I'm just disappointed that the backwards compatibility game have to be downloaded. When I heard "play any Nintendo game on the Revolution," I thought they had ports for every older system. Sure it would be monstrous, but all my old NES games I still have from when I was 5 that don't work on my broken NES are still collecting dust; and all I want is a fresh system to plug 'em into and start playing.

BIG disappointment, but now that I look back on it, downloadable content is more parsimonius. I guess I was just hoping against probability.
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Old 09-16-2005, 04:21 PM   #62 (permalink)
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nothingx: Arcade? What is this arcade you speak of?

Yeah, I know games like this have been around, but here's the thing....if I were to play a game like this in the arcade, I have to drive down to it, I have to keep pumping quarters into it, I have to share the well-lit space with two dozen other games all banging and quacking trying to garner my attention, and most important, I have to do all this in a public area with crowds of strangers milling past. Now, don't get me wrong, social activity is important, but there's a reason I don't play DDR in the arcades--it's because my mad dance skillz leave something to be desired and the shame I would bring on my family's house by dancing in public would be too great.

Now, yes, your arms may get tired, but from what I get from the article, which was written by those that actually used the controller and not the actors waving their arms around wildly, was that the controller really didn't require all that much movement, unlike say...the light gun? or the power glove? or the the power pad, which are poor comparisons to say the least. The leaps and bounds technology has made since Duck Hunt hit the shelves.... The eye-toy is a little better, but it wasn't conjured up by the folks at Nintendo, who brought us the light gun, the power pad, and the deceptively comfortable N64 controller.

Lasereth is right. Nintendo is going to have hit this nail squarely on the head and, truth be told, it'll probably make or break the "Revolution," but at least Nintendo is moving in a different direction and giving us something truly 'new' to play with rather than re-hashing the same old controller scheme (Sony).

Here's one last thought... of the big 3, Nintendo seems to really want to impress the most. The Revolution, unlike the 360 and PS3, which are just pumped up and slightely re-designed remakes, is set up to be...well, revolutionary. I mean, the ability to play any game in the Nintendo catalog, internet gaming (which if rumors are true, will be absolutely free), a radical new controller design (and the ability to use conventional controllers for those that fear change ) and all of that at what the 'experts' are saying is going to be a fairly low price tag when compared to the 360 ($399.99+) and the PS3, which they tell us "will be 'expensive'."
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Old 09-16-2005, 05:36 PM   #63 (permalink)
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Quote:
Originally Posted by MooseMan3000
The Revolution is about adding new styles of gameplay.
This is what I'm lookin forward to.

And that apple comment, I was being facetious. I know that alot of people will think it though.
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Old 09-16-2005, 06:51 PM   #64 (permalink)
C'mon, just blow it.
 
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Look at how the remote is held - your right hand (or left) is in the same position it's in for nearly every other controller on the market. You don't have to 'point' it at the screen, either, it doesn't work off infra-red. EA, Ubisoft, Activision and THQ have thrown their support behind the controller, EA sports games are particularly mentioned. The fact that addons can be easily made doesn't hurt, either. And who knows? Maybe it takes Wavebird signals out of the box. I'm sure Nintendo are well aware that it wouldn't work with standard games that well, and there's still quite a bit of R&D time to go until it's released. You guys ever see GameCube controller mock-ups? Some looked like the boomerang monstrosity. Ended up with one damn comfortable controller.

And for all you naysayers:
Quote:
Eurogamer: How is the controller going to work with games that aren't designed specifically for the Revolution - multi-platform titles and so on?

Jim Merrick: We're producing a classic-style expansion controller, based on traditional designs like the Gamecube controller. It's like a shell with a hole in the top into which you slot the freehand-style controller, and then you can play third-party ported games, and retro Nintendo games you've downloaded.

So there's that option - but even while it's inserted into the classic-style shell, the freehand controller will still be able to sense positioning and so on, so there are more options too.

It's something that's just as true for the DS - not every game uses the DS's unique features. But some multi-platform titles do, like The Sims 2 for example. We hope other developers will do the same and look at ways their multi-platform titles can make use of the Revolution's features.
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Last edited by hulk; 09-16-2005 at 07:08 PM..
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Old 09-17-2005, 02:48 AM   #65 (permalink)
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I'm even more excited now

The more i study it, the more kick ass it gets. Maybe we'll actually be able to play games like sim city/red alert/the sims on consoles properly now?

You don't like whats being built? Smush it with you controller, you don't like someone, throw them 500 miles with a flick of the wrist. Think of the sadisitc possibilities
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Old 09-17-2005, 04:49 AM   #66 (permalink)
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I'm just thinking about one thing: Zelda would be so kickass if you controlled the swings, forward stabs and such by moving the remote...
I'm definitly excited about this.
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Old 09-17-2005, 06:15 AM   #67 (permalink)
C'mon, just blow it.
 
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Quote:
Originally Posted by biznatch
I'm just thinking about one thing: Zelda would be so kickass if you controlled the swings, forward stabs and such by moving the remote...
I'm definitly excited about this.
And given a recent quote by Shiggy that TP will be the 'last Zelda as we know it', that's probably a fair guess
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Old 09-17-2005, 07:14 AM   #68 (permalink)
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the genius behind designing additional control interfaces in a way that the original "remote-style" simply slides into it is the potential cost savings.

if the electronics, signal transmission pieces and power source are already supplied by hardware you own from the day of your original purchase... you're not reinventing (and re-purchasing) the wheel. the additional controller is just a dumb (and presumably inexpensive) shell. it's conceivable that new unique games could regularly be shipped with a customized control interface at little additional cost.
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Old 09-17-2005, 08:46 AM   #69 (permalink)
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that just means more money to spend on something, ii think after veiwing the controller i might go with ps3 instead of revolution
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Old 09-17-2005, 09:17 AM   #70 (permalink)
C'mon, just blow it.
 
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Quote:
Originally Posted by pacaveli
that just means more money to spend on something, ii think after veiwing the controller i might go with ps3 instead of revolution
You honestly think there won't be addon devices with the PS3? The fact that it'll almost certainly have a higher price to start with, too, makes your logic somewhat odd.
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Old 09-17-2005, 09:57 AM   #71 (permalink)
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Quote:
Originally Posted by irateplatypus
it's conceivable that new unique games could regularly be shipped with a customized control interface at little additional cost.
If every game has its own controller, I need to find more storage space.
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Old 09-17-2005, 12:47 PM   #72 (permalink)
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Quote:
Originally Posted by Slavakion
If every game has its own controller, I need to find more storage space.
Put some string through them and make a necklace.
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Old 09-17-2005, 09:49 PM   #73 (permalink)
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First off, I like it. This generation of games is going to match the genres that have been successful on pc and not on console. RTS is possible on this and the DS, for example. FPS will now be easier to control on the Rev than on the PC.

Also expect a big screen Nintendogs.

I see Sony and MS copying this. Much as Sony and Sega responded to the N64's analog stick, releasing new controllers that would work with the new games optionally, with a controller exclusive title here and there.

I don't really see this being in direct competition with the other two. It's different. A separate thing.

Right now, even with the MGS4 screens floating around now, I am more excited about the revolution than PS3. But I want both.

On the subject of game exclusive controllers, there have been more than few. Onimusha's sword controller, the DDR pad, the GunCon, etc. I guess I also mention this in responce to the guy who said there are no home light guns for playstation and Xbox.
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Old 09-21-2005, 06:52 PM   #74 (permalink)
 
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The trigger looks like a digital button. While this doesn't exclude the possibility that it's still an analogue control, I prefer the obviously analogue triggers you find on both the Dreamcast and the XBox, not that I'm a fan of either system...

The controller looks like a novel idea with great potential. I'm interested to see what they do with it.


I would like to see Descent resurrected for the Nintendo Revolution. However, the button placement looks awkward. Not all of the buttons are accessible with a single finger...

Last edited by KnifeMissile; 09-21-2005 at 06:57 PM.. Reason: an additional thought...
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Old 09-21-2005, 09:39 PM   #75 (permalink)
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This is so new and different... there's a little voice in the back of my head shouting "that's wierd why would you want to play with that?" but it's completely drowned out by the rest of my brain which is cheering.
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Old 09-22-2005, 10:08 AM   #76 (permalink)
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Quote:
Originally Posted by KnifeMissile
However, the button placement looks awkward. Not all of the buttons are accessible with a single finger...
I don't know if this was mentioned before or not, but it looks to me like there's a reason for that. Imagine you're holding the right part of the controller (the part that looks like a remote). Now turn it 90 degrees to the left. Look familiar?



Now turn it, et voila!

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Old 09-22-2005, 01:31 PM   #77 (permalink)
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It's as easy as one, two, three.

They better roundy the corners, the NES controllers arn't too comfy on the ol' hands compared to nice new controllers...
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Old 09-22-2005, 07:00 PM   #78 (permalink)
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I doubt you can play the new controller like the old ones by turning it on its side.
Look at where the infrared port is. On the end, where your hand would be.
It would be covered up if you held it old-school style.

Also, if you were meant to hold the controller sideways, wouldn't the text under the buttons for "a" and "b" be turned sideways, as well?
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Old 09-22-2005, 07:58 PM   #79 (permalink)
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And look how fat the controller is if it's held sideways...I can't imagine that would comfortable at all.

Not to mention the power button is right there by the d-pad...if you held it sideways the power button would be right under the fat part of your palm where it hits the thumb.
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Old 09-22-2005, 10:04 PM   #80 (permalink)
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I hope they dont use infrared for the controllers, that would be awful. They need to use the radio waves like the wavebirds do now.

I am so excited for the Revolution to come out. If I get one system this will be it, then possibly the PS3......
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