triforcemario
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Sep 16 '05
This controller shocked me when I first saw it, but then, I read some more info on it, and it sounds like its the first true chance in home videogame consoles since the first one, heres some new info:
An interview with Jim merrick:
Well, we've all finally had the chance to take our first look at the controller for the Nintendo Revolution - and whatever you think of it, you can't deny it's different. We had a chat with Jim Merrick, Nintendo Europe's senior director of marketing, to find out more about what they're calling the "freehand-style" controller - how it'll work with multi-platform titles, when we'll get to play the games, and who's going to win the next-gen console battle. What's more, we got a personal guarantee out of him, too... Read on.
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Eurogamer: So we've seen what the controller looks like, and some of the different ways in which you can use it... But can you describe what it feels like to play with?
Jim Merrick: Well, first of all, one of our goals was to create a controller that wasn't intimidating - that was as familiar and easy to use as a TV remote. So when you pick it up and point it at the screen, it's just like picking up and aiming a laser pointer, say.
It's designed to make you feel like moving around is very easy and natural. For years we've been moving backwards and forwards with our thumbs, but now all that's going to change.
To use an analogy, it's as natural as putting your hand out of the car window when you're a kid and moving it through the air like a plane. Well, now you might have a flying game where instead of using your thumbs, you're actually tilting the controller to fly the plane.
Then there's what we're calling the nunchuk-style additional controller, so in an FPS game you're holding the remote in your right hand and shooting with your left, using the analog control to strafe from side to side and crouch and so on. It's the ultimate controller for first person shooters.
We've talked a lot about expanding the population and breaking down barriers, and the new freehand-style controller, as we're calling it, is very much a part of that. This controller is just so intuitive - I hate using that term, but it really is!
Eurogamer: So how long has the controller been in development?
Jim Merrick: It's a difficult thing to pin down. I mean, two years ago, Iwata was talking about making a fundamental change in the marketplace and reaching new audiences. And of course, the minute we finished work on the Gamecube, we were thinking, 'Where do we go from here?'
I really started seeing references maybe a year ago - the developers started to get information, and then prototypes, and now they're working with what you saw today.
Eurogamer: Is what we saw today the finished product, then?
Jim Merrick: It's very nearly finished. We've got time to make a few refinements, but fundamentally it's complete.
Eurogamer: How come you didn't show off any games today?
Jim Merrick: We went to great pains not to show the software today because we didn't want to detract from what we are trying to show. We're talking about a fundamental change to how we see games and how we play games, and we didn't want to get hung up on polygon counts and so on.
Our official launch date is still 2006, and before we show the software, we want to make sure it's at a stage where you can understand exactly how it's going to work with the freehand-style controller - by actually playing the games.
Eurogamer: So when will we get to play them, exactly?
Jim Merrick: Put it this way. Without making a commitment, if I went to E3 2006 and didn't end up playing the Revolution, I'd be very disappointed...
Zoom in'Jim Merrick Takes Control' Screenshot tele
Jeez, it's not a "who's got the biggest" competition!
Eurogamer: A lot of Nintendo's previous controller concepts have been adopted by your competitors. Are you worried they're going to nick this idea too?
Jim Merrick: Of course! As someone pointed out to me today, here we are, about to throw away 20 years of controller designs - designs which Nintendo came up with! There will be an influence on the industry, absolutely. That said, Nintendo will aggressively protect its intellectual property.
Eurogamer: There's been a lot of talk about expanding the gaming audience and creating games for the whole family. Does that mean you're leaving Sony and Microsoft to take care of the hardcore?
Jim Merrick: Not at all. We know we have two audiences to reach - one is the expanding audience, new consumers or people who used to play games but have since quit.
But we can't only embrace that audience. We have to recognise the people who put us on the map, and make sure we continue create games for them.
For example, the first person shooter genre is very important, and as I mentioned earlier the nunchuk-style controller will change the way you think about FPS games forever.
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.
Eurogamer: Some critics have voiced concerns about compatibility issues with all the different television standards around these days... Will the Revolution controller work with all types of tellies?
Jim Merrick: I guarantee it. It works with LCDs, plasma screens, projectors... Everything. It's not like the old lightgun technology, where you had the classic problem of requiring a CRT screen. But this isn't working on a scan line basis, so there are no issues there.
Eurogamer: Do you think the Revolution controller will give Nintendo the edge needed to beat Sony and Microsoft?
Jim Merrick: It certainly could make us market leader. We have formidable competitors and I'm not going to make any sweeping, grand statements, but the Revolution has the potential to appeal to new groups of consumers we've previously been unable to reach. It also has appeal for hardcore gamers, and the ability to bring a lot of people back to gaming.
Zoom in'Jim Merrick Takes Control' Screenshot dominoes
Can even be used in domino rally simulators
Eurogamer: So this is a big day for Nintendo, eh?
Jim Merrick: Yes, absolutely! It's always fun when you can surprise people and spark their imaginations. But we do face a communications challenge, in terms of how we communicate exactly what this new controller is and what it can do.
There are so many great new capabilities - the controller knows not only what you're pointing at, but exactly how far you are away from the TV, for example - and it's important that we get all these across.
Eurogamer: Is the freehand-style controller your trump card, or have we got more exciting stuff to look forward to?
Jim Merrick: Let's just say we have more surprises in store.
The developers view:
"Every gamer who plays. Every one who used to play. Even those who have yet to play. Nintendo is your bet," Nintendo President Satoru Iwata has said of the Revolution.
By pointing, flicking, swishing and rotating the new controller, you can run, jump, spin, slide, shoot, accelerate, kick, swing a golf club... the possibilities are endless.
"The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we know it today. This is an extremely exciting innovation - one that will thrill current players and entice new ones," claimed Iwata.
President and CEO of THQ, Brian Farrell, said that "Nintendo has long been a trailblazer, and this controller design reinforces that reputation. We enthusiastically support Nintendo's next console because we believe their approach of continual innovation is very much in line with our own strategy of creating unique and innovative games for the next generation of hardware."
Meanwhile Chuck Huebner, Head of Worldwide Studios at Activision likened the controller to the DS, saying that the Revolution is "a system that's designed with an eye on enticing new players to the video game industry, and that's something we firmly support."
"Game control is essential - it's the area where perhaps the most game-play improvement can be made," commented John Schappert, Sr. Vice President and General Manager of Electronic Arts Canada, who commented that EA's sports titles could be the first to "immediately take advantage of what this novel 'freehand' type of control has to offer."
Ubisoft, finally, were apprently among the first to see the new controller in action. Serge Hascoet, Chief Creative Officer of Ubisoft said the company was "excited about the new controller" and that Ubisoft were "looking forward to taking advantage of its innovative aspects."
Updated! More glowing comments were given by Hideo Kojima of Metal Gear fame and a representative of Square-Enix during Iwata's keynote address. "'You've done it!' was my [first] impression! This was totally unexpected, I was pleasantly suprised because the controller is comfortable, and yet provides something brand new." He talked of how the NES controller defined the controllers we see today - held in both hands with A and B buttons. "Even though it was a suprise to me, once I had held the controller I quickly understood how it could be used."
Good news indeed as one thing is for sure: the biggest third-parties seem to be enthusiastic about the Revolution's unique new controller.
Info on some tech demos:
You've seen the controller. You know it is different. Now discover the first uses of the controller in potential gameplay situations...
So the wraps have come off Nintendo's revolutionary new controller. However, with all the new features and unorthodox design, just how will the controller translate to gameplay in next generation titles? Here is a summary of various hands-on tech demos that illustrate its functionality. Note that the graphics used in most of these demos were extremely simple representations, as the express purpose was to highlight the ways the controller could be used.
1. Aim and Fire: This demo allowed the user to see how the device can work as an accurate pointing device. Simply using the controller to locate an on-screen cursor, the player could fire at blocks for points. Two players competed on one screen for the high score.
2. Fishing: This demo showed off just how sensitive the controller gyroscopic-like detection will be in 3-D space. Not just left, right, up and down...but forward and back as well. Essentially, the player is engaged to utilize the controller to "pick up a fishing rod" and "cast" it into the water using simple intuituive movements. When the player feels a "bite" on the end of the line (represented by force feedback which will be present in the final controller), simply pulling back on the controller would reel the unlucky fish in. You can bet the next NEXT Zelda will be building off of this.
3. Irritating Stick: In this demo, the controller was used again to guide a cursor onscreen, this time represented as a rotating stick, through a 2D maze of obstacles. The player does not want to hit the walls for fear of "shock" and thus must keep a steady hand. Very reminescent of the (once?) popular japanese game Irritating Stick. If anything, this demo made me imagine how shmups (shoot-em-ups like Gradius) would play on the Revolution.
4. Air Hockey: Air Hockey is just like you would imagine...with a twist. Literally. This demo allowed the player guide their "paddle" onscreen as with previous demos, but the puck's direction could be altered by simply twisting the wrist in the desired direction. Needless to say, sports games like tennis may suddenly have a very compelling reason to reside on the Revolution.
5. Basketball: The Basketball demo was actually multi-player. Predictably, two players face off on a basketball court trying to guide the ball into their opponent's hoop. The catch is that the player moves the ball by using the B-trigger on back of the controller to create indentations in the court that the ball could be dragged toward, and then using the A button to reverse the recession into a bump that could launch the ball toward the hoop. Strange as it may seem, maneuvering despite the two players was apparently very easy to the point that blocks and steals could be pulled off.
6. Toy Plane: Pilotwings, anyone? Essentially this demo manifested one of the most common ideas for a controller that could sense actual movement. And the results are predictably very natural. The "pilot" holds the controller as he would a toy plane, raising and lowering the controller to make the on-screen plane dip and rise. Turning is achieved by twisting the controller in the appropriate direction. On a side note, Miyamoto wondered aloud how amusing it might be if a special plane-shaped controller was made for just such a game. Anyway, hopefully this is compelling evidence that Pilotwings will be making its anticipated return. Dogfighting could be very cool as well...
7. Where's Waldo?: Displaying a flat board populated by many various pokemon, the player is engaged to pick the wanted monster out of the bustling crowd. The idea is essentially the same as the mini-game "Wanted" in Mario 64 DS. The catch, as each of these demos possess, is that the camera could be panned and zoomed in unique ways. To look left or right the player would need only point to that direction on the board, whereas zooming in or out requires moving the controller closer and further from the board. The demo served as a compelling glimpse into next-generation dynamic user-controlled cameras...as well as teasing with thoughts of sniping in a first-person-shooter.
8. First Person Shooting: Speaking of first-person-shooters, the FPS demo represented the most cohesive and graphically complex of the otherwise simple game demos. In fact, it was basically Metroid Prime 2: Echoes rewired for Revolution-style control. Quickly scratched together by the folks at Retro Studios, the analog control attachment is held in one hand to allow player standard and strafing movements. The main controller base meanwhile could be utilized similarly to how a mouse is used in FPS games to aim and fire...all working very intuitively as FPS fans can imagine. No doubt the possiblities are very provocative for a FPS game...and it will be interesting to see just what Retro will have in store for Metroid Prime fans come launch time...or if in fact they are hard at work on another brand new FPS as well.
That does it for the demos...very exciting and compelling stuff. No doubt you can imagine the myriad possiblities this truly revolutionary controller can offer for your gaming experience. Rest assured more updates are to come as we get them.
An interview with Perrin Kaplan:(taken from etoy chest)ç
Written by Jason Dobson
ImageNintendo. The Revolution. We have been hearing these word paired for what seems like an eternity. Ever since E3 2004, the mutterings of Revolution, and what Nintendo has in store of the gaming industry have been seemingly nonstop. At E3 2005 we were shown the console – small, sleek, and mysterious. Information finally began to surface regarding the upcoming platform. It will boast high-quality materials and a smart, compact design, approximately the size of three standard DVD cases stacked together. It will be able to play all games from the current GameCube library, as well as be able to download and play titles originally released for Nintendo 64, the SNES and NES. It will sport WiFi connectivity, internal flash memory, a self-loading media bay and more. It was, in every way, an evolution. But what made this console worthy of its namesake? What was Revolutionary about the Revolution? Well, today, at the 2005 Tokyo Game Show, we were treated to the answer. The controller. For months speculation has run wild regarding just what this mysterious device would entail, and today attendees were give a glimpse at what is without question the strangest, most wildly different game controller that has been seen in a long time, perhaps ever. This evening we were given the opportunity to speak to Nintendo’s Vice President of Marketing and Corporate Affairs, Perrin Kaplan, regarding the Revolution, the controller, and what all of this means for us.
Question: First, I just want to thank you for taking the time to talk with us. I know your day so far has to have been a bit of a whirlwind.
Perrin Kaplan: Hi, thanks. That’s no problem. We’re excited to be able to talk about everything that is going on today.
Q: So, from a personal standpoint, what was your initial reaction when you saw the controller? I know a lot of us were, and perhaps still are, thrown into a bit of shock, and right now the camps seem to be divided into love and hate it categories.
PK: Right. Well, of course I saw the controller for the first time quite a while back, and was really excited about what it would mean. The Revolution controller is just very intuitive, and easy to use. It’s the sort of thing people really just need to get their hands on, and I think once people actually play with it that will really grow to like the controller.
Q: And how will the N64 and SNES games be controlled? Will players use the GameCube controller, or will they use one of the attachments?
PK: So for backwards compatability? What we are telling people right now is that there are several peripherals in the works that will be used for the older games. Of course, people will be able to plug their GameCube controller right in and use that, but if they want, they can use the Revolution’s peripherals for an entirely new and fresh experience.
Q: Is this the final design for the controller? Or is this like how we saw the DS initially at E3, and when it finally came out it had been redesigned to make it more comfortable?
PK: No, this is not the final design. You won’t see that until the release is here, but we are getting much closer. Just like what was seen with the DS the designers are continuing to work on the controller.
Q: Will all games use the Revolution’s unique controller, or will players be able to use the GameCube controller, for example, on new Revolution games?
ImagePK: Yes, all Revolution games will use the new controller. Nintendo’s idea is that it’s all about creating the free and new experience, and the controller is central to that.
Q: Besides the analog attachment we have seen, do you know of any other planned attachments for the controller?
PK: Do I know of any? Sure, yea. There are many peripherals that are planned for the controller.
Q: Any examples you can share? Throw me a bone here [both laugh].
PK: I know, everyone wants more information, but as for right now we are focusing on the main controller. We’ve had some people here that have spent some time with it, and have written some stories on the controller already, and everyone seems to really have enjoyed the experience. It’s just so intuitive.
Q: Regarding the peripherals, has there been talk of price yet? The hobby is already becoming cost-prohibitive for many players, so the idea of having to purchase additional equipment to play certain games has many people concerned. How would you address their fears?
PK: Not yet, but again we aren’t really spending much time talking about the peripherals right now. As for price, I wouldn’t worry too much about that. Nintendo is focused on making the Revolution accessible to players, and the designers are keeping all of these concerns on their minds. We’ll release more information on the peripherals soon, but players really shouldn’t be concerned about price right now.
Q: Do you know off hand how, using the new controller, the Revolution’s Super Smash Bros. will work?
PK: Off hand, even if I did, I would rather just let players use their imaginations to think about how it could be played. The controller opens up a number of possibilities to control a game like Super Smash Bros. I know people want to know more, but now isn’t the time. There really are just so many ways this controller could be used, and I think it’d be just more fun to see how players might imagine a game like that be controlled.
ImageQ: With such a wildly unique controller, and with the Xbox 360 and PlayStation 3’s controllers adopting a more traditional design, it is conceivable that cross-platform games will not be seen, at least in their vanilla form, on the Revolution.
PK: Well, firstly, if a developer chooses to design a game for the Revolution, they can make the controls work how they would on another console if they want to. It’s just a small change, though, to make the game work for the Revolution’s controller. However they can also design it to take full advantage of the controller, which opens up a whole new range of possibilities.
Q: So, for example, a Tony Hawk game players purchase for the Revolution would seem to offer a totally different experience that what players would get from the Xbox 360 version players purchase, do you agree?
PK: It could offer a new and different experience, for sure.
Q: We saw in the press release that third-parties such as THQ and Activision have already commented on the Revolution’s controller. How has the overall reception been from developers and publishers?
PK: It’s been overwhelmingly positive, actually. Everyone seems to be really excited about the controller, and the possibilities it offers. Like the DS, Nintendo is all about developing tools that help developers be more creative, and they have been very open to what the company is doing for them, and the players.
Q: For our final question, because I know you are incredibly busy, is that with the four different colored lights on the controller signifying the player who is using the device, does this mean that the system will support a maximum of four players?
PK: What we are telling people right now is that four players can play on the Revolution, but what this means exactly we will unveil at a later time. We’ll have more information soon to come on this topic.
Q: Thank you very much for taking the time to speak with us today, it is very much appreciated.
PK: Thank you, especially you are up so late for this. You’re in, what Pacific time?
Q: Mountain.
PK: So it’s going on 2 a.m. for you there.
Q: Yeah.
PK: So thank you, we appreciate it a lot.
Most of the info was taken directly from revo-europe.com