Gaming@NINA

Ending IGN's monopoly, one play at a time

Forums · The revolution has begun...

triforcemario

0 +0

Sep 16 '05

finally, after months of waiting, nintendo have shown the top secret controller of the nintendo revolution, the follwing text if taken directly from revo-europe.com

This is it. Nintendo president Satoru Iwata has revealed the Revolution controller at the Tokyo Games Show. Pictures inside.

The controller has been revealed. On first glance it looks like a television remote, but one with a big "A" button, a "B" trigger underneath (reminescent of the N64 z-trigger), a D-pad, 2 normal A and B buttons (also labelled "X" and "Y" in some pictures), plus buttons for Start, Select and Home. At the top is a power button that can shut down the console and at the very bottom are four lights that designate the numbering among multiple players (currently allowing for up to four, more details on this setup have been promised by Nintendo's Perrin Kaplin.) The sleek, rectangular remote-like controller comes in various colours as well (including white, black, silver, gray, red and lime green). Most visible in the pictures is certainly the glossy white design, which matches the Revolution console's new iPod-inspired look.

The ergonomically shaped controller will generally be held in one hand, while attachments will be held in the other. Attachments connect to the bottom port on the controller. One of these is an analog stick attachment (said to be a pack-in item) that also features two trigger buttons - named Z1 and Z2 - on the underside. It should be noted that a variety of peripherals are possible here, and likely Nintendo already has a good number cooking up in their labs. One such attachment that Mr. Iwata touched upon is a more classically styled controller shell that slides over the remote base and allows for more familiar gaming for older, downloaded classics (of course, the Revolution has built-in Gamecube ports as well.)

Now here is the Revolutionary bit: the controller acts like a mouse in real 3D-space.

Gaming legend Shigeru Miyamoto was called upon to demonstrate the new technology - where small sensors placed near the TV and a chip inside the controller track its position and orientation, allowing the player to intuitively manipulate the action on screen by physically moving the controller itself.

For example, you could slash an in-game sword by actually swinging the controller from side to side, turn a race car just by twisting your wrist, or aim your gun in a shooter by pointing the controller where you want to fire.

The controller will understand up, down, left, right, forward and backward, while the pad is also tilt sensitive. The controller can be rotated or rolled from side-to-side. How does the controller recognize these movements? It works in conjunction with special sensors that will be placed above the TV set. Getting too weird? Fear not. For more traditonal style games however, like a freshly downloaded NES classic, turned on it's side the Revolution controller has the same button configuration as the classic NES controller!

The controller will of course be wireless, though there are currently no definitive measurements on the max distance, source or power. Nintendo has said that the controllers are already tested to be fine from 10-15 feet, and that the battery life should at least mimic that of the Wavebird (they are still undecided if it will utilize traditional batteries or rechargeables.) Finally, rumble will be included as a standard in all the controllers.

No mention was made of Revolution hardware specifics, and it was stressed the current Revolution controller may still get a slight re-design before the console's final launch. This article will be updated as more details are available.

Here are the first images:

[img width=700 height=525]http://www.revo-europe.com/newsgfx/tgs1.jpg[/img]

[img width=627 height=700]http://www.revo-europe.com/newsgfx/tgs2.jpg[/img]

[img width=433 height=700]http://www.revo-europe.com/newsgfx/tgs3.jpg[/img]

[img width=627 height=700]http://www.revo-europe.com/newsgfx/tgs4.jpg[/img]

[img width=627 height=700]http://www.revo-europe.com/newsgfx/tgs5.jpg[/img]

Changed the typo in the topic title for you =)
Rating: 0

thaddius

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Sep 16 '05

Hmm... not a touch screen contorller as I suspected, but revolutionary none the less... even thuogh it seems similar to the remote option for the panasonic 3do (without the attachements).

Interesting idea. The DS is also going to be a wireless controller for the thing. That's nuts. Three contorller options, ds connectivity, free wireless internet, downloadable games, gc backwards compatibility. It just doesn't end does it?

I'll be interested to try the controller. It seems purdy.
Rating: 0

Drifter

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Sep 16 '05

I'm not sure about the whole moving the controller as part of the game bit.  I know a kid that does that while playing GC and PS2, and it is annoying.  Giving him an excuse won't help the problem.
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blackmagequietguy

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Sep 16 '05

??? ??? Wut The Hell is This? I've heard of revolutionary, But this is far off the edge, Why didnt they DO something like a Wireless Touch Screen Controller? I will still buy this console , Im a Loyal fan on Nintendo,  but what the hell? I think nintendo Needs to go back to the drawing board !
Rating: 0

superpizza

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Sep 16 '05

yeah i agree. i can't see myself getting used to this controller. It doesn't seem to be comfortable and looks more like a remote than a controller. I think it will make it seem like your playing a game on your tv rather than playing a game on your revolution. The tilt option seems a bit hard to grasp for me and i agree Nintendo should rely on the basics a bit more but the options are there so I guess i'ts good and they were getting killed in the market with the gamecube so this might give them the edge. And ofcourse ill be getting me one.
Rating: 0

AngelEyez

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Sep 16 '05

I would rather use a normal controller instead of a controller that has 2 parts. Though it does look cool and futuristic. I think it's a cool option and all, but that thing about turning and shooting buy moving your wrisths, neh, that doesn't appeal to me.
Rating: 0

thaddius

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Sep 16 '05

It is innovative.

There's nothing about it Nintendo hasn't done before.
The powerglove, light gun, tilt games, the only difference is this two part thing and it's all in one.

It probably won't be that hard getting used to it. Try it first, then see.
Rating: 0

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
Rating: 0

scizor

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Sep 18 '05

I rather buy a tv rather than a revolution.
The guy who designed it must have been dropped on his head alot when he was a baby.
Rating: 0

triforcemario

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Sep 18 '05

I know what you mean, scizor, it is somewhat strange, butdo you really know what this does? this will go down in the history books! This is the first time a home video console has truely changed, because since the first game console, the only things that have changed are the graphics, the format (cartidrige to disc) the name and design of the console and the button layout, but now, nintendo have made a controller so unique, it make the x-box 360 and PS3 already look out-dated, the revolution is the future of video consoles, and by the way, the name of this console is probable not going to be the nintendo revolution.
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Drifter

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Sep 18 '05

scizor, if you don't have a tv you'd probably better buy that first.

Innovative stuff like this is at least interesting to try.  Like the Eye-toy.  My friends and I spent over an hour playing with that in Wal-Mart the first time we saw it there, and couldn't resist spending a little time during every subsequent trip until they took it down.  Its novel, to say the least.

The only problem that I have with all of the movement required is that sometimes you get home from school or work or whatever and you just want to veg on the couch and play games.  No excessive movements.  Only the thumbs matter.
Rating: 0

scizor

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Sep 18 '05

I have plenty of tvs but I wouldnt mind another one.
Its very unique and I wasnt expecting anything like that.
I was thinking i would be like the gc controller.
Rating: 0

superpizza

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Sep 18 '05

At first glance, i thought, this controller isn't gonna give me the gaming experience the traditional controllers do. Now i think about it and actually pretend im using it, i think this could really be something. Metroid Prime would greatly benefit from this as so would many first person shooters. I also like the idea that you can plug in the gamecube controllers as i might find that the new controller might be let down in a few games. I agree with triforcemario, this is the first time a game console has really changed in a while. The eye-toy was a big thing in the industry but i don't think it really changed the PS2. The controller for the revolution sounds like it will change a heck of a lot for the revolution and with all these supposed surprised the revolution has in store, this might be the first time that Nintendo might be able to catch up in the sales with Microsoft and Playstation. This sounds really exciting:D
Rating: 0

thaddius

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Sep 18 '05

I think the last big change that hit the gaming market was the virtual boy and we know how that turned out. But Nintnedo has long since fired the guy who made it so I think this thing will do quite well.
Rating: 0

DarkNarutoCraz

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Sep 18 '05

This is going to be hard use a remote controller and a control at the same time.
Rating: 0

triforcemario

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Sep 18 '05

[quote author=scizor link=topic=19571.msg104223#msg104223 date=1127053435]
I have plenty of tvs but I wouldnt mind another one.
Its very unique and I wasnt expecting anything like that.
I was thinking i would be like the gc controller.
[/quote]Actually, for the multi-platform games, nintendo is designing a controller, which you'll be able to plug in the "free-hand" controller into it, [quote author=DarkNarutoCraz link=topic=19571.msg104244#msg104244 date=1127057141]
This is going to be hard use a remote controller and a control at the same time.
[/quote]Not really, all the major game developers who have tryed it out (like the creator of the metal gear series) said that its got a very "natural and confortable" feel to it, and remember, this is just a prototype, the final is going to be very simular to it, but there are going to be a few changes to it by the time E3 2006 comes along.[quote author=thaddius link=topic=19571.msg104236#msg104236 date=1127056174]
I think the last big change that hit the gaming market was the virtual boy and we know how that turned out. But Nintnedo has long since fired the guy who made it so I think this thing will do quite well.
[/quote]Actually, nintendo didn't fire him, the creator (also the creator of the game & watch and the gameboy) left, but died in a car crash the follwing year, and this is not a repeat of the virtual boy, all the 3rd party companys appear to support it. Oh and by the way, I was meaning to post this, its the trailer for the controller, shown at the TGS: http://media.cube.ign.com/articles/651/651334/vids_1.html
Rating: 0

scizor

0 +0

Sep 18 '05

Yeah im starting to like reveloution more now since you said about the free hand controller.
Rating: 0

hmaddict

0 +0

Sep 18 '05

I was going to buy the Revolution anyways.  But noe, I can't wait for the release
Rating: 0

metalwarrior987

0 +0

Sep 18 '05

I want it...(drools slightly...) Its an overall good desing, but they should have made it look a little more sleek that just a rectangular remote control like thing.
Nontheless, woohoo.
Rating: 0

thaddius

0 +0

Sep 18 '05

[quote author=triforcemario link=topic=19571.msg104296#msg104296 date=1127065301]
Actually, nintendo didn't fire him, the creator (also the creator of the game & watch and the gameboy) left, but died in a car crash the follwing year, and this is not a repeat of the virtual boy, all the 3rd party companys appear to support it. Oh and by the way, I was meaning to post this, its the trailer for the controller, shown at the TGS: http://media.cube.ign.com/articles/651/651334/vids_1.html
[/quote]

He was 'let go'. I know all about it. Nintendo treated him like ass before he left.
He created the wonderswan before dying though. And he dies when a car hit him. There wasn't really a cras.

The point is the virtual boy flopped. I loved it, and I think I'm going to like the revolution.
Rating: 0

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