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Old 13-06-2012, 07:30 PM   #2751
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So a few more little snippets/opinions on the console and controller. Will post the full N-E report later!
  • GamePad is surprisingly light. 360 controller feels heavier actually. Natural to hold, doesn't get achey.
  • Pro controller doesn't appear to be rumbly. Stick placement takes a minute to get used to, then feels natural.
  • Console was actually surprisingly big. Looks like a Wii from the front, but quite a bit longer.
  • Screen on the controller is really nice. Touch screen works very well, motion controls also very good.
  • Graphics were largely very nice - Nintendo Land, P-100, Pikmin 3 stood out to me in terms of clarity. ZombiU very nice too apart from the actual zombies. Rayman is pretty.
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Old 13-06-2012, 08:01 PM   #2752
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Did you play Aliens Colonial Marines?
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Old 13-06-2012, 08:06 PM   #2753
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Did you play Aliens Colonial Marines?
They didn't have it there. Or at E3 itself.
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Old 13-06-2012, 08:14 PM   #2754
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Maybe not the WiiU version but they definitely had multiplayer in E3.
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Old 13-06-2012, 08:20 PM   #2755
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Maybe not the WiiU version but they definitely had multiplayer in E3.
Yeah I mean the Wii U version. The 360 version was at MCM Expo in London a few weeks ago.
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Old 13-06-2012, 08:32 PM   #2756
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Originally Posted by mr-paul View Post
[*]Pro controller doesn't appear to be rumbly. Stick placement takes a minute to get used to, then feels natural.
No rumble in the pro controller? I can kind of understand it for the Wii Classic Controller but for the Wii U I kind of expected it to be as standard.
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Old 13-06-2012, 08:35 PM   #2757
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No rumble in the pro controller? I can kind of understand it for the Wii Classic Controller but for the Wii U I kind of expected it to be as standard.
It may have it, but it did feel very light and wasn't used in anything on display today.
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Old 13-06-2012, 08:38 PM   #2758
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Oh hey! Couple of tidbits from Nintendo's E3 Analyst/Shareholder's meeting!

http://www.nintendo.co.jp/ir/en/libr...6qa/index.html

Wii U will have Spotpass support (automatic downloads) and you'll be able to add friends who you meet through Miiverse without having to input friend codes!

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We’re not completely getting rid of Friend Codes, but a function of the “Miiverse” will simplify the process of making friends with another user in the platform by eliminating the need to input Friend Codes
Worth a read otherwise just to read how fucking stupid some shareholders can be ("MAKE MARIO F2P CAUSE THAT'S WHAT'S HOT RIGHT NAO!!!") and for some interesting comments about how a future rise in the value of the Yen VS the Dollar might actually be benefitial to Nintendo from now on, while the Euro is still gonna be nightmare for them
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Old 13-06-2012, 08:41 PM   #2759
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I don't see the big deal with the analogue shoulder buttons. Suddenly, it's being claimed as an amazing feature on the GameCube. It seemed amazing at the time, but there were fuck all games that used it to a great effect. I'm not convinced they really are needed.
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Old 13-06-2012, 08:44 PM   #2760
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Quote:
Originally Posted by david.dakota View Post
The WiiU disk is not Bluray. Bluray has a specific set of specifications and Nintendo will not be meeting these; the technology will be similar admittedly, but WiiU disks will be different enough to avoid paying licensing fees.
Does this mean game publisher need new equipment to press the new format of discs? Isn't this gonna be expensive?

Amazon prices Wii U at £199.99

Pre-order now folks! From what I understand, if the price goes up you don't need to pay more.

http://www.amazon.co.uk/Nintendo-Wii...9620625&sr=1-2
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Old 13-06-2012, 09:18 PM   #2761
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Quote:
Originally Posted by Amazon
Pre-order Price Guarantee: order now and if the Amazon.co.uk price decreases between the time you place your order and the release date, you'll be charged the lowest price. Here's how (terms and conditions apply)
Doesn't say they can't put the price up.
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Old 13-06-2012, 09:26 PM   #2762
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Originally Posted by Retro_Link View Post
Doesn't say they can't put the price up.
That guarantee only applies to books, DVD's, games and the likes so say their T&Cs. Though they have cancelled pre-orders on games before and upped the price.

2012 E3 Analyst Q & A Session - June 6, 2012

Read at your leisure

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Quote:
I was hoping to get some more details about the hardware, so in other words, the processing power and the GPUs. There’s been a lot of speculation about the power of the Wii U relative to current generation consoles or what may be coming down the pipe. I don't know if you can comment on this, but I would appreciate any details you might be able to provide about the relative power to 360 or PS3, or some other benchmark, to give us a sense of its capabilities other than the HD graphics.
11-1
Iwata:

Of course, because we have designed a new hardware system, we are using new technology and we are using new GPUs. But as we have to devote significant costs to the Wii U GamePad, if we were to apply the same level of enhancement that other console manufacturers shoot for to the processing power component, the Wii U would become extremely high in price, and it would not be affordable. In other words, we think that the way that the various console manufacturers are allocating their budgets to the hardware is different from the way that we allocate our budget to the hardware. Ultimately, we’re looking to maintain a price point for the Wii U that is reasonable in comparison to the value to be offered.

There is also another differentiation point here. While existing platforms have engines that development teams have tuned and optimized for six to seven years after their respective launches, the Wii U is a new platform that has slightly different architecture and, since development teams have only just begun development on software for it, they are only at the halfway point to utilizing its full potential. Despite this fact, however, if you look at the game “Assassin’s Creed III,” which was recently announced or shown, you can’t see much difference when you compare it with games for other companies’ systems. I hope that helps you to understand a little bit better.
If AC3 looks like that only being 50% optimised... then sh*t on me.

There's been speculation that the Wii U has a GPGPU architecture, leading the way in the next gen, ie, not great for current gen but future proofed.
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Old 13-06-2012, 10:27 PM   #2763
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I don't see the big deal with the analogue shoulder buttons. Suddenly, it's being claimed as an amazing feature on the GameCube. It seemed amazing at the time, but there were fuck all games that used it to a great effect. I'm not convinced they really are needed.
There are actually quite a few GCN games that made extensive use of them (all 1st party of course, with the sole exceptions of Rogue Squadron 2 & 3).

Luigi's Mansion: Control strength of element stream (Digital Click = quick burst shot)

Metroid Prime 1 & 2: Hold lightly to strafe (Digital Click = Target Lockon)

Super Mario Sunshine: Control strength of water stream, hold lightly to run while shooting (Digital Click = stand still while aiming to shoot)

F-Zero GX: Control strength of craft tilt

Rogue Squadron 2 & 3: Control speed of aircraft (Digital Click = activate speed boost)

There are plenty of other examples that I've not listed. It's needed for GCN VC backwards compatibilty alone - not even considering the legion of PS360 racing games that use the analog triggers to control acceleration!
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Old 13-06-2012, 10:32 PM   #2764
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No rumble in the Pro controller? is its design final? it seems odd to have it in the actual wiiupad but not in the separate cheaper controller
maybe they will revise it before launch
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Old 14-06-2012, 10:19 AM   #2765
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Quote:
Originally Posted by Dcubed View Post
There are actually quite a few GCN games that made extensive use of them (all 1st party of course, with the sole exceptions of Rogue Squadron 2 & 3).

Luigi's Mansion: Control strength of element stream (Digital Click = quick burst shot)

Metroid Prime 1 & 2: Hold lightly to strafe (Digital Click = Target Lockon)

Super Mario Sunshine: Control strength of water stream, hold lightly to run while shooting (Digital Click = stand still while aiming to shoot)

F-Zero GX: Control strength of craft tilt

Rogue Squadron 2 & 3: Control speed of aircraft (Digital Click = activate speed boost)

There are plenty of other examples that I've not listed. It's needed for GCN VC backwards compatibilty alone - not even considering the legion of PS360 racing games that use the analog triggers to control acceleration!
It's easy to solve this problem, the wiiU has 4 sholuder buttons, just map digital click to a new button. [you won't be able to precisely controll the amount of pressure though]
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Old 14-06-2012, 04:44 PM   #2766
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I'm still worried for the success of the Wii U tbh.

The Wii sold on Wii Sports alone, the casuals rushed out to buy it to try this new great family party game that everyone was talking about and everyone could play. It was unique, new experience that everyone wanted to try.

But this isn't the case anymore; so is it not just gonna be left to the core to largely buy this thing? In which case Nintendo should be replacing its casual titles with those for the Nintendo fans.
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Old 14-06-2012, 05:24 PM   #2767
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Dead Space 3 not on the cards for Wii U.

Quote:
Well, it seems we might be able to narrow down what EA's two Wii U games are a bit more today as Visceral's vice president/general manager/Dead Space 3's Executive Producer/Director has stated that Dead Space 3 is not currently planned for the platform.

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Old 14-06-2012, 05:27 PM   #2768
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Instead Reggie will probably announce a port of Dead Space 1 soon, because you know... 'we need Dead Space on Wii U, and now we've got it!'
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Old 14-06-2012, 05:31 PM   #2769
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It would be too much work to convert it into being on rails.
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Old 14-06-2012, 08:13 PM   #2770
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Quote:
Originally Posted by Retro_Link View Post
But this isn't the case anymore; so is it not just gonna be left to the core to largely buy this thing? In which case Nintendo should be replacing its casual titles with those for the Nintendo fans.
And the controller could just be a GameCube pad, allowing the extra money to be spent on processing power, even keeping the (perfect) £199.99 price point.
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Old 14-06-2012, 09:37 PM   #2771
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If I'm reading it right, the Famitsu website have said there'll be details released at Capcom Jam about Monster Hunter 4.
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Old 15-06-2012, 03:31 AM   #2772
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Quote:
Originally Posted by Cube View Post
The GameCube supported 7.1 (I think it was just the Rogue Squadron games that used it), so I would imagine so.

But optical out would be nice.
The GameCube supports Dolby Pro Logic II, which is 5.1. (http://www.dolby.com/us/en/consumer/...-logic-ii.html)

If they were to include an optical connection (S/PDIF TOSLINK), the audio would have to be compressed from PCM.

My guess is that one of Nintendo's reasons for choosing uncompressed PCM, is that they avoid Dolby or DTS licensing fees.

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Originally Posted by mr-paul View Post
I'm sorry guys, but the triggers feel just like the B button on a Wii Remote. No kind of give or push to them really.
I wonder how racing games will be played on Wii U now.

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Originally Posted by Dcubed View Post
Dissapointing, but expected. How the hell are GCN VC games gonna work?!

They better be working on a GCN styled Classic Controller! (it'll shut up the Smash Bros Melee fans who cant adapt to anything different too!). Hell I'll even take one that fits into the Wiimote!

Failing that, there is the original model Classic Controller that they can use. That has the full compliment of GCN controls, including both the analog L/R buttons AND the digital click (despite only being used for a single game - Art-Style Rotozoa/Penta Tenticles). The CCPro removed the analog buttons and the digital click, but the original one would work! (better still, re-release the original model in a GCN shell!)
Why did they remove features from the not-pro Wii Classic controller when creating a 'professional' version?

I don't understand how Nintendo think sometimes. Just merge GameCube controller with the modern features of today's game controllers! If they did that, and had all that on the ScreenPad too, I, and a lot of other gamers, would be very happy!

Make the ScreenPad and ScreenlessPad have:
  • GameCube controller ergonomics with all its input features
  • One additional digital shoulder button
  • Clickable analogue sticks

The bottom two are confirmed for both pads, so now only one remains.

I simply do not understand why the controllers should lack anything! It is just so very easy to make both Wii U controllers have every button competitors have in addition to the fabulous GameCube controller feature set!

(I am sorry if some of you are tired of me mentioning the GameCube controller over and over. But I just love it so very much!)

Quote:
Originally Posted by Fierce_LiNk View Post
I don't see the big deal with the analogue shoulder buttons. Suddenly, it's being claimed as an amazing feature on the GameCube. It seemed amazing at the time, but there were fuck all games that used it to a great effect. I'm not convinced they really are needed.
I admit analogue shoulder buttons are not as important as analogue sticks, but when a game is designed for those, I have a hard time imagining the game being as good without them.

As I said above: racing games. There is a good reason to have them. I am afraid Wii U will miss out on many racing games because of this.
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Old 15-06-2012, 11:03 AM   #2773
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Do racing games really need this?! Really? Does burnout use analogue because I played through that game completely oblivious if it did (paradise I mean). What current ten games use analogue in their games?!
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Old 15-06-2012, 11:07 AM   #2774
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Quote:
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Do racing games really need this?! Really? Does burnout use analogue because I played through that game completely oblivious if it did (paradise I mean). What current ten games use analogue in their games?!
Burnout Paradise used it, and the handling would be nowhere as good without it, and it was especially useful for lining up for some of the challenges.
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Old 15-06-2012, 11:08 AM   #2775
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I guess it was just instinctual for me then as I was never conscious of it.... But I am going on memory so maybe I was...
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