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"Revolution controller revealed"

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Fri 16/09/05 at 04:01
Regular
"8==="
Posts: 33,481
[URL]http://www.gamespot.com/news/2005/09/15/news_6133335.html[/URL]

Ummmm...


Picture of the controller:

[URL]http://www.gamespot.com/news/2005/09/15/screens_6133335.html?page=3[/URL]


Analogue stick expansion (phew):

[URL]http://www.gamespot.com/news/2005/09/15/screens_6133335.html?page=4[/URL]


More pictures:

[URL]http://www.gamespot.com/news/2005/09/15/screenindex_6133335.html[/URL]



Controller game demos:

[URL]http://hardware.gamespot.com/Story-ST-15143-2567-x-x-x[/URL]




1st Article for the lazy people:

"Though the Nintendo Revolution was partially unveiled at this year's Electronic Entertainment Expo, its controller is the final piece of the venerable hardware manufacturer's next-generation puzzle. Speculation about the device has run rampant, because its manufacturer has made a point of keeping it well hidden. Nintendo has chosen only to drop hints that it would be an integral part of the Revolution's unique gameplay experience.


Today, in his keynote address at this year's Tokyo Game Show, Satoru Iwata touched on those themes again, giving further clues about Nintendo's vision for the future. But while Iwata's speech offered a bit more clarity on what Nintendo is aiming to offer gamers with the Revolution, he was vague about exactly how its controller will fit into the company's grand plan.

Thankfully, GameSpot had the chance to gain a better understanding of what Nintendo is going for with the benefit of a visual and tactile aid--a working prototype of the Revolution controller. Yes, we touched it. Yes, we used it. But is it a "revolution"? It just might be.

Our guided tour of the Revolution controller was led by none other than Shigeru Miyamoto, the industry legend whose talent has been one of the driving forces behind Nintendo's success. But, as always, he was his humble self, emphasizing that the day's presentation was about the possibilities of the controller and not his own upcoming projects. With that disclaimer, Miyamoto and the assembled Nintendo Japan reps unveiled the long-awaited controller, a modest-looking device that is low on flash, but big on functionality.

Miyamoto noted that the impetus for the controller design came from Nintendo's desire to do something "different" after hearing user feedback on consoles. The company felt the current generation of machines was coming close to overwhelming players by taking up too much space in their living rooms and creating briar patches of cables that must be navigated. As a result, Nintendo wanted to offer a solution that starts simple but supports expansion and that offers accessible experiences for casual players and more intricate experiences for hardcore gamers.

The form factor on display wasn't the absolute final design for the Revolution controller, and Nintendo reps noted that it is still a work in progress. That said, it was enough to give us an idea of where the company is headed. The controller itself bears no resemblance to the myriad fan-generated renderings purporting to be the real deal. The unit basically looks like a slim, ergonomic television remote that's about as long as your hand.

As can be seen in the images released today, the controller features core elements along with some you wouldn't expect. A power button at the top left of the unit appears to let you power the Revolution console on or off. An old-school digital D pad rests just below the power button. A large GameCube-controller-style A button is prominently placed below the D pad. Its counterpart B button is located on the opposite side of the remote, like the Z button on the Nintendo 64 controller. Directly below the A button is a series of three buttons: select, home, and start. While it's easy to guess what they do, Nintendo reps offered no details on their exact function.

Below the select, home, and start buttons is another set of vertically aligned buttons labeled X and Y. On some of the prototype controllers we looked at, the X button had a small "B" next to it and the Y button had a small "A" next to it, indicating that the controller can be held sideways to approximate a classic NES controller. Directly beneath those buttons is a horizontal row of colored lights that indicate which controller slot the owner is using--1 to 4 are planned at the moment. The plan is for the controllers to include built-in rumble packs and to run off of batteries, à la the Wavebird for the GameCube.

Finally, the base of the controller features a unique plug that lets you make use of a wide variety of peripherals. One such peripheral is an analog stick attachment with two shoulder buttons. Though it gives the combined items an odd, nunchaku-like appearance (which is actually Nintendo's tongue-in-cheek nickname for it), the add-on demonstrates the controller's versatility. While Miyamoto didn't say much else about what other attachments were in the works, he did note that it's theoretically possible to have entirely different configurations plug into the port--which got us thinking about SNES and N64 controller attachments.

One of the most interesting features of the peripheral is tied to its functionality as a "pointing device." A glossy section of the top of the controller houses a transmitter--much like any remote would have--that was used extensively in the demos we saw. The signal from the unit is picked up by sensors you'll place near your television, which will then reflect your actions on the screen. Based on the responsiveness of the demos that we tried, this feature has the potential to turn the entire base controller unit into a new kind of pointing device. It also has great potential applications for sports games, such as laser-pointer-style play calling.

Overall, despite its unorthodox appearance, the Revolution controller has a comfortable feel. The assorted demos on hand also indicated that playing Revolution games will be a more active, physical experience than playing current-generation games. Whether you're using the pointer mechanic to actively control onscreen action or using two hands to take advantage of attachments, the Revolution controller will likely change how games are played.

Will the change the Revolution heralds be successful? It's too early to say for sure. But given Nintendo's well-documented history of breaking new ground in gaming (such as the DS) we're game to see just how this all pans out. The potential for a revolution is there; Nintendo just has to lead the way with software."
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Fri 16/09/05 at 11:11
Regular
"the burning sky"
Posts: 4,984
FinalFantasyFanatic wrote:
> Bonus wrote:
> a mouse produces values relative to it's position is was in
> last frame allowing movement anywhere
>
> Why couldn't they do that with this?
> And there's also no reason the pointer can't be moved beyond the
> screen, seeing as it's sensors, not the TV itself, picking up the
> signals.


As far as I can tell it also has some sort of gyroscopic function built in, since they mentioned tilting it and whatnot. To me it doesnt sound like a normal lightgun...
Fri 16/09/05 at 10:43
Regular
"serenity now!"
Posts: 527
After an initial "WTF?", I'm warming to the idea.

It has massive potential for FPS - the main problem (for me, anyway) with consoles for years has been the lack of precision control that you can get with a mouse. If Ninty can close the gap or even improve on it that's a big step forward already, if not a revolution.

Imagine dual wielding - both aiming independently of each other. The biggest problem with this theory is when have Nintendo ever had any good FPSs?

/awaits more news.
Fri 16/09/05 at 10:27
Regular
"lets go back"
Posts: 2,661
It just looks like an ipod shuffle to me. Did they mix up the word "revolution" with "crap". Its hardly going to revolutionise the gaming industry just because it looks like a tv remote.
Fri 16/09/05 at 10:23
Regular
Posts: 6,492
It doesn't matter anyway, the guy said in the conference there is going to be a normal pad which you plug into the bottom.
Fri 16/09/05 at 10:21
"period drama"
Posts: 19,792
Bonus wrote:
a mouse produces values relative to it's position is was in
> last frame allowing movement anywhere

Why couldn't they do that with this?
And there's also no reason the pointer can't be moved beyond the screen, seeing as it's sensors, not the TV itself, picking up the signals.

But, there's no way of knowing exactly how it'll work just now.
Wait and see, hmmm?

> I've also watched the video of the people using the pad, camera face
> on with them but anyone who's ever used a light-gun knows that
> playing multi-player you need to be sitting at almost a right angle
> and centred to the screen again a problem for a group of guys sitting
> around playing games such as Smash Bros Melee.

Just because they weren't, doesn't mean they can't.

Wait and see, hmmm?
Fri 16/09/05 at 10:17
Regular
Posts: 6,492
FinalFantasyFanatic wrote:
> Read: laser pointy thing bit, supposedly works fantastic.

It would allow you to look around on a flat plane, much like a semi-circle, but say you wanted to spin round in a circle. You would need to hold the pad towards the left of the screen and just wait till you turn round. A mouse isn't restricted to having to be pointed at a screen, a mouse produces values relative to it's position is was in last frame allowing movement anywhere, but this pad will be restriced to the resolution of the game and the size of your TV. So, if you're playing online for instance, you're instantly at a disadvantage if you have a smaller tv than an opponent.

I've also watched the video of the people using the pad, camera face on with them but anyone who's ever used a light-gun knows that playing multi-player you need to be sitting at almost a right angle and centred to the screen again a problem for a group of guys sitting around playing games such as Smash Bros Melee.

Racing games? Same issues.

Anyway, this is a moot point because I've just got to the point in the presentation when the guy says that they are releasing a traditional style controller which plugs into the bottom. So, If you want to play games normally, buy an extra add on.
Fri 16/09/05 at 10:15
"period drama"
Posts: 19,792
munn wrote:
> Yeah that's what I meant.
> As in, aim to the left of the screen with teh laser thingy to move
> the screen left and aim to teh right to move it right as well, so
> it's essentially the C-stick in TImesplitters etc.

Right yeah. But better, obviously.
Fri 16/09/05 at 10:12
Regular
Posts: 11,038
FinalFantasyFanatic wrote:
> munn wrote:
> How will it require two analogue sticks to play FPS's?
>
> Moving the controller is aiming.
> Use the d-pad to move forward or strafe left or right (or the
> analogue stick attachment), and aim to the left or to the right of
> the screen to turn left or right or look up or down etc.
>
> I can't see why that's bad for FPS's - it's better than a mouse.
>
> No ... analogue stick for moving, laserpointythingbit for
> aiming.

Yeah that's what I meant.
As in, aim to the left of the screen with teh laser thingy to move the screen left and aim to teh right to move it right as well, so it's essentially the C-stick in TImesplitters etc.
Fri 16/09/05 at 10:09
"period drama"
Posts: 19,792
monkey_man wrote:
> FinalFantasyFanatic wrote:
> It will be quite restrictive, though - you'll have to sit right in
> front of the TV, and won't really be able to lie back or move around
> like you could using a normal controller. And I'm sure RSI injuries
> will go through the roof.
>
> You won't really - you could always use light guns from the side, it
> only matters where it hits the screen. I think it's more freedom, as
> you adjust pointing the "wand" (please call it that,
> Nintendo) to how you sit. It's complete interaction - you have to
> focus on the task at hand.

I suppose we'll see ... dunno how good these 'sensors you have to put around the TV' will be. Hmmm.
Still loving it.

More buttons please Ninty.
Fri 16/09/05 at 10:08
"period drama"
Posts: 19,792
munn wrote:
> How will it require two analogue sticks to play FPS's?
>
> Moving the controller is aiming.
> Use the d-pad to move forward or strafe left or right (or the
> analogue stick attachment), and aim to the left or to the right of
> the screen to turn left or right or look up or down etc.
>
> I can't see why that's bad for FPS's - it's better than a mouse.

No ... analogue stick for moving, laserpointythingbit for aiming.

I love the laserpointythingbit now ... when you think about everything you can do with it, amazing - to be actually able to point on-screen with it, so simple, but wonderful. I was thinking about aiming in Resi 4 - with the pointer, and a nice trigger on the back, perfect.
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