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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 10:07
Regular
"Pouch Ape"
Posts: 14,499
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.
Fri 16/09/05 at 10:05
"period drama"
Posts: 19,792
Bonus wrote:
> I doubt Microsoft and Sony will copy that idea.
>
> MS consoles so far have been all about FPS games, that pad will suck
> for FPS games which generally require two analogue sticks to play
> properly these days, having just one is a step backwards.

Read: laser pointy thing bit, supposedly works fantastic.
Fri 16/09/05 at 10:03
Regular
Posts: 11,038
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.

I do agree with you on the x/y button placement though.
It's quite cool for the NES thing, but it looks awkward.
Fri 16/09/05 at 09:59
"period drama"
Posts: 19,792
Hmmm ... really wasn't keen on it on first sights. I mean, it's a remote control ffs, needs to look a little nicer, and the button layout a little more easy to manage.

But after reading about a few of the demos, I'm quite pleasantly surprised - I'd say the biggest feature is the pointer-thing (laser? infra-red?) which is basically a 2nd analogue stick, and sound to be very easy to use.

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.

Overall ... hmmm ... definitely needs more buttons, and I thought it didn't have a d-pad on it? Liars.
Fri 16/09/05 at 09:59
Regular
"Pouch Ape"
Posts: 14,499
Well just stick with your NES then...

Oh, and Goldeneye is the most over-rated game I ever did play.
Fri 16/09/05 at 09:56
Regular
Posts: 6,492
I doubt Microsoft and Sony will copy that idea.

MS consoles so far have been all about FPS games, that pad will suck for FPS games which generally require two analogue sticks to play properly these days, having just one is a step backwards.

It will also be completely imposible to play games like Goldeneye on that controller, so unless another add on is released just to play N64 games, the backward compatability which has been mooted by Nintendo will be hopeless for games such as Goldeneye, probably even the Zelda games too where you make use of every button on the pad. Them being so spaced out on the remote section is also disappointing as you will need to readjust your hands to press the d-pad if you were holding it to reach the little a and b buttons at the bottom.

So basically, the revolution has been, developers can make their own peripherals, which um, hasn't been possible before now?

I'm disappointed with this, I was expecting something cooler than a tv remote style controller.

It will allow a different style of game to be played on the Revolution and rule out playing PS3 and 360 games on it without being reworked.

But if every Revolution game requires a controller attachment to get the best out of it, Revolution gaming wont be cheap.
Fri 16/09/05 at 09:40
Regular
Posts: 11,038
What I can see is MS and Sony thieving the idea and making that standard on their controllers, thus making games easy to port (you heard it here first).
Fri 16/09/05 at 09:27
Regular
"not dead"
Posts: 11,145
It has the potential to create some exciting new games, but I'm not sure it has the ability to comfortably accomodate the games of today.

So it's whether people are ready for something new and different, and if Nintendo can deliver games that are more than a gimmick.

You can't see a game just being ported to it from Playstation or X-Box, can you?
Fri 16/09/05 at 09:23
Regular
"Pouch Ape"
Posts: 14,499
On the video it shows two people using them as torches to illuminate part of the screen. That just blows me away. Imagine you're in a dark room, big TV, using the joystick to walk, controller to light up and shoot. Wow.
Fri 16/09/05 at 09:12
Regular
Posts: 11,038
(Talking about the hockey game)

"You could also twist your wrist to give the puck some spin, just to keep things competitive."

That sounds soooooooo cool.
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