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Nintendo Revolution Controller Revealed

kakos writes "At the Tokyo Game Show, Nintendo president Satoru Iwata has revealed what the Nintendo Revolution controller looks like. The new controller is a radical departure from traditional controller types. Has Nintendo struck gold with their new controller design? The reviewers seem to think so. It should be interesting to see how gamers react to Nintendo's new innovation."

22 of 1,210 comments (clear)

  1. Truly Revolutionary by Parabolic+Photon · · Score: 5, Insightful

    I can see why they wanted to keep this thing under wraps for so long. This is going to either be the savior of Nintendo or a miserable failure. Though I think it will be the former.
    The very act of being able to control things on screen with precision 'ala mouse will finally let First Person Shooters and Strategy games be played unencumbered.
    Even if this controller for some reason doesn't pan out it's 100% wireless so theres no reason they couldn't always fall back on a more "traditional" controller if need be.

    1. Re:Truly Revolutionary by Frodo+Crockett · · Score: 4, Insightful

      It's also such a radical departure from normal controller design that Sony and Microsoft won't steal it. Well, at least not until they know it's sucessful. ;)

      Even if this controller for some reason doesn't pan out it's 100% wireless so theres no reason they couldn't always fall back on a more "traditional" controller if need be.

      Or they could make it part of a more traditional controller. There's no reason it couldn't plug into module shaped like a traditional controller. For that matter, there's no reason it couldn't plug into a steering wheel or keyboard module, either.

      --
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    2. Re:Truly Revolutionary by Frodo+Crockett · · Score: 4, Insightful

      Also, given that that is the case, why did Nintendo consciously choose to go with this phallic looking, strangely operated controller?

      Probably because it's the shape that human hands are designed to hold. ;) Jokes aside, look at the shape of almost every human tool. What do hammers, wrenches, shovels, and most of the rest have in common? They all have the same basic handle shape.

      --
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  2. To those of you that get it by SetupWeasel · · Score: 5, Insightful

    You are about to see what may be the fiercest wave of criticism toward a console we have ever seen.

    Don't flame. Sit back, relax, and laugh.

    Damn this machine is going to be fun.

  3. Left handed users? by Antony-Kyre · · Score: 4, Insightful

    Isn't this going to really help people who are left handed when it comes to playing video games? I'm looking at the picture, and it's difficult to tell if it can work.

  4. Intuitive by Team+Zissou · · Score: 4, Insightful

    Some (*edit* Most!) people haven't spent years developing highly co-ordinated thumbs, but every person on the planet knows how to move their hands in free space.

    Intuitive controls + fun gameplay = A sure bet.

  5. Power button not a good idea by sockonafish · · Score: 5, Insightful
    Otherwise the button configuration is an interesting mix of old and new: standard D-pad up top, near the power button (to turn the Revolution console on and off),


    Anyone remember when the neighborhood spaz would get über-pissed because he sucked at videogames and so he'd make a run to turn off the console, and a fight would ensue?

    There really needs to be a way to prevent the console from being turned off remotely, or else there's going to be lots of bruises and bloody noses in homes that house both children and Revolutions.
  6. Radical Departures by The+Wicked+Priest · · Score: 5, Insightful
    The new controller is a radical departure from traditional controller types.
    I wonder if people have forgotten that what's now considered the "traditional controller type" was itself basically invented by Nintendo, as a radical departure from the then-traditional joystick.
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    1. Re:Radical Departures by Anonymous Coward · · Score: 5, Insightful

      Yes, it is totally different from anything ever before - and it will probably change gaming forever, like it or not. Here's why.

      Like it or not, and regardless of what you think of their consoles, Nintendo has been responsible for every single important controller innovation for the last 25 years.

      The original Nintendo Entertainment System dispensed with the single joystick/button and came out with the direction pad (D-Pad) - something that's still included on every single controller design today, including Sony's and Microsoft's.

      The Super Nintendo Entertainment System came out with a new four button design. However, it wasn't the number of buttons that was revolutionary - it was the diamond shape that they where placed in. Again, this exact design is still being used.

      For the N64 Nintendo came out with the analog control stick - which ushered in the age of true 3D gaming. Once again, everyone immediately copied their design. And once again, the analog control stick is still being used today.

      Finally, for the Gamecube they came out with the "Wavebird" - the first truly well-designed wireless controller. And guess what?

      Microsoft and Sony's new controllers are wireless.

      Which is why I think that this new design will work - and stay around for a long, long time. Simply put, Nintendo has never ever faltered in their controller design. Their consoles, perhaps - but not their controllers. Instead, their new controller designs are almost always adapted as an industry standard nearly immediately. What's interesting about this time is that Nintendo waited until Sony and Microsoft had solidified the features on their new consoles - which means they won't be able to immediately copy them.

      It still remains to be seen at how this controller will work with the current form of games coming out. However, regardless of what you think, it IS revolutionary. It will change the way games are played, and I'm extremely interested in finding out what the games for the Revolution will look like. I'm not in the ecstatic "NINTENDO RULES SUPREME AND OWNZ ALL OF YOU" camp, but I am *very* interested in what this controller means - and excited, too.

    2. Re:Radical Departures by fredrikj · · Score: 5, Insightful

      Good post. But don't forget the L and R buttons on the SNES controller; those were a pretty important (and widely copied) innovation as well.

  7. Re:First thought was: by barc0001 · · Score: 5, Insightful

    I've been seeing this kind of reaction to it all night. Oh Noes!!!! Nintendo changed the controller. They just dug their grave!!!11!1One!!

    Stop and think for one minute. Why do we even have game pads today? Because Nintendo bucked the trend of everyone and their dog with joysticks and made a gamepad for the Famicom/NES. What about analog sticks? Nintendo again with the N64.

    Nintendo has made dramatic changes to the way we play our games twice now, and both times the industry fell right in step behind them imitating at their first opportunity. Who's to say they aren't doing it a third time here?

    I'd tend to give a game company who's been around longer than half the population of this website the benefit of a doubt.

  8. great idea, if it works... by Malor · · Score: 4, Insightful

    This is a GREAT idea, but I have two worries.

    One is that the main controller looks like carpal tunnel city. Admittedly, I haven't used it yet, but it looks awkward. The wrist will be under exactly opposing strains, from the thumb pushing down and the other fingers pushing up. My knowledge about wrists is mostly limited to just HAVING two of them, but when I'm holding a standard two-handed controller, it doesn't feel like the support strain is hitting my wrists too badly. It feels like it's radiated down my arm to my elbows. And the load is shared between both hands. With the new Revolution controller, the pressure is all on one hand and comes at the top of the controller. I can't help but think that the wrist will take the entire load... possibly like a lever using the wrist as a fulcrum... against itself.

    It may be perfectly fine -- remember, I'm no expert here -- but I still wonder.

    My other concern is how precise and repeatable the hand-gesture controls will be. It's a really superb idea, but it's going to require deployment of sensors on either side of the TV. I wonder how well Nintendo is going to handle the gamut of televisions, from 13" B&W up to 100" projection models. Don't get me wrong, I love the idea, but doing it right, and giving it the kind of sensitivity you have with mice and analog thumbsticks, will be very hard.

    If they can get it working reliably, but it's a bit sloppy (which is my expectation), they'll need to adjust game designs quite a bit to accommodate it. But it'll give a degree of immersiveness that we will love. Practically everyone instinctively moves the controller around, trying to give their character or car an extra 'push' when they're in a tight spot... making that into an actual control mechanic is brilliant.

    Upshot: I'm so there. I'll buy one when it ships. Even if it fails, at least they're really doing something NEW.

  9. Re:remember when by climbon321 · · Score: 5, Insightful

    Going back in time, it can't possibly be as uncomftorable as holding onto the base of an atari 2600 controller....

    Of course it's only been a couple hours since I last played a game on that system. The quality of the games still plays a huge role in it's acceptance.

  10. Developers, Developers, Developers, Developers... by Vorondil28 · · Score: 4, Insightful

    This is going to either be the savior of Nintendo or a miserable failure.

    I agree, and I think the thing that will make or break them is the question: Is it easy for 3rd parties to develop for? The article seems to say that, in practice, the idea doesn't inherently suck. Okay, so that's the first hurdle cleared. Now it's time to see if it's just as natural to develop for.

    An believe you me, I sincerely hope it is.

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  11. Try looking at it in a mirror by starling · · Score: 4, Insightful

    Seriously though, this seems good for left-handers. Having the analog stick on a wire means it can be held in either hand.

  12. "Home" button functionality seems obvious by Guppy06 · · Score: 4, Insightful

    The article suggests that maybe the button is for menu navigation, but I figure if the controller is sensitive to where it is in space with relation to the TV/console/whatever, then the "home" button obviously tells the console what the controller's home position in that space is. Not some menu's home, the controller's.

  13. Fine motor skills and FPS by DoctaWatson · · Score: 5, Insightful

    The reason FPS games are so good with a mouse is that you are using very small precise movements with your wrist and fingers, with your palm and arm at rest.

    Your fine motor skills can be trained to a much higher degree of acumen than your whole arm/shoulder/hand.

    This controller may end up being worse for FPS games than even a traditional gamepad/thumbstick, but I guess we'll find out in a year or so.

  14. Certainly has potential by spoonboy42 · · Score: 5, Insightful

    After reading the commentary on 1UP, Gamespy, and elsewhere, it seems like the controller's orientation detection system is actually very robust, responsive, and accurate. The reaction to the tech demos seems to be generally positive, and the use of regular hand motions that translate directly into equivalent movements on the screen is probably the most intuitive game control scheme yet. Two actual action buttons (one for thumb and one for trigger finger) are a bit sparse by modern standards... but then again, the controller, right out of the box, can detect both translational & rotational movement in 3 dimensions, for a total of 6 degrees of freedom (compare to 2 degrees of freedom per analog stick on conventional controllers, which are considerably more clumsy than just picking up an object and moving it through space).

    The addition of the plug-in thumbstick controller with 2 additional triggers increases the control possibilities, and with enough polish it seems like using the analog stick with one's left hand for movement while simply pointing with the controller in one's right hand (or vice-versa for the lefties) could be an even more accurate and satisfying control method for first-person shooters than the mouse and keyboard or DS touch screen (and certainly light-years ahead of two analog sticks).

    The key with this radically different controller really is, you guessed it, control schemes. If we didn't have the position and orientation sensors, then 2 action buttons would be paltry and anemic for anything but a turn-based strategy or RPG game, or a simple puzzler or platformer. Certainly a modern fighting, action, or sports game would suffer. BUT, using the revolution controller, motion becomes much more important than button mashing. Swinging the controller through the air like the hilt of a sword would reproduce than sword stroke in the game. Or, imagine playing a basketball game where you use just one of the revolution's buttons to hold onto the ball. You lift the controller up, move your hand to make the shot, put a little spin on it and release at just the right moment... how much would that kick the ass of any other sports game?

    One issue that arises, however, is that it becomes very non-trivial to port titles from other platforms. The Revolution's controller doesn't just enable radically different control schemes... it basically necessitates them, as there aren't enough analog sticks and buttons to map a conventional control scheme on to (unless a newer Revolution game were to make use of an older gamecube controller). Nintendo will probably have to lead the way on the system with strong first-party titles.

    Actually, one can look at the history of the DS as a good reference point for this: in the very beginning, we had some games that were built like glorified tech-demos. They showed off the possibilities of the new interface, but they were little more than software novelties, and there wasn't a whole lot of game underneath. Over time, however, the system built up a library of first-rate ports (Super Mario 64 DS), innovative and fun re-inventions of classic genres like the platformer (Kirby: Canvas Curse), widely appealing non-games (Nintendogs), and extremely solid games for hardcore gamers where the touchscreen and dual screens are a natural and organic part of the gaming experience (Advance Wars: Dual Strike). Now, there are dozens of great-looking DS titles on the horizon, and Internet gaming is set to take off on the system.

    I think we might be looking at something similar on the Revolution. We start off with very gimmicky titles designed to get people comfortable with the new controller and wow passers-by at the local electronics store. After a while, a next-gen Mario and Zelda will start to show how old-school genres can be transformed into a new, fun experience with the new controls. Meanwhile, something like Metroid Prime 3 will hit and add a new and brilliant control scheme to the mechanics of the shooter and possibly impress a lot of hard core gamers. Seeing

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  15. Re:I love the power glove... by Guppy06 · · Score: 4, Insightful

    Actually, I'd more compare it to the even more bizarre U-Force. But still, if Nintendo can redefine wireless controllers, they can do this.

    Maybe it's just the rabid (very, very rabid) Nintendo fanboy inside me speaking, but my God, it's beautiful. Even if I find myself mostly playing with the "nunchaku" setup the article was talking about, just the idea of having the controller split up into two, independent components (one for each hand) makes me wonder why it wasn't implemented so well before. It's as small or as big as you like it.

  16. Re:First thought was: by Spy+Hunter · · Score: 5, Insightful
    Not only the D-pad and the analog stick, but the rumble pak, controller expansion slot, top trigger buttons, wireless controller, and of course the DS. Where would gaming be without Nintendo? Nintendo's controllers have always been great despite the criticism. Much like their games.

    They put more thought into their designs than their competitors. For example, Sony's buttons are neatly arranged, but it takes a while to memorize which one is square, or whether L2 is the top or bottom one. The Gamecube controller looks odd at first glance, but you never have to stop and think about which one is the little red "B" button, or which is the vertical bean-shaped "X" button. And that's exactly why Nintendo made it that way.

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  17. Re:Two Words.... Light Saber by Spy+Hunter · · Score: 4, Insightful
    I am not convinced the technology can live up to our expectations. The video looked cool, but those actors weren't actually controlling anything, and those are game concepts, not actual games. This type of technology has always been rather fiddly when you use it in real life. It will live or die based on how good Nintendo's tracking technology is, and I'm not convinced good enough tracking can be put into a durable consumer product. People's kids are going to be slamming these things, and it has to be reasonably cheap too.

    I have so many questions that can only really be answered by testing one myself. Does it have to be pointed at the TV to work? (I have read there are sensors you must place on top your TV). That right there would eliminate good swordfighting. How good is the accuracy really? Does it drift? If you move the controller quickly, or hit a hard surface with it, does it lose tracking? Does the accuracy get worse as the controller suffers from wear and tear? Does it have a limited tracking space? For four players, you would need a very large tracking space, or you would be hitting each other all the time. A very large tracking space could enable some really cool single player games, too. Could you walk around and wave the controller all over, or are you restricted to sitting down while holding the controller steady in a small "zone" and pointing it at the TV? One of the reporters mentioned that if you moved out it of a certain box while playing the demos, you would have to move back before continuing.

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  18. Re:This controller kills portability by falsified · · Score: 4, Insightful
    "Some of the new ways of playing can be fantastically fun -- think, running down the field in a new EA game, juking left and right, flipping the remote up to do a quick jump. At least some big developers are keeping their options open."

    I wonder if, for this reason, they'll need to make games harder. It (hopefully) will be so intuitive that the separation between the user and the game will be gone, meaning that the controller won't trip people up anymore. And that seems to be where half the challenge actually is.

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