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."
Luanch titles for the system will include Dragon's Lair 1,2 and 3, Space Ace and any other old laser disc game that can actually be played on a tv remote and DVD player. Wait a minute, that sounds pretty cool actually. I miss those games.
Great, now I am going to accidently waste 10 minutes every game trying to control Mario with my DVD remote.
Thanks for the new controller Nintendo!
... it's so bad.
;)
Seriously, this feels like a move in a similar direction - I hope they improved the technology at least a little since then
HELL. YES. I just watched the video off of IGN's website, in one part, there was a guy using it as a sword. You could hear them clang. This has to happen, George, I hope your up late like me watching this because this has to happen.
Is it just me, or do you hate it when people say "Is it just me..."?
love it, just think about it for awhile, read some info don't just look at images. and check out IGN's movie of it in action here http://cube.ign.com/articles/651/651334p1.html the realization of how awesome it can be will flow over you.
I remember when I was a kid we would make fun of whoever was the kid who would move the controller trying to turn a car faster in a game... now look what nintendo did.
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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.
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.
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.
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.
If this weren't going to be marketed to children, I'm sure the one-handed controller could warrant at least one AO-rated joke. Ooh, built in rumble? Make that two - one for each gender. How fair.
I am intrigued by one of the demos mentioned in the article - "Pilot Wangs".
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.
but you access a push button and a directional pad with the same finger? does not seem very functional.
RTFA. You don't use the d-pad for movement. You MOVE THE CONTROLLER.
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Here are some examples.
:)
Let's start off with the most obvious implementation: FPS. A genre that drives the PS2 and XBox (and dominates computers) will thrive on the Gamecube. Gone is the fiddling with the joystick. A quick flip of the controller, and you've completely turned around. Aiming is no longer tense; your hand eye coordination will allow you to better attack your enemies using a 3d mouse than with a regular controller (think about how many people are about FPS on the computer.)
Don't like FPS? Let's ignore that and move to a love of the Nintendo community: Zelda. Want to see Link do more than just two directions with his sword? No problem, since you will be controlling his sword. When you swing your arm, Link swings his. When you jab, so does he.
Want to control how tense your bow string is? Pull out the bow and arrow, go into first person mode, and extend your arm. Press a button to lock the start position, and pull back as far as you want.
Zelda isn't your thing? How about some fishing. A whip of the controller and you're casting off. You can bob the line back and forth, left and right.
And the accessories for the controller; you can be sure that these will be fairly inexpensive, meaning that companies can throw in their own little controller to add more depth to the game. How about hooking up the headphone set to talk to your buddies in online games to the controller instead of having to have an entire other attachment to the Revolution?
Now imagine that you hold the controller vertically. You're playing Star Fox. You move the controller, just like in a real jet fighter, and the plane moves with you.
Plus, you have a controller that is in one hand only. This means you can eat cheetos and play games at the same time.
The possibilities for this seem endless. Nintendo was not kidding when they named this the Revolution; we are on the edge of virtual reality, the thing that every geek has longed for since we saw the Holodeck in Star Trek: TNG. What Nintendo is doing is taking the big, hulking interactive setups of yesterday's arcades and turning them into the remote of tomorrow's homes.
You no longer control the machine; you control the character itself. Your arm swing is its arm swing. Your aim is its aim. As we've seen with DDR, gaming is turning into more of a physically interactive medium. With this controller, gone are the days of sitting around on the couch fumbling with the controller. Now, if not standing, you're leaning forward or sitting up straight, slashing with your might or blowing a hole in someone's stomach.
Just imagine if they put out pairs of goggles that really gave you the whole FPS feel.
I think Nintendo has a good chance of winning this round.
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.
* Remote control design: constructed to appeal to a wide variety of potential players
* 3D Pointing: Sensors understand up, down, left, right, forward and backward.
* Tilt Sensitive: Controller can be rotated or rolled from side-to-side.
* Buttons Included: Has a trigger on its backside, face buttons, and a D-Pad
* Multifunctional: Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
* Wireless: Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
* Rumble Built-in. Included standard in all the controllers.
I suppose an new innovation is better than an old one, speaking tautologically and repetitively again.
it did. why would you do this nintendo?
Now, before you get all up-in-arms about it, think of the possibilities! This article really makes you think of some of the extraordinary ways this device can be used! I know I'm looking forward to its release. Ah, finally some good RTSs on a console, or a shooter more akin to mouse+keyboard.
Also, the people who've had a chance to use it have generally come away pretty excited.
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Wow. I mean, wow. You mean half the population of this website are over 116 years old?
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.
Everyone who loves it is a fanboy, continually having faith in anything and everything done or said by their favorite corporation come hell or high water (or goofy designs). Criticism isn't just heresy, it's undisputably wrong.
Everyone who hates it is a troll, stoking their own agenda of loyalty to competing corporations. They obviously (that term is solid gold in a flamewar) only play "mainstream" titles like Madden Football or some kind of low-brow FPS, and don't know what real gaming is.
There is no middle room for opinions, and facts are neither relevent nor plentiful. Only hype, speculation, and brand loyalty matter.
Personally, I'm intrigued by the controller and would like to find a link to the movie that still has bandwidth. But half the fun of this weekend is going to be watching the flamewars between the fanboys and the infidels.
"Nintendo has long been a trailblazer, and this controller design reinforces that reputation," said Brian Farrell, president and CEO of THQ. "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."
"What we're seeing from this controller is the same thing we saw with Nintendo DS," said Chuck Huebner, Head of Worldwide Studios, Activision.. "It's 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," said John Schappert, Sr. Vice President and General Manager of Electronic Arts Canada. "While our portfolio represents a full array of titles across all genres, I think our sports titles might be the first to immediately take advantage of what this novel 'freehand' type of control has to offer."
"We were among the first publishers to see the control design in action," said Serge Hascoet, Chief Creative Officer of Ubisoft. "We're excited about the new controller and are looking forward to taking advantage of its innovative aspects."
Now at this point it's just talk (I haven't heard of any Revolution Controller-specific games being announced by these folks), but if Nintendo does manage to get some key 3rd party developers on board, well, games will change dramatically! 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 understand that life's not fair, just why is it never unfair in my favor?
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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Seriously though, this seems good for left-handers. Having the analog stick on a wire means it can be held in either hand.
Another neat thought while we're indulging ourselves. What if some games allowed you to use two controllers in conjunction with each other? Imagine dual wields pistols, or knives, or even, saw a bow an arrow: you'd aim with one controller and pull back on the string with the other. This could truly open up the video game industry to a whole host of intuitive controls.
Or it could not. Of coursem, how intuitive the controls are are due to the interface design of the game. So let's just hope that game developers are able to exloit this to its fullest potential.
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Video
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http://media.cube.ign.com/articles/651/651334/vid
I WANT ONE!
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.
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.
It's not IR. It's RF, same as the Gamecube's wireless controllers. (They work flawlessly and from a great distance, by the way.) Nintendo knows what they're doing.
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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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Satoru Iwata has said, again and again, that he wants to open gaming up. When Hiroshi Yamauchi stepped down, he left some words for Nintendo:
"As I retire from management, I have no words to share. Coincidental to my leaving the company, I would like to make one request: that Nintendo give birth to wholly new ideas and create hardware which reflects that ideal. And make software that adheres to that same standard. Furthermore, this software should attract consumers as new and interesting. Lastly, and of equal importance, is completing these products quickly and at a cost comparable to today's current market. I imagine most people question the feasibility of my request, but Nintendo has always pursued those objectives..."
I've watched the Microsoft and Sony and Nintendo E3 presentations. Sony and Microsoft both repeated the same thing -- we want to be the most powerful machines, and we have them here! Nintendo said, we want our machine to be easy to play and easy to develop for.
Sony said that they wanted to be a media hub. Microsoft said they wanted to break out of the male 18-34 demographic -- right before they stereo typed girls as casual gamers! Nintendo said they had something they felt would include more people in the games.
How about the games? I own Wario Ware: Twisted. It has some of the technology Nintendo has applied to the Revolution controller inside of it. It detects my hand motions, and uses those as means of control. I also have Wario Ware: touched! Between the two, you can quite clearly see that the folks at Nintendo are playing with various games and methods of controlling them (while also delivering interesting gameplay!).
While I am male and in the 18-34 demographic, I don't buy Madden every year. I don't want to buy another WW2 shooter. I don't feel like joining a 5-hour raid in WOW. I just want to have fun. I want to be able to have fun around my school, work, family, etc. I want to involve my friends and family in my fun when I can. The games Sony and Microsoft were showing weren't the games I can see doing that for me. Nintendo's games still do it for me 20 years later.
I don't think Nintendo is in trouble for this next generation.
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But we all know that the ladies like guys with big arms, right? Here's the solution to making geeks with giant pythons. Nintendo has started an exercise revolution!
I like the idea, except for one thing- It shows the add-on setup using this second controller with an analog joystick that plugs into the first controller via a short cord. I really think it would be a lot better if they didn't have the cord there.
You can see in the video that the guy pretending to be playing a FPS and wielding the first controller as a sword is having to hold that second one up to his chest. The experience would look so much more natural if he could move his arms independent of one another.
And I can't be certain from just these articles, but it doesn't look like it has gyroscopic feedback- like using gyroscopic inertia to make it feel like you're carrying something heavy, or that your sword has hit something, or that your tennis racket has hit a ball, etc. It would seem a must to me.
Actually, what I think would be ideal would be two identical wireless controllers, each with 1 analog stick, 2 trigger buttons, and 1 combination ABCD/D-pad (because we all know they're pretty much the same) as well as gyroscopic sensors and feedback. Basically break a PS controller in two.
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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And the reason we have the controllers we have today are because Nintendo basically invented them. The D-pad, the analog stick, the shoulder button, force feedback/rumble vibration, the analog button, these are all timely Nintendo innovations that were copied by the rest of the industry.
Whenever new funcitons are necessary for gaming, they can be easily adapted to the controler and be utilized.
Of course in a day down the road, the functions and actions in game will require for a complete and revolutionary controller.
On the contrary, I think that there comes a point where you have to make some fundamental changes to the controller setup before certain types of gameplay can be realized in a fun and worthwhile fashion. How many people would be playing Dance Dance Revolution if it had never been paired with a "dance mat" controller?
It seems to me we've reached a functional plateau with regards to the "output" we receive from video games, the video and the audio. Sure, the graphics continue to improve, but better graphics aren't really going to change the gameplay experience that much. Also, the addition of sheer processing power isn't going to add much to the equation either, aside from perhaps slightly better bot AI and more complex simulations.
No, right now it seems that technologically, the only thing you can feasibly change to produce a revolutionary leap forward in the gaming experience is to alter the way the player interfaces with the game.
Is it too soon for this kind of "paradigm shift"? Maybe, but I don't think so. Now's the time to start experimenting, when the current crop of controllers has grown stale and even the weakest of the CPU/GPU entrants are going to be capable of producing stunning visuals, and online play is reaching maturity as a standard feature.
I think this was the right time for Nintendo to make this move. Nintendo isn't shooting themselves in the foot "again". They're a profitable company that knows pretty well by now what they're doing. They've had a few missteps (all of the players have) but they are breaking new ground, and while they may not be dominating the market again (yet), they are doing something Sony and Microsoft really haven't been doing with as much success as far as I can tell, and that is that Nintendo is essentially creating new gamers by appealing people other than 19 year old males.
I sincerely doubt this will prove a "fatal" move for Nintendo even the console doesn't catch on like it has the potential to. Nintendo may regress further into providing a niche role in the market, where they can still be a "success" in terms of greatly satisfying their customers while turning a profit ... or they may prove a success on a "revolutionary" scale and be "The" company once again ... whereas Microsoft and Sony find them in a perhaps somewhat less enviable position, one where they vie for supremacy by means of a pissing contest that has both of them producing expensive juggernauts of consoles that will likely serve as "loss leaders" for the both of them for a good long while, in a battle that may leave many customers upset at their ultimate choice of a console ("damn, I'm not really enjoying this $400 toy as much as I thought I was going to!") and one company or the other ultimately losing money from the venture instead of earning it ... or not ... I'm not an expert on this stuff, but this is how it seems to based on various articles and such that I've read.
Gets to skip Nintendo thumb, and go straight to Nintendo wrist.
Orthopedic Surgeons everywhere, rejoice!
No real text here. Just that there's a flip top cover on the top / right side that conceals 4 upside down Gamecube Ports. Don't like the modular supercontroller? Plug in a GCN controller and awaaaaay you go.
Can't do that with anything but a gyro.
Rather than a gyro, how about a series of accelerometers (1 for every axis). If you know the acceleration in an access, derive it and you have speed. Derive it again and you have the distance moved.
This is much more likely than gryos.
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making games specifically designed for this controller means that they'll ONLY work on this console, the game will be impossible (or at least VERY hard) to port to the other consoles,
I've seen FPS on consoles that were originally designed to work with mouse and keyboard.
You know what? You can also play them with a console's controller that's completely different (however, most gamers prefer the mouse/keyboard combo).
Same with this controller: Some games will run better than with standard controllers, some not so well.
But imagine playing Resident Evil and actually swing your chainsaw the way you want it! This might also bring games like Soul Calibur to a whole new level!
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Remember the first time you picked up a Nintendo controller for the original Super Mario Brothers games? Remember swinging your arms in the air like a moron, as if the movement of the controller was actually going to do something? Now we've been trained ourselves to keep our arms and our wrists still, and move only our fingers. Now it looks like Nintendo is asking us to revert ourselves, not revolt.
It will be interesting to see what comes of this. Surely the Asian markets alone will create the sort of community needed to spur game development and innovation with the thing. And I do appreciate that Nintendo continues to surprise us, whereas Sony and M$ continue to offer the same old, same old. Lest we forget, however, not every suprise is a good thing (remember Virtual Boy?). I'm betting on Nintendo to deliver the same quality, innovative fun that they've been delivering for decades now.
Basically it will ship with a DVD player but need a dongle like the Xbox so Nintendo doesn't have to pay royalties on every system sold.
On a side note, I think that if any console deserved a port of Irritating Stick it would be the Revolution. Yeah, laugh now but when it actually happens...
The problem with the power glove wasn't that it was idiotic or without merit: playing punch-out with the power glove was an experience above and beyond any other on the NES. The problem was that almost no games were coded to take advantage of it. The same is true of all of the other perhipherals you mentioned. Everything from the SEGA Justifier to Konami's DDR mats can be considered failures because of the simple fact that none of them shipped with a console and none of them reached their full potential. The SNES and Genesis mice were complete failures in the market, as they only had one game that supported them, yet as we all know mice are not at all failures as interface devices. The only truly "successful" addition to a console can be considered the 4MB memory pack for the N64, primarily because that sucker shipped with a few massively popular games that used it. In other words, no attachment to a console has ever been successfully supported, because it didn't come standard with the console. That shouldn't be a failure here, as this is the controller, and as such will be supported extensively.
Think of it this way, it's a pointer. It's a 3D pointer with angle information. All of the games on the PC can now be done with an even more naturally 3D controller. RPG's menu systems should become a lot more intuitive with just point and click. Click on the ground and your characters will walk over to it. Click on a menu to attack. This seems somehow more civilized than trying to hotspot around with a d-pad. You can steer a plane by, well, steering a plane, or swing a bat by swinging a bat.
I suspect it will be a little uncomfortable at first, but I remember how much my thumbs used to cramp up when I first started pressing down on buttons. I also remember how uncomfortable using a mouse used to be. If you rest your elbows on a knee this should be fine.
Not to burst any bubbles, but the PS2 launch was 90% hype and conjecture that really had no intention of panning out, much the same way that ROB the robot was not intended to be used as anything other than a way to sneak into electronics stores. All system launches are like this. Remember how the Saturn was going to replace your home computer for all internet-related activities? The PS2 had nothing like this. Honestly, I've been waiting for wand input for consoles for some time now... the closest thing was the aforementioned Power Glove, but the Power Glove really was the wrong input for a batch of games that had no analog sensitivity, let along z-axis.
Nintendo knows what they are doing in general... Except for the second analog stick and L3/R3 buttons, every part of the modern controller design can be traced back to a Nintendo system... D-pad came from the NES (and the game-and-watch), the analog stick from the N64. Shoulder buttons and the diamond button layout were from the SNES. The rumble pack first appeared on the N64. So nintendo should be given some credit. Even the Virtual Boy controller was a great piece of work... the dual D-pads with triggers were perfect for TeleroBoxer.
Nintendo is positioning themselves interestingly in this next generation. With the radically visceral controller and a slightly lower system cost / power, they seem to be going for shorter, more intense experiences. This seems like a wise way to differentiate themselves from all of the other consoles and computers. For physical games, you can use the controller in a very natural fashion. Tennis on this system would be brilliant, Golf could be great. Pool. Baseball. Burnout: Revolution. I'm afraid to think of how many of these things are going to get accidentally thrown through windows, but it sounds like a fun process of discovery to me. For intellectual games like the Sims, you have a natural cursor-style input device. I'm not so sure how the z-axis would play into such an arrangement, but maybe it doesn't have to.
And then you have Tekken and a whole bunch of other games that probably can't physically be played o
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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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