From left to right: Power, sensor bar, HDMI.Is that a sensor bar connection?
From left to right: Power, sensor bar, HDMI.Is that a sensor bar connection?
I have a problem with the idea of core gamers wanting Wuu for the core games like COD, and that's the controller. Is Joe Gamer really going to be comfortable with that controller for COD? We've recently been talking about natural interfaces and point-and-shoot controllers like Wii, Move, and Kinect. DS2 gave an idealised shooter setup, give or take a few changes in stick positions and such. But the basics of two thumb controller have been used for a decade in a comfortable setup that console shooters are confident with. The Wuu controller lacks the decent sized grips and dual shoulder buttons/triggers.
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My point exactly - the controller is intrinsically tied to the shooter genre - there are more than a few people who will get COD/BF only for Xbox because they prefer the 360 controller rather than the DS3 (and vice versa too).
In addition to the short analog sliders and lack of shoulder buttons, the placement of the right thumbstick above the ABXY buttons (unlike the other two pads) may also be problematic as it will make 'clawing' difficult.
And I don't buy Patsu's suggestion that PS3 core gamers prefer the Move to the DS3 for shooters- while some may prefer it, what are the aim/turning assists being used on the Move?
Biggest problem will be to squeeze enough data in air between the box and remotes. Wifi sucks pretty badly for that compared to wires.One question to anyone that can answer, would there be any technical limitation with the Wii U supporting 4 tablets at the same time?
Lack of what now? The image shows clearly it has L/R & ZL&ZR
One question to anyone that can answer, would there be any technical limitation with the Wii U supporting 4 tablets at the same time? For example a 4 player first person shooter with the Wii U streaming the 4 video signals at the same time. Would there be more lag on screen 2,3,4 than on screen 1 for some reason? Thanks.
With the stick positioned directly above and very close to the face buttons, you don't need to claw. WiiU uses a layout that lets you reach the buttons and the Dpad without removing your thumb from the sticks - works on 3DS as well.And if they tried to work around this by moving sprint/melee etc to the face buttons and in turn move the face button controls to the screen (like jump, reload, switch weapon) the position of the face buttons in relation to the right thumbstick would make this tricky as you can see: (and you wouldn't be able to 'claw' either)
I'm guessing you've phrased that wrong. What are you supposed to press the buttons with if your thumb is on the stick?With the stick positioned directly above and very close to the face buttons, you don't need to claw. WiiU uses a layout that lets you reach the buttons and the Dpad without removing your thumb from the sticks.
Close up pic of the case and ventilation system. Looks quite substantive for pretty hot components.
http://i.imgur.com/Jlydi.jpg
Your thumb - or more precisely the upper joint of your thumb.I'm guessing you've phrased that wrong. What are you supposed to press the buttons with if your thumb is on the stick?
Yes, I realised that and edited my post.
However it doesn't seem to have clickable thumbsticks - which is a huge problem for shooters as crucial actions like crouching/melee/sprinting/zoom are usually mapped to the thumbstick clicks.
Virtual controls on the screen aren't going to compensate for the immediacy of a thumbstick click either.
Close up pic of the case and ventilation system. Looks quite substantive for pretty hot components.
http://i.imgur.com/Jlydi.jpg
No clickable thumbsticks and two fewer shoulder buttons means that you have effectively got 4 fewer buttons on hand when you're playing a typical core game. So thats 2 vs 6 in a typical controller.
Games industry analysts typically don't know shit from sundries anyway, so who cares what they think or say? Analysts said Wii would bomb last E3 and look what happened.Even the analysts seem to agree that ports of core titles to Wuu will be minimally successfull
Today's games use too many buttons anyway IMO. The reason I don't play console games anymore, even those I haven't finished, is because I have trouble remembering and switching between different button layouts (and the differences in overall "feel" of turn rate and movement response in any first-person shooting game).No clickable thumbsticks and two fewer shoulder buttons means that you have effectively got 4 fewer buttons on hand when you're playing a typical core game.
Beta Boks, but still, can we up the wattage a bit on the system
Let's see... The abscence of clickable thumbsticks has been bothering me since the GameCube unveiling. There most be some patent of legal issues preventing Nintendo from using it, since is a way to add extra input options withouth complicating the control scheme. So its kind of late to start wondering about this.However it doesn't seem to have clickable thumbsticks - which is a huge problem for shooters as crucial actions like crouching/melee/sprinting/zoom are usually mapped to the thumbstick clicks.
Virtual controls on the screen aren't going to compensate for the immediacy of a thumbstick click either.
And if they tried to work around this by moving sprint/melee etc to the face buttons and in turn move the face button controls to the screen (like jump, reload, switch weapon) the position of the face buttons in relation to the right thumbstick would make this tricky as you can see: (and you wouldn't be able to 'claw' either)
What? Im seeing 4 shoulder/trigger buttons. Gyroscope, accelerometers and a touch screen aren't substitute for two clicks?No clickable thumbsticks and two fewer shoulder buttons means that you have effectively got 4 fewer buttons on hand when you're playing a typical core game. So thats 2 vs 6 in a typical controller.