Nintendo Revolution Controller Revealed

Squeak said:
Iwata said in the keynote that the analog is included.


Did he, or is that just what you wanted to here?

I saw the keynote, and the translator (Iwata does not speak English) said that it MIGHT include "an accessory" but they never specified which accessory, and never guaranteed it would be included.
 
JarrodKing said:
I see some people still think high precision aiming will be possible with the Revolution's controller. Think back to any time you've seen someone use a laser pointer to give a presentation. Try as they might they will find it impossible to keep the red dot on a single point in space. Human muscles by nature are incapable of maintaining an exact position in space. This only gets worse as the muscle groups that you hope to use become larger (as they Revolution is doing by forcing your entire hand and arm to be precise). Not trying to be a party pooper, but I do see large problems with this. People think it's going to be so easy to just point at your tv and aim to shoot someone, but I'm afraid the reality is it will just turn into an annoying pain in the ass unless the thing your shooting at is enormous on the screen.
You don't have to point it at the screen, you can rest it in your lap and move it with your fingers only.
 
I think the remote has nothing to do with the TV, it only measures the movement using the sensors it has inside.
 
lol...I just realized (if it hasn't been stated already), If they make some sort of light gun for a FPS things could get interesting. Imagine, with the advent of rumble technology, having the rumble give a sense of recoil when shooting off a gun (won't be as strong as a real gun, but enough to make you feel it). I would find that pretty cool..maybe in a house of the dead type of game or something. The applications for this controller (with its attachments) seem pretty high.
 
hongcho said:
So, to calibrate the range, you probably would be asked to move the controller to the edges (that you feel) and press a button. Then the software can interpolate between the ranges.


And what happens if you get up to pee, and don't sit down in the exact same spot? Is your controller going to need to be recalibrated before you can continue playing the game? Could you calibrated while the game is paused, or do you have to exit and start over from your last save?

This question is even more important when you consider it not only has to be calibrated from left to right, but also forward and backwards. Simply leaning forward or back after the game started could throw off your calibration.
 
Squeak said:
You don't have to point it at the screen, you can rest it in your lap and move it with your fingers only.

If you rest it in your lap, you can't move down or tilt.

You'll have to hold it up the whole time you play if you want to have the ability to move the controller down or tilt it forward and back..
 
Really I dont know how to reply to you guys, but people learn fast and this is nothingh hard to do, we will not play 100 metters way from TV not even 10, shooting a gun is not hard and we saw in Virtua Cop ( eg) that it is very easy to be acurrate, and even then there is things like Auto -Aim, there is no problem at all in these controler.

There is a learning curve, but there is one in everything, and every game have one and we are talking about a "universal" one, some small fun demos (like wario DS) will be enought to give what you need to play.

Anyway I think that every person will have a good idea about it after play 5 minutes with it.

And all those possibilitys...
 
pc999 said:
Really I dont know how to reply to you guys, but people learn fast and this is nothingh hard to do, we will not play 100 metters way from TV not even 10, shooting a gun is not hard and we saw in Virtua Cop ( eg) that it is very easy to be acurrate, and even then there is things like Auto -Aim, there is no problem at all in these controler.

You do realize that this controller has nothing in common with light guns in the way that they work, right?

And you shouldn't ahve to resort to Auto-Aim. If the game has to basically cheat to make it playable, then the controller really isn't all that good, is it?
 
Hey powderkeg not everyone is out of shape and/or stupid to not be able to learn a new type of interface like you make it out to be. I don't know about you tho since you seem overly concerned about it.
I, for one, consider it a great step forward in the immersion of the player into the game.
 
Powderkeg said:
Like I said, for games designed specifically for the controller, I'm sure it will work great, but very few developers are going to design games around this controller, and porting PS3/Xbox 360 games that make full use of gamepad controls (2 analog sticks and no less than 8 buttons, plus the clickable sticks) will be damn near impossible to port.

I think that's where the attachments really come into play. Specialized attachments will be created for each genre, no doubt. Just look at the analog attachment, that thing was made with FPSers in mind. For racing games they can simply create a steering wheel attachment with buttons for accel/decel/shifting, and use the sensors of the freehand controller that's plugged into the attachment to tell when you steer the wheel left or right.

Pardon my Photoshop skills, I'm still learning.

wheel2.jpg
 
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^Is that a real attachment? Or was it photoshoped (when you said photoshopped...I thought you where talking about the captions). If it is photoshopped (by you) then I applaud you...and thats a wonderful idea. It would feel akward at first...but I wouldn't mind getting used to it.
 
Powderkeg said:
Better support? No. Lesser support. My mouse is supported by a desk. I simply rest my hand on it. With the Nintendo controller, you have to keep your arm raised and free floating. No way is that better support than a solid oak desk. (And if you doubt that, let me put my 20 inch monitor on your outstretched hand and see if you can hold it up with one hand and remain perfectly motionless for 24 hours straight.
No, because chairs have armrests. And if that fails, people have laps.

No I didn't. I said very specifically that by introducing a dead zone you now require the gamer to overcompensate on movement, which reduces your ability for fine control.
Ever used a joystick? A deadzone is standard. You get nice fine control as long as it turns on smoothly.
 
I have a question and I'm not sure if someone said it eariler 8 or 9 pages ago. Where does your console have to be to intercept the feed from the remote? Is there an extra attachment that you're supposed to put on your TV?
 
pc999 said:
Really I dont know how to reply to you guys, but people learn fast and this is nothingh hard to do, we will not play 100 metters way from TV not even 10, shooting a gun is not hard and we saw in Virtua Cop ( eg) that it is very easy to be acurrate

Virtua Cop is a shooter on rails with wide leeway in aim. How is that going to translate into using a sniper rifle in a FPS to get a headshot?

Re: Steering wheel attachment.

Get real. After using a Logictech Pro racing wheel with force feedback, you think people want to use one of these? There are plenty of these position sensitive steering wheels on the market and they all have one thing in common: racing sim experience sucks with them.

There's no universal hammer. I think different games requirement fundamentally different controllers for optimal experience. FPS/RTS = mouse. Racing = force feedback wheel. Fighting = joystick + buttons. Flight sim = flightstick. Dancing = pad.

That's why the arcade experience is still valuable, because arcade games come with specialized controls exactly for the game. Nintendo is attempting to invent a "one size fits all" controller, which I predict will fail brilliantly 95% of the time, but will come away with a few breakway hits.
 
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RancidLunchmeat said:
Interesting thread, comments/debate. I think the entire thing comes down to two simple questions:

1) Do you believe this controller going to encourage third party support?

2) Do you believe that MS and Sony are now behind the eight ball and scrambling around to copy this controller and make it a peripheral for the X360 or the PS3?

Good questions. I think the answer to both CAN be yes.

If the controller is as good as hyped in the articles at sensing different motions then I think it can be a success.

On the first question, initially I don't think it will have that much support from the big companies. Sure EA or Square may put out something that supports the controller, but Nintendo isn't their main source of income. So I expect major third party support to be limited initially, maybe Sega will develop some cool games.

Nintendo seems to really want to get independent and smaller companies involved. Iwata stressed the cost of development in his speech. So I think there maybe alot of third party support from smaller companies at first. Maybe even simple and small games that will be available as downloadable content at first.

If someone comes up with a hit that utilizes this controller to its potential, I think you'll see the rest jump on real quick.

On two, would Sony or MS copy this? I think the answer is absolutely, but exactly and IF it works as advertised. Do I think either would copy the one handed controller? no. But I think the tilt and motion detection of the controller could and probably will be copied.

A standard ps/xbox controller with motion detection would be pretty neat and it would definitely add something like being able to look in a FPS by tilting the controller instead using the analog stick.


Now this is my just my hope, but I really hope, the reason that Zelda got delayed is so they could add support for this controller. Its a GameCube game, but maybe if you play it on the Revolution you can take advantage of the controller. How sweet would that be?
 
Chalnoth said:
No, because chairs have armrests. And if that fails, people have laps.

And as I said before, if you set the controller down on something (Or your hand holding the controller), you've lost the ability to lower it, or tilt it from front to back. It's going to suck if you can't move down because you put your arm in your lap.


Ever used a joystick? A deadzone is standard. You get nice fine control as long as it turns on smoothly.

A joystick deadzone is about a millimeter in total size. You'll have to have a lot larger dead zone than that for this controller.

Have you ever used a racing wheel with the deadzone set too high? You lose virtually all ability to make fine adjustments.
 
gkar1 said:
Hey powderkeg not everyone is out of shape and/or stupid to not be able to learn a new type of interface like you make it out to be. I don't know about you tho since you seem overly concerned about it.
I, for one, consider it a great step forward in the immersion of the player into the game.


The question is not "can some people learn to love it" the question is "can Nintendo convince enough people to be happy with it to keep Revolution sales high enough to make a profit."

I have no doubt about the former, but I seriously question the latter. I think a major portion of people (Not internet forum geeks, but normal people) will dismiss it because it looks like a TV remote. Of those that try it, most who don't "get it" instantly will not buy one.

And as I pointed out before, I wouldn't count on very much 3rd party support for this. 3rd party developers had a hard enough time earning money off the GCN, they aren't going to be too thrilled by having to redesign their multiplatform titles to work with this new controller. That's a lot of extra work, and a lot of extra money they have to spend, and with Nintendo's history, they don't have a very high chance of making it back.

I would be willing to bet this controller is the primary reason RE5 was announced for the 360 and PS3, but not the Revolution.
 
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