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Κάτσε πρώτα να βγουν παιχνίδια και να δούμε πως ακριβώς θα αξιοποιούν το όλο concept. Πιστεύω όμως ότι η Nintendo θα το είχε σκεφτεί σοβαρά πριν κατασκευάσει ένα τέτοιο χειριστήριο...

 

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Developers Comment on Revolution Controller

 

During the Tokyo Game Show 2005, Nintendo president Satoru Iwata unveiled the company's refreshingly original and slightly scary new Revolution controller, and likewise stated the philosophy behind it.

 

"Every gamer who plays. Every one who used to play. Even those who have yet to play. Nintendo is your bet."

The Revolution input mechanism, which is as far from a conventional controller as could be possible, more resembles a television remote with a touch of Apple style. The white, glossy device interacts with motion sensors on television to enable players unexplored full 3D freedom of movement in games. By pointing and manipulating the controller, gamers can do everything from run, jump, spin, slide, shoot and steer to accelerate, bank, dive, kick, throw and score in "… a way never experienced in the history of gaming," according to the Big N.

 

"The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we know it today," explains Satoru Iwata, Nintendo president. "This is an extremely exciting innovation - one that will thrill current players and entice new ones."

 

"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."

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TGS 2005: Revolution Controller at a Glance

 

Nintendo on Thursday unveiled the formerly top-secret controller mechanism for its next-generation console, codenamed Revolution. The device bucks the conventions of previous controllers in favor of an entirely new interface -- one that's destined to for good or bad separate the Big N from its competitors once and for all. Personally, we think this thing has a lot of potential and we can't wait to see what Nintendo does with it.

 

Naturally, the big question on everybody's mind is, what exactly makes the Revolution controller so unique? Here's the answer. Revolution's controller is a slick, cleanly designed device that looks like a cross between a futuristic remote control and an Apple iPod. The unit is held in one hand. It interacts with included motion sensors (which are placed on the left and right sides of televisions) to become a virtual conductor, of sorts. It detects motions, angles, directions and depths in a realistic manner, offering more freedom and precision in games than ever before. Imagine sticking your hand in a 3D box and being able to input all of your movement in games and you've got the basic idea. The bottom of the controller features an expansion slot, by which a number of add-ons are possible. Nintendo demonstrated an analog stick, held the opposite hand, which is sure to help maker first-person shooters more intuitive than they have ever been before on any home console.

 

Features at a glance:

 

* 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.

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Revolution Branding Gone

 

With new pictures of Nintendo's Revolution console and controller hitting on Thursday evening, some new truths became apparent. The first is that Nintendo seems to be leaning toward at the very least launching its next-generation console in the colors black and white. While it chose E3 2005 to blow out the machine in the color black, all recently released pics of the system show it in glossy white. It looks like an Apple designed product, to be sure, which has to make the Big N happy since Apple designs are always top notch.

 

The second immediately identifiable revelation is that Nintendo's codename for the console, Revolution, appears to be on the out. While the company used the branding on its platform at E3 2005, all mentions of Revolution have been removed from the latest pictures of the system. The Big N has always said that Revolution was only a codename, but some fans suspected that the company might renege on that statement and stick with the name all the same -- it incidentally originally said the same of Nintendo DS and ultimately stuck with the title. The removal of the Revolution branding from the console lends credence to rumors that Nintendo is nearing a point when it will announce an official name for the machine -- a day that cannot come soon enough because it also means that IGN can launch an official channel for the platform.

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TGS 2005: Revolution Controller: The Possibilities

http://cube.ign.com/articles/651/651224p1.html

 

TGS 2005: Revolution Teaser Video

http://media.cube.ign.com/articles/651/651334/vids_1.html

 

To video einai endiktiko ton dinatotiton tou controller!H Nintendo opos kai me to DS protoporise pali!Diaxorizetai telios apo Microsoft kai Sony pou to mono pou prosferoun einai to idio pragma (Metal Gear Solid 57,Halo 98)me veltiomena grafika kai ixo.

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Nintendo Europe's senior director of marketing says Revolution will have a classic style controller add-on, and hints it'll be fully playable next E3!

 

Well, we've all finally had the chance to take our first look at the controller for the Nintendo Revolution - and whatever you think of it, you can't deny it's different. We had a chat with Jim Merrick, Nintendo Europe's senior director of marketing, to find out more about what they're calling the "freehand-style" controller - how it'll work with multi-platform titles, when we'll get to play the games, and who's going to win the next-gen console battle. What's more, we got a personal guarantee out of him, too... Read on.

 

Eurogamer: So we've seen what the controller looks like, and some of the different ways in which you can use it... But can you describe what it feels like to play with?

 

Jim Merrick: Well, first of all, one of our goals was to create a controller that wasn't intimidating - that was as familiar and easy to use as a TV remote. So when you pick it up and point it at the screen, it's just like picking up and aiming a laser pointer, say.

 

It's designed to make you feel like moving around is very easy and natural. For years we've been moving backwards and forwards with our thumbs, but now all that's going to change.

 

To use an analogy, it's as natural as putting your hand out of the car window when you're a kid and moving it through the air like a plane. Well, now you might have a flying game where instead of using your thumbs, you're actually tilting the controller to fly the plane.

 

Then there's what we're calling the nunchuk-style additional controller, so in an FPS game you're holding the remote in your right hand and shooting with your left, using the analog control to strafe from side to side and crouch and so on. It's the ultimate controller for first person shooters.

 

We've talked a lot about expanding the population and breaking down barriers, and the new freehand-style controller, as we're calling it, is very much a part of that. This controller is just so intuitive - I hate using that term, but it really is!

 

Eurogamer: So how long has the controller been in development?

 

Jim Merrick: It's a difficult thing to pin down. I mean, two years ago, Iwata was talking about making a fundamental change in the marketplace and reaching new audiences. And of course, the minute we finished work on the Gamecube, we were thinking, 'Where do we go from here?'

 

I really started seeing references maybe a year ago - the developers started to get information, and then prototypes, and now they're working with what you saw today.

 

Eurogamer: Is what we saw today the finished product, then?

 

Jim Merrick: It's very nearly finished. We've got time to make a few refinements, but fundamentally it's complete.

 

Eurogamer: How come you didn't show off any games today?

 

Jim Merrick: We went to great pains not to show the software today because we didn't want to detract from what we are trying to show. We're talking about a fundamental change to how we see games and how we play games, and we didn't want to get hung up on polygon counts and so on.

 

Our official launch date is still 2006, and before we show the software, we want to make sure it's at a stage where you can understand exactly how it's going to work with the freehand-style controller - by actually playing the games.

 

Eurogamer: So when will we get to play them, exactly?

 

Jim Merrick: Put it this way. Without making a commitment, if I went to E3 2006 and didn't end up playing the Revolution, I'd be very disappointed...

 

Eurogamer: A lot of Nintendo's previous controller concepts have been adopted by your competitors. Are you worried they're going to nick this idea too?

 

Jim Merrick: Of course! As someone pointed out to me today, here we are, about to throw away 20 years of controller designs - designs which Nintendo came up with! There will be an influence on the industry, absolutely. That said, Nintendo will aggressively protect its intellectual property.

 

Eurogamer: There's been a lot of talk about expanding the gaming audience and creating games for the whole family. Does that mean you're leaving Sony and Microsoft to take care of the hardcore?

 

Jim Merrick: Not at all. We know we have two audiences to reach - one is the expanding audience, new consumers or people who used to play games but have since quit.

 

But we can't only embrace that audience. We have to recognise the people who put us on the map, and make sure we continue create games for them.

 

For example, the first person shooter genre is very important, and as I mentioned earlier the nunchuk-style controller will change the way you think about FPS games forever.

 

Eurogamer: How is the controller going to work with games that aren't designed specifically for the Revolution - multi-platform titles and so on?

 

Jim Merrick: We're producing a classic-style expansion controller, based on traditional designs like the Gamecube controller. It's like a shell with a hole in the top into which you slot the freehand-style controller, and then you can play third-party ported games, and retro Nintendo games you've downloaded.

 

So there's that option - but even while it's inserted into the classic-style shell, the freehand controller will still be able to sense positioning and so on, so there are more options too.

 

It's something that's just as true for the DS - not every game uses the DS's unique features. But some multi-platform titles do, like The Sims 2 for example. We hope other developers will do the same and look at ways their multi-platform titles can make use of the Revolution's features.

 

Eurogamer: Some critics have voiced concerns about compatibility issues with all the different television standards around these days... Will the Revolution controller work with all types of tellies?

 

Jim Merrick: I guarantee it. It works with LCDs, plasma screens, projectors... Everything. It's not like the old lightgun technology, where you had the classic problem of requiring a CRT screen. But this isn't working on a scan line basis, so there are no issues there.

 

Eurogamer: Do you think the Revolution controller will give Nintendo the edge needed to beat Sony and Microsoft?

 

Jim Merrick: It certainly could make us market leader. We have formidable competitors and I'm not going to make any sweeping, grand statements, but the Revolution has the potential to appeal to new groups of consumers we've previously been unable to reach. It also has appeal for hardcore gamers, and the ability to bring a lot of people back to gaming.

 

Eurogamer: So this is a big day for Nintendo, eh?

 

Jim Merrick: Yes, absolutely! It's always fun when you can surprise people and spark their imaginations. But we do face a communications challenge, in terms of how we communicate exactly what this new controller is and what it can do.

 

There are so many great new capabilities - the controller knows not only what you're pointing at, but exactly how far you are away from the TV, for example - and it's important that we get all these across.

 

Eurogamer: Is the freehand-style controller your trump card, or have we got more exciting stuff to look forward to?

 

Jim Merrick: Let's just say we have more surprises in store.

 

Jim Merrick is senior director of marketing for Nintendo Europe.

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Metroid Prime 3 Interview

 

http://www.luminothtemple.com/login.jsp?redirect=http://www.luminothtemple.com/index.jsp

 

1. What inspired you to create the beautiful sceneries that we see in the Metroid Prime series?

 

Excellence in game development is a team effort. In the case of the Metroid Prime environments, we have a group of incredible artists who are taking full advantage of the rendering technology our engineers have created. As you can see, the final product is a testament to their talent and dedication.

 

 

2. Will we see new features in Metroid Prime 3 that will incorporate the revolutionary aspect of the Revolution controller?

 

We plan on taking advantage of a number of new features in the Revolution, including the controller.

 

 

3. What can you tell us about the plot of Metroid Prime 3?

 

The plot of Prime 3 is about closure, told against the backdrop of an epic struggle.

 

 

4. Will Andrew Jones still be doing concept art for Prime 3?

 

Absolutely. Andrew is creating some marvelous work for Prime 3.

 

 

5. Mr. Walker, as an animation student, I am just curious to know what animation software Retro uses for the cutscenes in the Metroid Prime games. Do you use commercial software, such as Maya, or has your studio developed its own 3d animation program?

 

Our designers and artists use a combination of proprietary tools and Maya to create the cut-scenes and cinematics for the Prime series.

 

 

6. Will there still be the visor feature that we've seen in the past two Primes?

 

Yes, visor usage will still be important in Prime 3.

 

 

7. About how much longer are you predicting it to be compared to Echoes?

 

That's hard to say at this point. We don't approach our development with a specific gameplay length in mind. We simply want to ensure the player enjoys the experience to the utmost, finishing with a true sense of accomplishment, not exasperated relief.

 

 

8. Has Retro considered changing the camera in Metroid Prime (from the first person, back to a third person camera)?

 

Of course, the morphball has a 3rd-person camera, but no, we don't plan on using a 3rd-person camera for the times when Samus is in a suit.

 

 

9. Will this game's story relate with old time foes/comrades (kraid.. luminoth.. ridley) or introduce new ones, like the Luminoth?

 

Something old, something new...

 

 

10. Where do you get your ideas from for creatures?

 

The need for each type of creature really comes from a combination of the storyline and the need to progress the player's ability at a particular point in the game. There's also a hefty injection of rampant creativity that comes from the art, design, and engineering teams when fleshing these creatures out.

 

 

11. Will MP3 be using a new engine, or will it utilize the same one as both previous primes?

 

The "engine" underwent drastic improvements between MP1 and 2, and will see even more between 2 and 3. Our engineers are a very talented and dedicated bunch, and they're constantly looking for ways to make our games run smoother with more detail.

 

 

12. Will Metroid Prime 3 allow you to travel to many worlds?

 

The player can expect to explore different, quite varied environments in Prime 3.

 

 

13. In Metroid Prime 3, will we find the source of the Phazon?

 

Phazon is a mysterious substance, and will definitely play a major role in Prime 3.

 

 

14. How do you think Metroid Prime 3 will abolish the kiddy image Nintendo gets from its Mario games?

 

While the Mario games are industry classics, the Prime series has successfully established a grittier, more mature direction in all respects. We're happy to help Nintendo increase its appeal to older players.

 

 

 

15. What is the absolute best thing with working on the Metroid franchise?

 

The ability to work not only with the great team here at Retro, but also incredibly gifted people and industry legends like Yoshio Sakamoto, Kensuke Tanabe, and Kenji Yamamoto.

 

 

16. With the improved technology of the Revolution and the presumed larger disc size, what should we expect from the Music of Prime 3?

 

Music production hasn't yet begun, but we've already head some very exciting discussions with Kenji Yamamoto, who will return as the composer for Prime 3. We hope to take the music into some new directions for this title, and there's no doubt Mr. Yamamoto is going to relish the challenge.

 

 

Good to hear that key team members like Andrew Jones will still be involved, and they won't be changing the perspective. Interesting to hear the comments about closure, Phazon and 'something old, something new' as well - the finishing off of the Metroid Prime/Dark Samus storyline, perhaps? The last Prime game?

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"We went to great pains not to show the software today because we didn't want to detract from what we are trying to show. We're talking about a fundamental change to how we see games and how we play games, and we didn't want to get hung up on polygon counts and so on."

 

Έτσι! Και άσε τις δυο άλλες εταιρίες να πλακώνονται μεταξύ τους για τα super-duper γραφικά και τον dolby surround ήχο.

Next-gen gameplay is here...

 

Material Defender 1032

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Ρίχνοντας μια ματιά στο χειριστήριο, το οποίο είναι βεβαίως άρρηκτα συνδεδεμένο με το μέλλον της κονσόλας, μπορώ να πω ότι η nintendo προσπαθεί απελπισμένα να αυτοκτονήσει. Κρίμα, γιατί αυτή τη φορά δεν υπάρχουν τα Pokemon να καλύψουν τη ζημιά. Είμαι ένας μεγάλος fan της Ν, όμως νομίζω μετά το revolution δύσκολα θα υπάρξει μέλλον. Μάλλον για εξαγορά από τη Microsoft πάει δυστυχώς. imho πάντα, και προς μεγάλη μου λύπη...

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Συμφωνώ μαζί σου winmik2kx αν και καλό θα ήταν να δώσουμε(για άλλη μια φορά)

λίγο χρόνο ωστε να δούμε τις πραγματικές δυνατότητες του controller...

Πάντως μόνο και μόνο λόγω αυτής της "φοβερης" εμφάνισης εμπνευσμένης

απο τηλεχειρηστήριο(!!!!!) η Nintendo θα χάσει πελάτες...

Και εγώ είμαι Nintendo Fan και μάλιστα θεωρώ το gamecube πολύ καλή κονσόλα

με φοβερή τιμή και δυνατότητες(βλ.Resident4 και Zelda) αλλά με ελάχιστα

ενδιαφέροντα παιχνίδια για ανθρώπους άνω των 12 ετών.... :(

 

Μακάρι να πετύχει και να καταφέρει να παραμείνει ανεξάρτητη....

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Basika ego thn Nintendo thn eixa xoflhmenh, meta tis anakoinoseis gia mh yposthrixh HD analyseon, kai genika me thn egkataleipsh apo third party developers, h proth moy antidrash molis eida ton controller htan WTF kai meta eida to teaser video me tis pithanes xrhseis toy kai eilikrina entyposiasthka, paei to gameplay se allo epipedo pragmatika, makari na doyme epideixeis xrhshs toy syntoma, fantasteite poso eykola tha mporei na paixei kaneis FPS kai RTS me ayton ton controller, kai oxi mono, nea eidh paixnidion mporoyn na bgoyn poy na ton ekmetaleyontai akoma perissotero, ena megalo mprabo sthn Nintendo apo mena, eilikrina den perimena kati toso kalo, afoy to skeftomai na paro kai ena revolution pleon parea me to PS3, kai katalabaino epishs kai thn mystikopatheia toys sxetika me ayton, sigoyra tha antigraftei kai apo alloys, hdh yparxoyn fhmes oti h sony prospathei na ftiaxei kati antistoixo (san add-on omos) gia to PS3.

Epishs h antidrash ths biomhxanias video games http://www.next-gen.biz/index.php?option=com_content&task=view&id=1084&Itemid=2

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Παιδιά χαλαρώστε λίγο.Αν προσέξατε το χειρηστήριο της μέγιστης για μένα Nintendo, δεν είναι μόνο το ματσούκι που κι αυτό ακόμα είναι τέλειο.

Αν δείτε προσεκτικά σε φωτογραφίες το ματσούκι μπαίνει μέσε στο κλασικό χειρηστήριο που είναι άσπρο μπλε!και είναι και πολύ καλό.

Μην ανυσηχείτε.

Η Ν φέρνει την επανάσταση.........

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