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[PC] [E3 Nintendo] De Revolution.

Discussie in 'Games' gestart door rikkel, 17 mei 2005.

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  1. boss

    boss Stay frosty people!

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    Ja??, mm,naar mijn weten heeft de grote man(Miyamoto) zelf gezegd dat de nieuwe Zelda nog voor de gamecube is...
     
  2. CaptnCook

    CaptnCook Active Member

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    Klopt dat heeft hij in dat interview gezegd.
    Maar toen een paar weken geleden bekend werd dat Zelda werd uitgesteld, gingen er geruchten dat ie naar de revolution zou gaan.
    Maar Miyomoto heeft in dat interview bevestigd dat het niet zo is.
     
  3. plazz

    plazz Active Member

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    enne late ze die controller nou nog zien over 3 dagen?:)
     
  4. plazz

    plazz Active Member

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    spong is opnieuw met het bericht gekomen dat vrijdag de revo controller of in ieder geval de revo geshowed wordt.
    lees het maar op http://www.spong.com/

    ze kwamen daar al eerder mee maar nu hebben ze weer nieuwe berichten van "iemand" bij nintendo dat vrijdag revolution day is :)
     
  5. rikkel

    rikkel Umm Kulthum

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  6. Fardo

    Fardo Well-Known Member

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    de controller

    oh my
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Laatst bewerkt: 16 sep 2005
  7. Fardo

    Fardo Well-Known Member

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    Hands-on the Revolution Controller
    http://cube.ign.com/articles/651/651275p1.html



    September 15, 2005 - It was a rare opportunity. Yesterday, just outside of Tokyo, Japan, Nintendo invited us to experience the Nintendo Revolution controller for ourselves. Joined only by Shigeru Miyamoto and a few executives, we attended a sort of schooling on the controller, the centerpiece of the Big N's next-generation platform. It has long been speculated on, but now it's actually something tangible that we can understand -- or, try to understand anyway.

    For months, years even, we've been hearing Nintendo reiterate that it does not want to be part of the same battle that Sony and Microsoft are deeply entrenched in. However, with a system like GameCube, the comparisons are inevitable. With Revolution and its one-of-a-kind approach to the controller, drawing these parallels just became a lot more difficult. This was an important message from Nintendo in our meeting. It wants to explore uncharted waters, be a blue ocean company, and not find itself sailing the bloody waters where the competition resides.

    Revolution guarantees this. The main source of input is nothing short of unexpected and untraditional. It is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it's moving in there. Now you're getting the idea.

    Main Controller Features

    • 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 as a standard in all the controllers.

    [​IMG]To show off its features, Nintendo designed a series of crude gameplay demos. Since it did such a good job of helping us understand how the controller works, we'll describe them in detail in the following paragraphs. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features.

    Demo #1: Point and Shoot
    Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is.

    Demo #2: Fishing
    Much more advanced than just a simple cursor, this revealed how the controller can navigate a 3D space, moving an object on the TV screen not only left, right, up, and down, but also forward and backwards with depth. Users simply use the hand cursor on the screen to pick up a fishing pole and dip its line into a pond full of fish. Like nearly all of the demos, this was very crude, so don't go imaging even fishing on the Ocarina of Time level -- this was like a coloring book with flat fish in the water. The visual medium wasn't the point, though. It was pretty intuitive to just reach forward with our virtual hand, pick up the rod, and then dip the hook into the pond and dangle it there. When a fish finally bit, the remote rumbled, which was the cue to tug back on the controller to catch it. As it was only a prototype controller, it was wired because rumble was not in the wireless versions yet.

    Demo #3: Shock Stick
    Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and don't hit the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things.

    Demo #4: Air Hockey
    This blended basic pointing with something new: twisting. As you might imagine, players hit a puck back and forth by maneuvering their "hockey sticks" with the controller. The catch was that by twisting your wrist, left or right, you could angle the stick to send the puck in another direction. Twisting, in addition to hitting was actually pretty difficult in this demo. It worked to a point, but it also lacked the intuitiveness that a real table would have. It seemed mainly aimed at familiarizing us with the notion of twisting the remote to turn things.

    Demo #5: Basketball
    Again, this focused on laser pointer style controls. The game was to simply move a basketball around on the court, not by bouncing it, but instead dragging it by pressing the B-trigger in back of the remote to create an indent. The ball rolled into the crevice, and you could drag it towards the hoops. Then, with the A-button, you could reverse the indent, creating a hill and pop the ball upwards toward the hoop. It was a simple two-player game, but worked to show off the sensitivity of the cursor and how it was interacting with another player in the same space. Surprisingly, it was easy to keep track of where you were on the court, allowing for blocks and steals.

    Demo #6: Toy Plane
    Set in the watery hub of Mario Sunshine, this demonstrated that not all controls are created equal. The remote could be held like a toy airplane, fingertips support its base, which allowed the player to tilt it forwards to dip down, back to gain elevation, and twisted left or right turn. The objective was just to steer the plane through rings in the sky. Of course the first thing that came to mind was Pilotwings, so it's easy to see how these simple applications of the controller could be grown into something more complex. It was pretty intuitive to pull off dips and quick turns. Miyamoto joked that you could have a controller peripheral shaped like a toy plane to really make it interesting. Demo #7: Where's Pikachu?
    One of the crudest demos, the screen displayed a flat map with many Pokemon characters crowded together on it. It was a spoof on Where's Waldo, the famous find-the-needle-in-the-haystack illustrated book. The controller lent the ability to look left and right by just pointing the cursor across the map, but also zooming in by moving towards the screen (or zooming back out by moving away). One can imagine how a sniper rifle in a first-person shooter might take advantage of those kinds of controls.






    Demo 8: First Person Shooting
    So, we lied -- not all of the demonstrations were completely crude graphics. For the final demo, the one that most represented how a game might feel with the Revolution controller, Nintendo displayed what was apparently a test by the team at Retro Studios for what they could do with Metroid Prime 3. They stressed it was just a test, quickly thrown together in just a few weeks. For this, the analog control stick peripheral was used. We held it in our left hand to control the forwards, backwards, and side-strafing motions, as well as having access to triggers in back for scanning; meanwhile, the right hand used the main Revolution remote control to behave just like a mouse on a personal computer. It was a very natural application and felt pretty smooth, but since it wasn't a polished game it did feel a bit awkward at times, making us wonder what kind of things a developer could do to calibrate these kinds of controls for users. Nonetheless, the potential is huge for the FPS genre.

    A Bold Move
    This concluded the demonstrations. At which point a mix of excitement and confusion set in. This is a bold step for Nintendo. It will seemingly exclude the Revolution from a lot of third-party release. They'll all have to be tweaked if they hope to work well at all. So, this creates a rather large uphill battle for supporting the system with a consistent flow of content. However, the exciting part is that most games that are actually made for Revolution will be very unique and that's what Nintendo is aiming for. Unfortunately, as the DS has proven, unique doesn't always equal better gameplay. Nintendo will have a lot to prove when it finally chooses to reveal real, polished software that's supposed to represent how Revolution will play. That is going to be the crux of Revolution entirely, because without a consistently fluid experience, this could also easily be a flash in the pan or something altogether frustrating. We have to wonder how it might be holding your arm in the air for an hour or more, and if that will cause any frustration.

    On the flipside, though, the demos set our minds abuzz. It's easy to imagine why Nintendo is so heavily invested in the idea. There is such great potential to do so many unique things. Playing a real-time strategy game like Starcraft would be extremely fluid and intuitive. Mario Party, we're sure you can guess, will finally be a completely new experience. What of Zelda or Mario? No word yet, but imagine swinging your sword in Zelda instead of pressing buttons. Or, in Mario, imagine having to grab blocks and build platforms. Also, since the controller flips on its side to work very much like a NES pad, it would be interesting to mix up gameplay and throw in an old-school challenge.

    [​IMG]This doesn't even explore the possibility of accessories. Nintendo wasn't making any announcement, but as an example Miyamoto commented you could hook it up to bongo drums or something else. Everyone agreed a Samba de Amigo would be perfect as well, to which Miyamoto-san confirmed, "Mr. Naka [at Sega] really likes this controller." What if you could use two controllers at once for Fight Night or a new Punch Out? How about if Namco release a gun peripheral for a new Time Crisis, where you moved with the left analog and lifted, aimed, and reloaded your gun as if it was real? The list could go on and on, but we're sure you're already starting to gather your own ideas.

    Finally, you'll want to take some time to examine the main remote. We got to handle this prototype, which Nintendo says is pretty close to the final design. It feels very comfortable and, as you can see, looks sleek too. Nintendo was unwilling to comment on what the "Home" button does, but it's likely a place to manage classic games you've downloaded, online games, and hopefully much more. Also, if you're wondering, there's no set limit on the distance one can use the remote yet, but Nintendo has tested it on up to 80"-100" screens and says it works fantastically. It can be used on tubes, LCDs, plasma, projection or any kind of screen because the sensor is connected like a flat antenna under the display. They are still working on the details of what kinds of options users will have for placement. So, there's also no reason HDTV wouldn't work with this technology -- here's hoping Nintendo decides to support it in the final system. [​IMG]It's all about real games, though. Nintendo itself has always said that it's the software that's most important. We'll take the optimistic side and assume that Nintendo has really nailed the technology. If it has, playing Revolution should be unlike anything else out there. Mario will never be the same. But it's going to be up to these real games -- like Super Smash Bros. -- to prove why this is a revolutionary step and not just a way of being different. At the very least, starting right now, the development community is going to have a lot to think about. Whatever games are on Revolution, are basically guaranteed to provide a totally different experience. And for that, we're beaming with anticipation.
     
  8. Furies

    Furies XBW.nl VIP XBW.nl VIP

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    Filmpje:

    http://cube.ign.com/articles/651/651334p1.html

    Wat een onding zeg..

    Het filmpje ziet er wel heel leuk en revolutionair uit.. Maar je moet wel goed beseffen dat je met deze controller echt niet 2 uur achter elkaar kan gamen. Of ben ik de enige die weleens een lam arm krijgt?

    Nee, doe mij maar de "normale", maar praktische controller.
     
  9. Fnx

    Fnx Active Member

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    Ongelofelijk.. misschien is he tleuk maar ik denk dat niet nooit aanspreekt bij de massa..
     
  10. Fardo

    Fardo Well-Known Member

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    Jeb, ik zie me ook niet heel erg lang gamen met deze controller .. lijkt me erg RSI gevoelig ... maar goed ... hij is wel origineel
     
  11. jordo

    jordo Active Member

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    Wow, alang leve nintendo, ik heb er vertrouwen in, ik wacht tot de revolution!!!
     
  12. Game Error

    Game Error Active Member

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    Ik vind het echt eeen tof ding hoor:+ nu maar hopen dat de games net zo innovatief worden als de controller nu al is:)
     
  13. ErroX

    ErroX Active Member

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    ik had al last van m;n polsen (geen rsi), wtf moet ik hiervan krijgen:+
     
  14. Ravage

    Ravage Active Member

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    Echt werkelijk be-la-che-lijk naar mijn mening.
    Het lijkt me veel te lastig om er lang mee te spelen, ook als je per ongelijk plotselinge bewegingen maakt tijdens het spelen kan dat van negatieve invloed zijn op de game die je speelt, het lijkt me dus totaal niet handig.

    Ik moet natuurlijk wel toegeven dat het een dappere zet is van Nintendo om met zo'n controller te komen, maar ik verwacht niet dat dit het grote publiek zal aanspreken.

    Ik houd m'n GameCube wel voorlopig, de Revolution zal ik waarschijnlijk niet gaan halen.
     
  15. Furies

    Furies XBW.nl VIP XBW.nl VIP

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    Ik hier thuis een Philips CDI-speler staan. Die maakt ook gebruik van een afstandsbediening.

    Dat speelt dus écht voor geen meter. Gamen doe je met 2 handen, niet met alleen je duim + wijsvinger (trigger op de achterkant). :{
     
  16. CaptnCook

    CaptnCook Active Member

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    Dit had ik niet verwacht! :eek:
    Ik vind het er echt heel erg tof uitzien!! Het is echt een nieuwe manier van gamen.
    Lijkt me wel cool met bijvoorbeeld Zelda, je hebt dan als het ware het zwaard ''in je handen''. Erg cool _O_
    De Revolution komt nu dus zeker naast mijn prachtige xbox360 te staan.
    Top Nintendo.
     
  17. Fardo

    Fardo Well-Known Member

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    Damm ik was de cd-i helemaal vergeten :eek:

    [​IMG]

    Ik was dat ding al helemaal vergeten ... was ie niet geflopt?
     
  18. Furies

    Furies XBW.nl VIP XBW.nl VIP

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    Yep, die was geflopt. :)

    Heb nog 50 spellen hier liggen 8)...
     
  19. Peter OtH

    Peter OtH XBW.nl VIP Redacteur

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    `
    Hm niet mee eens, tenminste niet volledig.
    De vergelijking met de remote van de CDI gaat niet helemaal op.
    Zoals ie idd gebruikt wordt bij de CDI werkt ie niet, maar vergeet niet de extra features van de revolution controller/remote:
    -3D Pointing. Sensors understand up, down, left, right, forward and backward.
    -Tilt Sensitive. Controller can be rotated or rolled from side-to-side.

    Hierdoor krijgt ie veel meer mogelijkheden en ben je niet beperkt tot gebruik van de d-pad (om maar wat te noemen)
    het filmpje geeft wel weer hoe het gebruikt kan worden, een fps met dit systeem lijkt me echt te gek als de remote gebruikt wordt alsof je het wapen zelf in je handen hebt.

    In de eerste instantie had ik hetzelfde gevoel als jou, een remote als game controller werkt niet, maar ik moet zeggen dat na het lezen van de features en ook het zien van die demo ik daar toch anders over denk.

    Gewaagde stap van nintendo, maar erg tof. Van alle next-gens ben ik toch het meest benieuwd naar de revolution. Juist door dit soort zaken
     
  20. boss

    boss Stay frosty people!

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    Speciaal ding...:)
     
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