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Nintendo's Project Cafe


Rubin Farr

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Guest Gary C

It is just a controller for the pre-existing Wii, right?

 

But yeah, lol at the most-hyped and shittest E3 yet.

 

Edit: So, it's a console.

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I am really disappointed (so far) with what Nintendo is doing and has shown... how do they honestly expect to compete with Microsoft and Sony with essentially an HD upgrade to the Wii and that controller? Were they that worried about alienating their customer base they had to make it that much backwards-compatible with the Wii?

 

Some saving (hopeful) graces:

 

1) games go up to 1080P (although so far no real games have been shown, so whether they are actually 1080P when they come out is another story)

2) storage via USB or SD card (I commented on this before how this was a horrible mistake like it was with the Wii) - IF they allow USB HDDs to be used. Problem is developers cannot support an 'optional' storage solution, so they will have to make any patches or installs optional in order for all customers to be serviced.

 

Also, why is Legend of Zelda: The Skyward Sword "finally done" and they're waiting until this holiday season to release it? Isn't that a bit close to the WiiU's launch window (April 2012 - Dec 2012)? It's Twilight Princess all over again, where probably the first WiiU game will be an HD version of Skyward Sword (which wouldn't suck, actually) but will compete with the Wii version?

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Guest AcrossCanyons

Ugh. Fuck you Nintendo, where is the hardcore stuff you promised. :<

 

I just want to play great GAMES. Zelda, Mario, whatever. I don't want to play with some "omg the future is here" gimics. I want GAMES.

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Guest Pennywise

lol, what the fuck do you people want?

 

virtual waving. A game where you wave to people virtually

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Nintendo Wii U Hands On: An Entirely Different Way to See Things

 

It looks like the product of a fevered fanboy wetdream. A 6.2-inch touchscreen, surrounded by dual analog sticks and oodles of buttons. Like the portable hardcore gamers wish Nintendo made. But it's the most incredible controller ever.

 

I'm completely immersed in my own tiny world with the Wii U controller, staring into the screen, moving my arms and entire body to track two tiny people, scurrying around below my hovercraft. They're a Nintendo rep and Kotaku's Stephen Totilo, whose eyes are glued to the TV next to us, trying to shoot down the enemy ship in the sky. My entire game takes place on the Wii U's controller, almost as if I'm playing not just an entirely different game, but an entirely different console. I move the aircraft with the twin analog sticks, forward, back, left, right. But to aim, I have to move the entire controller and my body with it, as if I'm surrounded by an entire world that can only be peeked at through the Wii U controller's screen. It's both profoundly connected and weirdly alienating. I'm not just the enemy for these players united on one screen, I'm in an entirely different space.

 

The controller is light. Not in a way that's like, "Oh, I'm glad it's not too heavy," but more "this feels like a plastic mockup." It's almost unbelievable there's a working touchscreen and full wireless powers inside. The lightness is what makes it work though, what makes this massive controller feel incredibly comfortable and totally natural. The ergonomics are nigh perfect.

 

Super Mario Brothers Mii is up on the TV. And it's on my controller. Mario jumps, on the controller and on the TV, simultaneously. It's the same game, in two different places. Watching the game on the controller, it feels like I'm playing a very large DS. Up on the TV, it's like I'm playing Nintendo's latest console release. It sounds useless, until I realized I could watch whatever really important thing is on TV while continuing to play my game on the controller. Or even turn the TV off. Gaming can come back to the bedroom.

 

The quality of the touchscreen, compared to nearly any reasonably high-end current-generation smartphone, is mediocre. The viewing angle's pretty narrow, for one. You need to be almost dead center to see what's happening (but maybe that's a feature, for versus mode?). It's not especially bright, either. And it's sort of glare-y. Nintendo's not talking specific screen specs like resolution, because this is technically a prototype—so a lot of things could change and get better—but the pixel density is just okay. It's standard Nintendo hardware quality, in other words. Just good enough. Like, I totally didn't mind playing Super Mario Bros. Mii using the controller as my sole display. It was just like playing it on a much bigger DS screen, instead of my TV. There's a stylus, which I didn't get to use. But it's a standard piece of plastic, so there's no multitouch. Which is heartbreaking, insofar as it imposes at least some limits on what this controller is capable of.

 

The Wii U is the first Nintendo console whose games are visually on the level with the Xbox 360 and PS3 (or at least close to it). That's important. And nice. The Legend of Zelda in full HD? Yes please.

 

I'm being chased, again. And again, my predators are sharing the TV, pooling their visual resources to track me. They need to catch me in 2 minutes and 30 seconds. That's it. Down on my controller, I've got an unfair advantage-a combined map/radar, that shows me where everybody is. It's kind of like top-down Pac-Man. But I've also got a screen showing a closeup of my character, so I can see my immediate surroundings. I never take my eyes off the controller. And I win.

 

That's something no controller's ever offered before: The possibility of entirely different viewpoint, the ability to see something in a game that no one else sees, to engage different players in completely different ways. A screen is by definition a blank canvas, a place that be inscribed with anything. Which means there's basically limitless potential in the Wii U and its controller, just waiting to be exploited. Developers can use that space for whatever they want, whether it's an alternative view or secondary action to the main game, extra info, a straight-up mirror, or anything else they can think of that'll take advantage of the fact they now have another window to show players whatever they want, completely independent of the TV.

 

We haven't even seen the beginning of what this thing is capable of, but one thing's clear today: It works, and it's a hell of a lot of fun.

 

http://kotaku.com/5809651/nintendo-wii-u-hands-on-an-entirely-different-way-to-see-things

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Guest Calx Sherbet

nintendo brought up a lot of awesome shit.

 

in regards to the system itself, it will at least do better than the wii. i think it's pretty hard to disagree with that. but it is watmm...

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Guest bitroast

Nintendo Wii U Hands On: An Entirely Different Way to See Things

 

It looks like the product of a fevered fanboy wetdream. A 6.2-inch touchscreen, surrounded by dual analog sticks and oodles of buttons. Like the portable hardcore gamers wish Nintendo made. But it's the most incredible controller ever.

 

I'm completely immersed in my own tiny world with the Wii U controller, staring into the screen, moving my arms and entire body to track two tiny people, scurrying around below my hovercraft. They're a Nintendo rep and Kotaku's Stephen Totilo, whose eyes are glued to the TV next to us, trying to shoot down the enemy ship in the sky. My entire game takes place on the Wii U's controller, almost as if I'm playing not just an entirely different game, but an entirely different console. I move the aircraft with the twin analog sticks, forward, back, left, right. But to aim, I have to move the entire controller and my body with it, as if I'm surrounded by an entire world that can only be peeked at through the Wii U controller's screen. It's both profoundly connected and weirdly alienating. I'm not just the enemy for these players united on one screen, I'm in an entirely different space.

 

The controller is light. Not in a way that's like, "Oh, I'm glad it's not too heavy," but more "this feels like a plastic mockup." It's almost unbelievable there's a working touchscreen and full wireless powers inside. The lightness is what makes it work though, what makes this massive controller feel incredibly comfortable and totally natural. The ergonomics are nigh perfect.

 

Super Mario Brothers Mii is up on the TV. And it's on my controller. Mario jumps, on the controller and on the TV, simultaneously. It's the same game, in two different places. Watching the game on the controller, it feels like I'm playing a very large DS. Up on the TV, it's like I'm playing Nintendo's latest console release. It sounds useless, until I realized I could watch whatever really important thing is on TV while continuing to play my game on the controller. Or even turn the TV off. Gaming can come back to the bedroom.

 

The quality of the touchscreen, compared to nearly any reasonably high-end current-generation smartphone, is mediocre. The viewing angle's pretty narrow, for one. You need to be almost dead center to see what's happening (but maybe that's a feature, for versus mode?). It's not especially bright, either. And it's sort of glare-y. Nintendo's not talking specific screen specs like resolution, because this is technically a prototype—so a lot of things could change and get better—but the pixel density is just okay. It's standard Nintendo hardware quality, in other words. Just good enough. Like, I totally didn't mind playing Super Mario Bros. Mii using the controller as my sole display. It was just like playing it on a much bigger DS screen, instead of my TV. There's a stylus, which I didn't get to use. But it's a standard piece of plastic, so there's no multitouch. Which is heartbreaking, insofar as it imposes at least some limits on what this controller is capable of.

 

The Wii U is the first Nintendo console whose games are visually on the level with the Xbox 360 and PS3 (or at least close to it). That's important. And nice. The Legend of Zelda in full HD? Yes please.

 

I'm being chased, again. And again, my predators are sharing the TV, pooling their visual resources to track me. They need to catch me in 2 minutes and 30 seconds. That's it. Down on my controller, I've got an unfair advantage-a combined map/radar, that shows me where everybody is. It's kind of like top-down Pac-Man. But I've also got a screen showing a closeup of my character, so I can see my immediate surroundings. I never take my eyes off the controller. And I win.

 

That's something no controller's ever offered before: The possibility of entirely different viewpoint, the ability to see something in a game that no one else sees, to engage different players in completely different ways. A screen is by definition a blank canvas, a place that be inscribed with anything. Which means there's basically limitless potential in the Wii U and its controller, just waiting to be exploited. Developers can use that space for whatever they want, whether it's an alternative view or secondary action to the main game, extra info, a straight-up mirror, or anything else they can think of that'll take advantage of the fact they now have another window to show players whatever they want, completely independent of the TV.

 

We haven't even seen the beginning of what this thing is capable of, but one thing's clear today: It works, and it's a hell of a lot of fun.

 

http://kotaku.com/5809651/nintendo-wii-u-hands-on-an-entirely-different-way-to-see-things

 

this is a good hands-on video.

i'm sold.

shit looks good.

it looks awkward to hold at first glance, but the idea of playing with the controller resting on lap is definitely a nice one. it has a lot of potential.

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Nintendo Wii U Hands On: An Entirely Different Way to See Things

 

It looks like the product of a fevered fanboy wetdream. A 6.2-inch touchscreen, surrounded by dual analog sticks and oodles of buttons. Like the portable hardcore gamers wish Nintendo made. But it's the most incredible controller ever.

 

I'm completely immersed in my own tiny world with the Wii U controller, staring into the screen, moving my arms and entire body to track two tiny people, scurrying around below my hovercraft. They're a Nintendo rep and Kotaku's Stephen Totilo, whose eyes are glued to the TV next to us, trying to shoot down the enemy ship in the sky. My entire game takes place on the Wii U's controller, almost as if I'm playing not just an entirely different game, but an entirely different console. I move the aircraft with the twin analog sticks, forward, back, left, right. But to aim, I have to move the entire controller and my body with it, as if I'm surrounded by an entire world that can only be peeked at through the Wii U controller's screen. It's both profoundly connected and weirdly alienating. I'm not just the enemy for these players united on one screen, I'm in an entirely different space.

 

The controller is light. Not in a way that's like, "Oh, I'm glad it's not too heavy," but more "this feels like a plastic mockup." It's almost unbelievable there's a working touchscreen and full wireless powers inside. The lightness is what makes it work though, what makes this massive controller feel incredibly comfortable and totally natural. The ergonomics are nigh perfect.

 

Super Mario Brothers Mii is up on the TV. And it's on my controller. Mario jumps, on the controller and on the TV, simultaneously. It's the same game, in two different places. Watching the game on the controller, it feels like I'm playing a very large DS. Up on the TV, it's like I'm playing Nintendo's latest console release. It sounds useless, until I realized I could watch whatever really important thing is on TV while continuing to play my game on the controller. Or even turn the TV off. Gaming can come back to the bedroom.

 

The quality of the touchscreen, compared to nearly any reasonably high-end current-generation smartphone, is mediocre. The viewing angle's pretty narrow, for one. You need to be almost dead center to see what's happening (but maybe that's a feature, for versus mode?). It's not especially bright, either. And it's sort of glare-y. Nintendo's not talking specific screen specs like resolution, because this is technically a prototype—so a lot of things could change and get better—but the pixel density is just okay. It's standard Nintendo hardware quality, in other words. Just good enough. Like, I totally didn't mind playing Super Mario Bros. Mii using the controller as my sole display. It was just like playing it on a much bigger DS screen, instead of my TV. There's a stylus, which I didn't get to use. But it's a standard piece of plastic, so there's no multitouch. Which is heartbreaking, insofar as it imposes at least some limits on what this controller is capable of.

 

The Wii U is the first Nintendo console whose games are visually on the level with the Xbox 360 and PS3 (or at least close to it). That's important. And nice. The Legend of Zelda in full HD? Yes please.

 

I'm being chased, again. And again, my predators are sharing the TV, pooling their visual resources to track me. They need to catch me in 2 minutes and 30 seconds. That's it. Down on my controller, I've got an unfair advantage-a combined map/radar, that shows me where everybody is. It's kind of like top-down Pac-Man. But I've also got a screen showing a closeup of my character, so I can see my immediate surroundings. I never take my eyes off the controller. And I win.

 

That's something no controller's ever offered before: The possibility of entirely different viewpoint, the ability to see something in a game that no one else sees, to engage different players in completely different ways. A screen is by definition a blank canvas, a place that be inscribed with anything. Which means there's basically limitless potential in the Wii U and its controller, just waiting to be exploited. Developers can use that space for whatever they want, whether it's an alternative view or secondary action to the main game, extra info, a straight-up mirror, or anything else they can think of that'll take advantage of the fact they now have another window to show players whatever they want, completely independent of the TV.

 

We haven't even seen the beginning of what this thing is capable of, but one thing's clear today: It works, and it's a hell of a lot of fun.

 

http://kotaku.com/5809651/nintendo-wii-u-hands-on-an-entirely-different-way-to-see-things

 

this is a good hands-on video.

i'm sold.

shit looks good.

it looks awkward to hold at first glance, but the idea of playing with the controller resting on lap is definitely a nice one. it has a lot of potential.

 

Totilo says in another video that it is actually quite comfortable. I think I'll buy one as well just to able to play Zelda and Mario.

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I wonder how much it'll cost. Probably too much.

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I wonder how much it'll cost. Probably too much.

 

Nintendo Talks Wii U Pricing

 

Wii U is the Nintendo Wii successor. That doesn't mean the upcoming HD console is going to pick up where Wii pricing leaves off.

 

"I don't think we can charge the same price as we currently do for the Wii," Nintendo president Satoru Iwata told Japan's Nikkei Newspaper. The Wii is currently priced at under ¥20,000 (US$250) in Japan.

 

The Nintendo boss added, "I don't think the Wii is going anywhere anytime soon." Like the PS2, the Wii could continue to have legs after new hardware launches.

 

When the Wii went on sale in 2006, it was priced at ¥25,000 ($313) in Japan and $250 in the U.S.

 

The Nintendo 3DS launched at ¥25,000, making it doubtful that the high powered Wii U with its tablet controller will launch at ¥25,000.

 

http://kotaku.com/5809840/nintendo-talks-wii-u-pricing

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Nintendo Wii U Hands On: An Entirely Different Way to See Things

 

It looks like the product of a fevered fanboy wetdream. A 6.2-inch touchscreen, surrounded by dual analog sticks and oodles of buttons. Like the portable hardcore gamers wish Nintendo made. But it's the most incredible controller ever.

 

I'm completely immersed in my own tiny world with the Wii U controller, staring into the screen, moving my arms and entire body to track two tiny people, scurrying around below my hovercraft. They're a Nintendo rep and Kotaku's Stephen Totilo, whose eyes are glued to the TV next to us, trying to shoot down the enemy ship in the sky. My entire game takes place on the Wii U's controller, almost as if I'm playing not just an entirely different game, but an entirely different console. I move the aircraft with the twin analog sticks, forward, back, left, right. But to aim, I have to move the entire controller and my body with it, as if I'm surrounded by an entire world that can only be peeked at through the Wii U controller's screen. It's both profoundly connected and weirdly alienating. I'm not just the enemy for these players united on one screen, I'm in an entirely different space.

 

The controller is light. Not in a way that's like, "Oh, I'm glad it's not too heavy," but more "this feels like a plastic mockup." It's almost unbelievable there's a working touchscreen and full wireless powers inside. The lightness is what makes it work though, what makes this massive controller feel incredibly comfortable and totally natural. The ergonomics are nigh perfect.

 

Super Mario Brothers Mii is up on the TV. And it's on my controller. Mario jumps, on the controller and on the TV, simultaneously. It's the same game, in two different places. Watching the game on the controller, it feels like I'm playing a very large DS. Up on the TV, it's like I'm playing Nintendo's latest console release. It sounds useless, until I realized I could watch whatever really important thing is on TV while continuing to play my game on the controller. Or even turn the TV off. Gaming can come back to the bedroom.

 

The quality of the touchscreen, compared to nearly any reasonably high-end current-generation smartphone, is mediocre. The viewing angle's pretty narrow, for one. You need to be almost dead center to see what's happening (but maybe that's a feature, for versus mode?). It's not especially bright, either. And it's sort of glare-y. Nintendo's not talking specific screen specs like resolution, because this is technically a prototype—so a lot of things could change and get better—but the pixel density is just okay. It's standard Nintendo hardware quality, in other words. Just good enough. Like, I totally didn't mind playing Super Mario Bros. Mii using the controller as my sole display. It was just like playing it on a much bigger DS screen, instead of my TV. There's a stylus, which I didn't get to use. But it's a standard piece of plastic, so there's no multitouch. Which is heartbreaking, insofar as it imposes at least some limits on what this controller is capable of.

 

The Wii U is the first Nintendo console whose games are visually on the level with the Xbox 360 and PS3 (or at least close to it). That's important. And nice. The Legend of Zelda in full HD? Yes please.

 

I'm being chased, again. And again, my predators are sharing the TV, pooling their visual resources to track me. They need to catch me in 2 minutes and 30 seconds. That's it. Down on my controller, I've got an unfair advantage-a combined map/radar, that shows me where everybody is. It's kind of like top-down Pac-Man. But I've also got a screen showing a closeup of my character, so I can see my immediate surroundings. I never take my eyes off the controller. And I win.

 

That's something no controller's ever offered before: The possibility of entirely different viewpoint, the ability to see something in a game that no one else sees, to engage different players in completely different ways. A screen is by definition a blank canvas, a place that be inscribed with anything. Which means there's basically limitless potential in the Wii U and its controller, just waiting to be exploited. Developers can use that space for whatever they want, whether it's an alternative view or secondary action to the main game, extra info, a straight-up mirror, or anything else they can think of that'll take advantage of the fact they now have another window to show players whatever they want, completely independent of the TV.

 

We haven't even seen the beginning of what this thing is capable of, but one thing's clear today: It works, and it's a hell of a lot of fun.

 

http://kotaku.com/5809651/nintendo-wii-u-hands-on-an-entirely-different-way-to-see-things

 

this is a good hands-on video.

i'm sold.

shit looks good.

it looks awkward to hold at first glance, but the idea of playing with the controller resting on lap is definitely a nice one. it has a lot of potential.

 

*types this with keyboard resting on lap. ;-p

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I like the idea of the screen being useful for bringing back split screen fps

 

playing something multiplayer offline with your friends but having your own screen so no screen watching can go on! :P

 

will wait til it's cheap though fo sho

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I like the idea of the screen being useful for bringing back split screen fps

 

playing something multiplayer offline with your friends but having your own screen so no screen watching can go on! :P

 

will wait til it's cheap though fo sho

unfortunately it's not hi-def

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I like the idea of the screen being useful for bringing back split screen fps

 

playing something multiplayer offline with your friends but having your own screen so no screen watching can go on! :P

 

will wait til it's cheap though fo sho

unfortunately it's not hi-def

 

The resolution is, supposedly, 854 x 480 (WVGA).

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Looks like the console only supports 1 Wiipad at a time, and controllers will not be sold separately from the console. (Miyamoto said it may be possible to link 2 controllers but not for sure). The other players just use Wiimotes.

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Looks like the console only supports 1 Wiipad at a time, and controllers will not be sold separately from the console. (Miyamoto said it may be possible to link 2 controllers but not for sure). The other players just use Wiimotes.

so basically they could makes a REALLY good bowling game? :trashbear:

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