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Thread: Nintendo just saved the Wii U

  1. #21
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    I don't think it's going to be that harsh. The Wii didn't really have a good analog stick controller, so this one should open it up for some more intense games. You never know, maybe Nintendo will get back into the gaming market. Sony and microsoft could absolutely screw themselves over if they don't beat the Wii U.

  2. #22
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    Pro controller is just not new really, I think the button layouts are horrible too. Although I actually like the big tablet controller, but it's nothing to say "WOOOOOOOOW" at without it being used in a game...

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  3. #23
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    People are getting excited over a basic, commonly designed controller? Don't get me wrong, I'm glad we won't necessarily have to use that tablet controller for every game or be forced to use more motion controls (THANK GOD), but seriously people, this is the state of the video game industry. You know times are bad when gamers are celebrating the announcement of a standard controller.

  4. #24
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    Nice, here's hoping they come out with a Super Mario Bros. FPS.

  5. #25
    They nailed social interactions pretty damned well and finally they seem to have a proper game network. But the type of presentation Iwata does is so boring, as boring as watching an infomercial about a vacuum cleaner, this is so 80s style without the big hairs though :)

  6. #26
    That joystick position is really going to hurt when trying to play with them...

  7. #27
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    Shows that The Big N is an innovator and not an immitator. The CCPro is just one small option available for the WiiU. And since it's compatible with existing Wii Perhipherals that also means regually CC and etc also all work.

    What you say the controller is a rip off of the 360 controller? I don't remember there being a Mini USB type B plug on the 360, I don't remember it having Bluetooth either. It uses 2.4ghz wireless which causes all sort of interference issues and constant disconnections. Also: Yeah before you call it a rip off, the 360 ripped off the Playstation controller, which ripped off the SNES controller etc, so it's a useless saying.

  8. #28
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    It's good that we have a choice now...

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    Quote Originally Posted by Bad_Ad84 View Post
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  9. #29
    The Xbox (which lead to the 360) is a rip off the Dreamcast controller in my opinion.

  10. #30
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    Quote Originally Posted by Haunted360 View Post
    The Xbox (which lead to the 360) is a rip off the Dreamcast controller in my opinion.
    It's not a rip off, people who lost their job working on the Dreamcast ended up being hired by Microsoft which resulted in that...

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  11. #31
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    I really don't get how this "saved" the Wii U, the only thing the Wii U has going for it is the fact that it has a different controller. And how is this innovation? They introduced a controller that's...a normal console controller. All hail the great innovators at Nintendo!

  12. #32
    is this not tearing developers in two directions?
    on one side you have the "wiiu features" and then the serious gamers that just want a damn controller to play madden.

    for the record, i have NEVER called it a gamepad. That sounds geh.
    I have had a controller since the classic NES controller in 1988 when I got my NES.

  13. #33
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    It'll probably end up just like the Wii after developers found out the motion controls are a pile of crap and just started using Wiimote on its side/Classic Controller (Pro)/GC controller: only kids' games will use the tablet controller and serious ones will use the 360 controller...I mean "pro controller".
    Last edited by 7Force; 06-04-2012 at 02:20 PM.

  14. #34
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    It'll be about the games

  15. #35
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    Saved? hahaha

    With the Pro controller iwata just threw the biggest excuse developers could use to NOT develop for the tablething

    After all you can play Pro games with the tablething, but you can't play tablething games with the Pro controller! it lacks the screen!

    Solution? make all games Pro-ONLY, and save literally TONS of money in developing gimmicky extras for the games

    Anyway, at least the tablething has real analogs now, wonder if the screen is the same plastic shit.


  16. #36
    The first thing I thought when I saw that controller was that I would finally have a proper wireless controller to play smash bros with, and Mega man 9 so I don't hit the damn A and B button with my fat fingers.

  17. #37
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    Quote Originally Posted by graciano1337 View Post
    Nice, here's hoping they come out with a Super Mario Bros. FPS.
    Call of Super Mario Duty?

  18. #38
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    Come on Paper Mario!!

  19. #39
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    Why pro? Why not just regular? Nothing pro about a 15 year old controller design. Doesn't do it for me, I mean sure a standard controller is better for me to play games with but it's nothing that makes me want to go out and buy the machine. I'll wait to see what games come out for it first because once the hardware becomes a generation behind everyone else they have no USP besides software.

  20. #40
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    Rumored specs:

    Main Application Processor

    PowerPC architecture.
    Three cores (fully coherent).
    3MB aggregate L2 Cache size.
    core 0: 512 KB
    core 1: 2048 KB
    core 2: 512 KB
    Write gatherer per core.
    Locked (L1d) cache DMA per core.

    Main Memory

    Up to 3GB of main memory (CAT-DEVs only). Note: retail machine will have half devkit memory
    Please note that the quantity of memory available from the Cafe SDK and Operating System may vary.

    Graphics and Video

    Modern unified shader architecture.
    32MB high-bandwidth eDRAM, supports 720p 4x MSAA or 1080p rendering in a single pass.
    HDMI and component video outputs.

    Features

    Unified shader architecture executes vertex, geometry, and pixel shaders
    Multi-sample anti-aliasing (2, 4, or 8 samples per pixel)
    Read from multi-sample surfaces in the shader
    128-bit floating point HDR texture filtering
    High resolution texture support (up to 8192 x 8192)
    Indexed cube map arrays

    8 render targets
    Independent blend modes per render target
    Pixel coverage sample masking
    Hierarchical Z/stencil buffer
    Early Z test and Fast Z Clear
    Lossless Z & stencil compression
    2x/4x/8x/16x high quality adaptive anisotropic filtering modes
    sRGB filtering (gamma/degamma)
    Tessellation unit
    Stream out support
    Compute shader support

    GX2 is a 3D graphics API for the Nintendo Wii U system (also known as Cafe). The API is designed to be as efficient as GX(1) from the Nintendo GameCube and Wii systems.
    Current features are modeled after OpenGL and the AMD r7xx series of graphics processors. Wii U’s graphics processor is referred to as GPU7.

    Sound and Audio

    Dedicated 120MHz audio DSP.
    Support for 6 channel discrete uncompressed audio (via HDMI).
    2 channel audio for the Cafe DRC controller.
    Monaural audio for the Cafe Remote controller.

    Networking

    802.11 b/g/n Wifi.

    Peripherals

    2 x USB 2.0 host controllers x 2 ports each.
    SDCard Slot.

    Built-in Storage

    512MB SLC NAND for System.
    8GB MLC NAND for Applications.

    Host PC Bridge

    Dedicated Cafe-to-host PC bridge hardware.
    Allows File System emulation by host PC.
    Provides interface for debugger and logging to host PC.
    If this is accurate, roughly how powerful would this make the WiiU, what do you tech guys think?
    Last edited by _SD_; 06-05-2012 at 12:07 PM.

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