I've already thought about Madden. Anything pre-snap wouldn't be a problem since there's plenty of buttons between the two "parts" of the controller and you'd have time to use them all. Once the ball is snapped using "Z1", Z1" bcomes your turbo button, you use the analog stick to control the QB's movement, then you flick the stick/remote part of the controller to throw the ball in the direction you want. Flick it softly and it's a short throw, flick it hard and it's a long throw. Press "A" which I'm assuming is pressure sensitive, to control the touch you put on the pass. Running backs/receivers would use "Z1" for turbo and could flick the stick/remote left or right for juke moves, flick it up quickly to dive/leap, and "A" could be used as a truck move. Or, left and right could be used as stiff arms to the left and right instead. Spin moves could be done using the trigger on the bottom of the stick/remote. Defense would use the analog stick to move and "Z1" for turbo. "Z2" would switch players. Flick the stick/remote up to jump, press "A" to dive. Forearm shivers could be done by flicking the stick/remote left and right furiously. I'm pretty much just coming up with this as I type, so excuse me if I'm leaving stuff out but obviously EA would have time to iron crap out over time. For just off the top of my head, I think this sounds pretty damn fun. I've thought about Live just for a few seconds and came up with dribbling being controlled by moving the controller up and down, flicking it left and right to switch hands. "A" would allow you to pick up the ball and from there you would flick it to move the ball toward a teammate. Only releasing "A" would throw a pass. Holding "A" while flicking the controller would fake a pass. "B" would be used to shoot...I'm going to say it'd just work like basketball games of the past because shooting by flicking seems pretty tough. Anyway, I hope you can see how developers would use the controller for sports games.
Exactly. I makes the system unique, which might be exactly what they want considering they know they aren't going to out do Sony or Microsoft.
The ideas that are represented in that video are what I find most interesting. A horror survival game like Silent Hill/Resident Evil, where the controller works as a gun or even flashlight. And works just like real gun, flashlight movements. FPS, where the remote is simply the gun. Extremely intuitive, easy to control. SWORD FIGHTING. Realistically, with the controller. Imagine a Lucasarts made Star Wars lightsaber game. I'm a little surprised, actually. I expected something fairly common with maybe a few extra details thrown in - which would get an outpouring of 'that's the same old thing' on the Net. But Nintendo actually meant what they said. They went completely different then anything you would expect. Whether it'll work or not, who knows. They seem to have said 'f**k it', we're going with something original. I kind of like that. I already planned to get a Revolution and either PS3/XBOX360. This doesn't change that. PS3/XBOX360 for the standard stuff and ports. Rev for a change of pace. Looks like that change of pace could be even more entertaining that I originally thought. But then again it might not be. I can't wait to see some games...
I have a boxing game I bought in Japan that has motion sensor technology (kind of like that arcade boxing game by Konomi but not as elaborate). It's damn fun. This Revolution thing is going to be a blast.
For those thinking Nintendo would make a leap for the lead, this is rather disappointing. I do think they have another profitable and fun console for the next 4-5 years, but I wouldn't expect a lot of 3rd party games on it.
That's my only question.. will it be as precise as a regular controller?? Any one remember when Powerglove was out, you would have your hand in the upper left, but in the game the icon would be any where but there.. I hope this thing isn’t another Powerglove, if Nintendo has hope of this thing being the next big thing and it flops for them like the Powerglove I would think this could be the last console Nintendo puts out.. I like the look of it and the idea, but ideas are only as great as the functionality of the device..
That's one of the most intrguing ideas I've ever seen. Really cool. That, coupled with the fact that I can play anything from Mario Bros. to any new game on the market makes me want to buy the system. My girlfriend already wanted one when I told her you could play any nintendo game ever on it. So I guess I've got the okay to buy one.
Probably because Both "A's" have the same function and both "B's" have the same funtion. The lower case A and B do not seem to be used when gripping the controller as shown in the pic. I'll bet that you can hold the controller in more ways than one depending on the function for the type of game you're playing.
ditto. Sounds nice, but there have to be good applications for it, and more than just a few 1st party games. Don't like the tv remote part of the controller. Esp don't like the lack of buttons. But it was more than I expected, even if it does look stupid.
It has been announced that the revolution will have 4 gamecube controller ports. So ports of games from other systems will still be able to use a standard controller layout. Also, it has been mentioned that there's a chance the wavebird signal will work with the Revolution also (i.e. without using the wavebird base station). But plug in GC controllers will definitely work. (and by extension, you will at least be able to use the wavebird just like you can with the GC). I think it has really cool possibilities. I'm wondering how many developers will take advantage of the ability to plug in extras to the controllers. There's a lot of cool possibilities there- like gas and brake pedals for racing games, or maybe a second pad with tons of buttons for a flight sim or mech sim type game, or for RTS games- lots of commands available with their own buttons. I haven't had time to fully digest it yet, but I am very interested to see what Nintendo and those developers who've had time to play with it have come up with so far. The Metroid Prime demo sounds awesome.
I sort of pictured it as the NES controller. Turn the thing on its side, and that's what you essentially have- the pad is on the left, the a and b buttons are on the right. Easy compatibility with the downloadable NES games. The SNES games, however.. I'm not sure how it will handle those, since they have 6 buttons. Probably will require another controller.
If you were wondering about cross platform titles, there's going to be a classic style controller with slot that you slide the Revo control into. Kind of like you would insert those things in the dreamcast control. As for classics from SNES to Gamecube, remember that there are 4 gamecube controller ports on the Revo.
duh, i just looked at the pic and passed judgement, thats why i said, it LOOKS like crap. lol, for all we know its got better capabilities than any other controller, but as far as looks, its like holding an ipod and its remote control in your hands and playing nintendo.
Yeah, as far as classic games go, the controller is perfect for that. Didn't they say it would have the whole 'faceplates' thing, like a lot of systems are going for now? Also, there are shoulder buttons under the top of the controller, where the d-pad is. Mock up pic from another board:
MWAHAHAHAHAHAHAH!!!! THAT HAS GOTTA BE THE STUPIDEST CONTROLLER EVER!!! Remember the Power Glove? Strangely, video games didn't adopt the power glove as a standard, did they? If I was gonna swing my arms around to play baseball..... I'll play REAL baseball. And I don't want to sit on the couch and smack my wife in the face with a controller while I try to get my video game character go jump around. And, there's just no way anybody can have precise control of their game character. No way. STOOOOPID!!!!!!!
Not that I'm certain that this will go over as well as Nintendo is hoping, but I'd put all the money I've got on it not being as bad as you make it out to be. I mean, the Power Glove was 20 years ago. If you think they haven't ironed out their technology over that long of a time then you're just not being very practical. I mean, the DS was ambitious but that seems to be working out tremendously, no?
Great article over at IGN that outlines how the control could be used for the different genres of games. http://cube.ign.com/articles/651/651224p1.html Some highlights: Action and Platform Games Popular Examples: The Legend of Zelda: Twilight Princess, Resident Evil 4, Super Mario Bros. How it might work: The prolific action genre spans such diverse games as Nintendo's own action adventure series The Legend of Zelda, more linear titles like Ubisoft's Prince of Persia, the gunfire heavy Resident Evil 4, or alternative party fun like Super Monkey Ball. While SEGA's monkey games seem tailor-made for tilt control using the pointer, some of the more complex action adventure titles should be trickier -- but the possibilities are exciting nonetheless. There is no doubt that Nintendo's next Mario game will be custom-designed to showcase the controller's special abilities. The left analog stick should allow traditional platforming. We can only dream what the pointer will be used for. Heck, perhaps Luigi's Mansion will make a return as well, allowing players to brand the pointer Ghostbusters-style and wave it in every direction to duplicate the original's trademark "counter-yanking" (yes, that's the technical term for it, look it up). But let's take Prince of Persia and The Legend of Zelda. Players would no doubt navigate the series star with the analog stick unit (or similar) in their left hand, controlling the camera with the pointer. Acrobatics could still be pulled off reasonably well, pressing one of the buttons on the pointer to engage roll or wall-running functions (B) and another to jump (A). If the pointer controls the camera, pressing those buttons could result in inadvertent camera movement -- so there most likely would need to be some sort of camera lock feature that disables the pointer's free-look function. Let's say, players have to tap D-Pad down to engage and disengage this feature, while other D-Pad directions could be assigned to secondary functions (such as picking up weapons). But what of the fighting mechanics? This is where the big changes would come in. Using the left-hand unit's trigger, players could be able to lock on to enemies, which would fix the camera and transform the pointer into a free-form sword controller. Move the controller forward to stab, move it across to slash, slice, and parry -- all the while moving our hero with the left analog stick around his enemies and leaping about using the A button. But there are definitely some unanswered questions here. Will four face buttons plus D-Pad be enough for all games? Not every developer adheres to Nintendo's simpler is better philosophy and have long been running out of button functions on the GameCube controller, for example. The interesting thing here is that the motion function doesn't just provide camera or directional control -- it effectively replaces the need for multiple attack buttons in a game like Prince of Persia. Things get even more exciting when you consider the multi-weapon and device setups in many action titles. Hookshot or bow and arrow in Zelda? Aim with the pointer, fire with the B button. Magic spells in Harry Potter? Players could trace magic symbols in the air with the wand. Wind Waker, anyone? Lightsabers? Fishing rods? Butterfly nets? Lassos? If Nintendo and other developers develop items and weapons with the unique capabilities of the pointer in mind, gamers should have something special to look forward to. Fighting Games Popular examples: Super Smash Bros. Melee, Soul Calibur III How it might work: Considering we already know that a Revolution version of Super Smash Bros. is currently under development, it goes without saying that the wizards at Nintendo have already given serious thought to the use of the controller in fighting games. Now imagine this: you've used the pointer to lock in your fighter selection, and you're controlling a classic Nintendo character in a vast 3D landscape using the attached analog stick. However, rather than reverting to the skilled-yet-panicked method of finely tuned button mashing, you're now making precision strikes to your opponents to thanks to pre-defined motions with the pointer. Jab three times quickly to the right for a Kirby flurry of punches. Hold the pointer for two seconds to the right and then slam it left for a charged Smash slice from Link's trusty sword. While it may seem awkward to imagine, the possibilities for attacks are plenty, and each character would have its own predefined range of movements to master. Now toss in the buttons -- A for jumping, and B for grabbing items. The shoulder buttons above the analog stick could easily raise your shields and grapple your enemies. From there, how exactly you choose to punish them depends on the flick of your wrist. Given the physical, frantic, and furious nature of most fighting games, this is one genre that could be very satisfying to control with a little added motion. Just be careful not to get too carried away and smash your brand-new controller in the process. Racing and Flying Games Popular examples: Mario Kart, Pilot Wings How it might work: With the Revolution controller the possibilities for racers and flight simulators are vast and varied, not to mention unique. Purists will no doubt lament the departure from the established analog shoulder button setup, but there is still some interesting potential here. Because the peripheral's connection to on-television motion sensors enables both direction and depth perception, racing and flying scenarios are immediately transformed and simplified. In a future Mario Kart, players could conceivably accelerate by pushing the controller forward and decelerate by pulling it back again. Sharp turns could be made by twisting left or right on the pointer. It might even be possible to turn the pointer on its side and hold it NES style while retaining some depth perception control functionality. Imagine a next-generation Pilot Wings, meanwhile, where the pointer essentially becomes a flight stick, the A button a weapon discharge, and the underbelly B trigger an accelerator. Precise control without a complex configuration exactly as Nintendo intends it. Roleplaying Games Popular Examples: Pokemon, Final Fantasy, EarthBound, Paper Mario How it might work: Nintendo made a concerted effort to bring back the RPGs on GameCube -- after almost missing out on the popular genre entirely on Nintendo 64. While the Revolution controller may seem odd, it shouldn't stand in the way of that trend continuing on the next console. If anything, it may inspire some developers to think outside the established "pick attack from menu" paradigm and do something new. Most RPGs use a tried-and-true system of turn-based or active-time battles. Players encounter enemies, players select attacks and defensive moves, players win and gain experience. Players move on and talk to characters. Some of the control solutions we've outlined under the "adventure" category definitely apply to RPGs as well. Using the pointer, players would be able to examine things, leaf through books (real page-flipping mechanics, baby!) and spend far less time scrolling through menus and moving cursors to the desired actions and stats points. Card RPGs could benefit from the player's ability to pick and grab cards, magic spells could be performed with wand-like motions, and action-RPGs could get really serious with sword and gun controls that mirror those of their pure-action brethren (perfect for first-person games like Elder Scrolls). Paper Mario has shown that turn-based battles don't have to be a simple click-and-select affair and the same concept could greatly be expanded with the use of the pointer. Whether it's smacking a sabotaging audience member with a quick flick of the wrist or performing various motions to pull off the franchise's imaginative special attacks, the genre that's least dependent on controller innovations may actually see some fresh new ideas because of them. Shooters Popular example: Metroid Prime, TimeSplitters How it might work: Using Nintendo's controller to navigate first-person shooters is going to be an amazingly empowering, freeing experience. We know this because Nintendo demoed a modified version of Metroid Prime 2 Echoes using the new peripheral, and the potential is undeniably jaw-dropping. In the demo, players could move Samus through the environments with the attached analog trigger. The need to lock-on to enemies, however, was been eliminated, thanks to a new level of precision aiming made possible with the pointer. In a level of accuracy rivaled only by a PC mouse configuration, gamers could simply use the device to point and shoot. Nintendo fans got a taste of this play mechanic in the demo of Metroid Prime Hunters for DS, but Revolution's pointer is comparatively far more robust, enabling quick and dead-on targeting and the ability to turn on a dime. Developer Retro Studios apparently created the Prime 2 demo in order to test the waters, so to speak, for its upcoming Metroid Prime 3. The studio has a lot of control options at its disposal. Imagine a setup as follows. The attached nunchuck analog stick moves Samus Aran through the game world and the pointer is utilized for precise gunplay. Gamers jump with the oversized A button located beneath the pointer's D-Pad and they shoot with the device's underbelly trigger. Players press up, down, left and right on the conveniently placed D-Pad to switch between visors. Meanwhile, switching weapons will be just as easy. Holding down one of the trigger buttons on the analog stick will transform the D-Pad into a primary weapon select, at which point up, down, left and right on the D-Pad enable different guns. Press down the other button on the analog stick and secondary weapons become available to the D-Pad. Sounds great, right? But how the hell does Samus change into her classic morphball shape and further, how might that be controlled? There are all sorts of possibilities. Gamers could simply make a single downward stabbing motion with the pointer in order to trigger Aran's ball form and then stab upward again to regain her natural composure. When in morphball, Samus could be directed with the pointer with perfect precision. Wow! Bring it. Sports Games Popular examples: Madden NFL 2006, NBA Live 2006, Tiger Woods PGA Tour 2006 How it might work: Sports fanatics are largely fanatical about their control. Even this year, as EA made updates in its 2006 Madden offering, one of the largest innovations was new passing controls. So this could be one genre that Nintendo has the most challenges in finding a way for publishers such as EA to bring familiar sports titles to the highly unique Revolution controller. But then again, is it really so tough? Imagine booting up Madden NFL 2007 for Nintendo Revolution and watching your team walk up to the line of scrimmage. You hike the ball with a quick snap of the B trigger, and then you drop your QB into the pocket with the left analog stick. Waving the pointer left and right gives you a quick scan of the downfield receivers on each side of the field. Suddenly you see your man 20-yards down and ready to make his cut to drag across the center of the field. But before you can snap a pass, a linebacker comes crashing through your O line. No problem - hold one of the buttons on your left analog stick to enter scramble mode and break left. Let go and hold the other left button to bring up a passing reticule on-screen. In the blink of an eye, you're able to finely lead your receiver two yards deeper than his route and put the ball just out reach of the cornerback. But rather than hitting a button to pass, simply rear back your pointer and jab it forward at whatever speed you deem necessary to float the pass right into the sweet spot. Next play -- snap the ball with the B trigger and then watch as your QB hands off to your meaty fullback. While the analog stick could easily function much as previous football sims, now your shucks and jives can be much more intuitive with quick flicks of the pointer. Turbo on the left analog stick buttons, with spins and stiff-arms flowing from A and B. But imagining your quick-steps, jukes, and hurdles coming from quick movements of the pointer seems almost intuitive the more you imagine it. And there's plenty of room for innovation on EA's part here to think outside the box on how a football game has been controlled in the past and how control might become more seamless in the future.