Hellfire
22-09-2005, 03:58 PM
Gaming-Age Forum user Kobun Heat got to test the Revolution controller in TGS, so he's done a Q&A thread. I've compiled his answers up until now, it's a lot of work so I hope you enjoy it.I hope the mods don't mind the hugeness of the thread. MEGAKudos to Kobun.
"'I'd be lying if I said I've been following the Revolution thread with interest. By the time the shit hit the fan, TGS had started, and my days were a whirlwind of appointments, standing in line, playing games, writing articles, and drinking/singing karaoke.
I got back yesterday and jet lag hit me HARD; I passed out early and didn't regain consciousness until five hours ago.
This was long enough to notice that there are still a lot of questions and misinformation about the controller. I think my Wired News hands-on has been up long enough that I can talk about stuff without distracting attention from the people who pay me.
Since I'm not exactly sure what it is that people still want to know about the play tests, I'm just gonna go ahead and open the floor to questions. I played several demos, the details of which were on the major game enthusiast sites. Go nuts."
"If I could change one thing about the controller, it would be to put a Z trigger under the B trigger. The nunchuck attachment has two, so I'd like to see it balanced out.
Are you talking about playing Super Smash Bros. Melee? If they retrofit the game design to use the controller, I guess the most obvious use of the pointer would be to do smash attacks. So you'd flick it around to choose the direction in which you want to smash.
However, I doubt that a Revolution Smash Bros. would just be the GameCube gameplay with a different controller."
"The controller and attachment were definitely comfortable; the cord was of sufficient length.
I actually can't speak to the vagaries of the sensor, because it's not finalized and Nintendo was clear that we weren't discussing the nuts and bolts of the tech that day. So I really don't know. I can definitely say that you can point the thing at an angle at the TV, because that's the whole point of the device: you're not moving your whole arm around, you're just making very slight inflections with your wrist.
When you hold it sideways, your fingers (or at least mine) don't slide into the slope on the back where the B-trigger sits. I didn't hold it that way for very long but I doubt it's going to make a difference.
The Revolution controller, much like the DS touch screen, takes away a barrier between people and machines. People loved to post that Minority Report screen as a joke, but that's pretty damn close to at least the thought pattern behind the controller -- you just reach out with your hand and start manipulating things on-screen.
For some people, a DualShock controller is just that sort of extension of their person. But it takes a lot -- some would say a lifetime -- of practice to get there"
"I can't really compare the controller to existing tech. I can say that the learning curve was practically nonexistent. It's light. It's comfortable. It's goddamned precise.
No charging cradle was shown. No battery life or range were mentioned. There were many different tech demos shown, each of which was meant to show a new gameplay style, not so much an idea for a retail product. Certainly the Kuru Kuru Kururin demo could be a winner.
I think the big A button will definitely stay where it is. I'm not sure what the question about D-pads and buttons means.
Certainly I'm really excited about the possibilities of music games on the Revolution. Samba De Amigo would be awesome as-is, with no big, bulky controller required -- just two standard pads. Or maybe even one controller with an inexpensive attachment that could be packed in.
And that's not even mentioning Ouendan, which I wasn't even the first person to bring up in our meeting.
As far as Metroid Prime 2, the honest answer is that it was so intuitive that I wasn't even thinking about HOW the controller was doing it. All I know is that I was easily able to spin in circles. IIRC: if you move it further and further towards the left or right of the screen, Samus will start to spin around, and if you bring it back to the center she stops.
The 3D movement thing: this is mostly speculation on my part but yes, I believe it can keep track of where the controller is in terms of 3D space. Again, we tried a variety of gameplay demos, but there was no specific, detailed explanation of the tech inside.
But you can definitely do all the things they showed in the video since everything -- location, rotation, distance -- is measured."
"'I'd be lying if I said I've been following the Revolution thread with interest. By the time the shit hit the fan, TGS had started, and my days were a whirlwind of appointments, standing in line, playing games, writing articles, and drinking/singing karaoke.
I got back yesterday and jet lag hit me HARD; I passed out early and didn't regain consciousness until five hours ago.
This was long enough to notice that there are still a lot of questions and misinformation about the controller. I think my Wired News hands-on has been up long enough that I can talk about stuff without distracting attention from the people who pay me.
Since I'm not exactly sure what it is that people still want to know about the play tests, I'm just gonna go ahead and open the floor to questions. I played several demos, the details of which were on the major game enthusiast sites. Go nuts."
"If I could change one thing about the controller, it would be to put a Z trigger under the B trigger. The nunchuck attachment has two, so I'd like to see it balanced out.
Are you talking about playing Super Smash Bros. Melee? If they retrofit the game design to use the controller, I guess the most obvious use of the pointer would be to do smash attacks. So you'd flick it around to choose the direction in which you want to smash.
However, I doubt that a Revolution Smash Bros. would just be the GameCube gameplay with a different controller."
"The controller and attachment were definitely comfortable; the cord was of sufficient length.
I actually can't speak to the vagaries of the sensor, because it's not finalized and Nintendo was clear that we weren't discussing the nuts and bolts of the tech that day. So I really don't know. I can definitely say that you can point the thing at an angle at the TV, because that's the whole point of the device: you're not moving your whole arm around, you're just making very slight inflections with your wrist.
When you hold it sideways, your fingers (or at least mine) don't slide into the slope on the back where the B-trigger sits. I didn't hold it that way for very long but I doubt it's going to make a difference.
The Revolution controller, much like the DS touch screen, takes away a barrier between people and machines. People loved to post that Minority Report screen as a joke, but that's pretty damn close to at least the thought pattern behind the controller -- you just reach out with your hand and start manipulating things on-screen.
For some people, a DualShock controller is just that sort of extension of their person. But it takes a lot -- some would say a lifetime -- of practice to get there"
"I can't really compare the controller to existing tech. I can say that the learning curve was practically nonexistent. It's light. It's comfortable. It's goddamned precise.
No charging cradle was shown. No battery life or range were mentioned. There were many different tech demos shown, each of which was meant to show a new gameplay style, not so much an idea for a retail product. Certainly the Kuru Kuru Kururin demo could be a winner.
I think the big A button will definitely stay where it is. I'm not sure what the question about D-pads and buttons means.
Certainly I'm really excited about the possibilities of music games on the Revolution. Samba De Amigo would be awesome as-is, with no big, bulky controller required -- just two standard pads. Or maybe even one controller with an inexpensive attachment that could be packed in.
And that's not even mentioning Ouendan, which I wasn't even the first person to bring up in our meeting.
As far as Metroid Prime 2, the honest answer is that it was so intuitive that I wasn't even thinking about HOW the controller was doing it. All I know is that I was easily able to spin in circles. IIRC: if you move it further and further towards the left or right of the screen, Samus will start to spin around, and if you bring it back to the center she stops.
The 3D movement thing: this is mostly speculation on my part but yes, I believe it can keep track of where the controller is in terms of 3D space. Again, we tried a variety of gameplay demos, but there was no specific, detailed explanation of the tech inside.
But you can definitely do all the things they showed in the video since everything -- location, rotation, distance -- is measured."