Wii U Pro Controller announced - X360pad design, no screen, "for multiplatform games"

Yeah, actual aiming sucks

It does with the Wii remote, to me. Hate the button placement, hate the movement, hate the general feel of it. It's more accurate, but there's precious little on the Wii that actually demands any accuracy anyway.

If I'm going to slum it without a mouse, I'd rather just take the analog controller, myself. There should be options though, that's something that'd be nice to see them really push with their software development. I hate the Wii remote and to me not having to use one ever again is the best part of the new console, but some people do like it and controls are such a basic and divisive option that I dont see why it wouldnt be something you could support for everyone.

Whenever fans or developers or anyone tries to rattle off about how control options and setups or etc are locked or don't ship with x because of developer vision I roll my eyes and throw it on my bargin bin list to buy when it's seven dollars and covered in cobwebs
 
People crapping their pants over the button placement should keep calm and remember that at some point during the design and manufacture of this controller, someone probably held it in their hands to see if it was comfortable.

As did tons of other people with all the other shitty controllers that have been released.
 
So Nintendo agrees: the 360 controller is the pinnacle of gaming controllers.


Third parties agree that the 360 controller is the pinnacle of gaming controllers, and they are apparently doing everything they can to bring in the third parties.

If Nintendo had their way, we'd probably still have N64 controllers. That was the last Nintendo controller to not really be a response to what the competition was up to.
 
People crapping their pants over the button placement should keep calm and remember that at some point during the design and manufacture of this controller, someone probably held it in their hands to see if it was comfortable.
You act like there's never been a crappy controller before.
 
How is there anything wrong with what I said?
Nintendo is covering their bases, so there is support for both controller inputs to offer both exclusive Wii U GamePad style play, and more traditional control methods which would allow easier multiplatform ports and whatnot


The Wii U Gamepad has all the buttons and sticks that is required to play all multi-platform games. The Pro Controller is an option, not a requirement. The fact that it's sold separate says enough.

I was responding to this

"It allows third parties to put their stuff on the Wii U without investing any extra effort to using the Wii U screen, which would probably otherwise turn some developers off"

If you are afraid of making games for the WiiU because of extra effort (money, time etc.) how would a peripheral that does not come with the console (thus won't be a guaranteed device available and few will have it) be an attractive prospect?

Maybe I'm too confident, but there is no way a game will exist that does not work with the included WiiU pad controller, but does exclusively for the Pro. Why? Because the pad controller has every button that this Pro controller has, and Nintendo won't require you to do any work with the screen that isn't already included in the simple SDK framework.
 
Positions of the face buttons from dpad to the letters remind me of the snes days :)

526626879_d640d8f3dd_z.jpg


nincontroller-610x3432.jpg
 
hmm....

Button quality:
DS3=Wii U Pro=360(stalemate, DS3 buttons are a bit flat)

Button placement:
360>DS3>Wii U Pro

Analog/pad placement:
360>Wii U Pro>DS3

Solution:
Make DS3 analogs less concave like CC Pro and space them out like aforementioned pad. Increase handle length. Looks like Wii U Pro and 360 pad with analogs on bottom.

Improve D-pad on 360 controller, use internal battery like Wii U Pro/DS3 and make analogs sturdier(they become loose pretty quick). Bring buttons a bit closer together.

Wii U Pro could use digital triggers. I guess they can't improve on the button placement without incurring the wrath of MS lawyers. Maybe increase handle lengths by an inch and the grip will work with fighters and non shooting games.
 
I hope some first-person shooters do have optional wiimote control schemes, just so I can rack up kills on all the dual-analog dudebros.
 
Going between this and the 360 controller is going to be so confusing.
 
Should be tether free and usable on my Mac as my new gaming controller. Sign me up.

And let everyone rip each other off if it makes the ultimate standard controller. They invented the modern controller after all
 
there's a difference between inspired, and almost identical lol.

Certainly its very similar, but there's nothing they can or would do about it. There's plenty of third party controllers out there for PC that are full on bootleg versions of the 360/PS3 controller.
 
Again - they have a console with a differentiating, maybe even revolutionary control device, and again it's probably not the preferred device for some of the best games on the system.

That's why the Wii never reached its full potential in my opinion. It might have been stupid to have forced full Wiimote controls (not held sideways as a regular controller) on every single game, but at least it would have demonstrated that they have a bold, clear vision of what they want to do with their console.
 
Not true since you clicked this thread to read it and then took the time to post in it.

Well, I have hope for the console, so I still enter the threads to see if they'll convince me to buy one. The controller, while nice (aside the problems with the placements of the buttons/right D-Pad), isn't sufficient. The concept of the console isn't buying me.

Is that sattisfatory for you?
 
Er, can anyone tell me where the excitement for this is coming from? It's just a generic 360 pad clone, which is oddly uncharacteristic of Nintendo given the fans continuously trumpeting how everyone "copies Nintendo" all the time.
 
Hope it can be used with the new Zeruda. Hope it can be backwards compatible with Skywards Flop so I can actually finish the game.
 
Wiimoste support will be a key feature of any upcoming WiiU First Person Shooters, just like it was on the Wii.

I cannot wait to shoot the living shit out of all the persistent anti-pointer control "hardcore" pad users.

It shall be glorious!
 
So early. Is this like admitting defeat? :p

I guessing this is going to be a new thing with nintendo. first the wii, than the 3ds, now this. Was there something similar before?
 
Er, can anyone tell me where the excitement for this is coming from? It's just a generic 360 pad clone, which is oddly uncharacteristic of Nintendo given the fans continuously trumpeting how everyone "copies Nintendo" all the time.

For me, it's the better d-pad that really sells it. It will probably have a much better deadzone too. Every 360 controller I've used eventually has problems with it where the character will keep moving even when you release the sticks.
 
You'd rather Nintendo not give the option to do multiplayer? Or would you prefer they not have the GamePad?

I'm confused as to why you're upset.

My preference:
Upgraded Wiimote with more buttons. Possibly adding an analog stick to the Wiimote if they can do it comfortably. Wiimote + nunchuk is primary method of control. CCPro for legacy consoles and lazy developers. Simplicity and advancement of what they did with the great Wiimote.

Preference if they had to do this silly tablet thing: Multiple Wii U Gamepads work on a console. They're cheap enough to get multiples for multiplayer. Wiimote+nunchuk is secondary controller. If Wii U Gamepads are too expensive, once again, CCPro is for multiplayer, legacy, and lazy developers.

What Nintendo Did: Wii U Gamepad is primary controller, but may not allow multiples (because of tech or cost). Wii U Pro Pad for mulitplayer and lazy devs and possible confirmation that the Wii U Pad is uncomfortable for long play sessions. Wiimote + nunchuk is tertiary controller, likely unsupported by most. CCPro supported? Maybe? It's just adding an extra controller and taking away the idea that everyone could get a screen in multiplayer.

They're doing all this to bend over for third-parties that may drop them at the first taste of UE4.
 
Is there a special reason why the face buttons under the right stick on both controllers? Seems like being different just for the sake of being different.
 
Hope it can be backwards compatible with Skywards Flop so I can actually finish the game.
Complete pipe dream.

1. Completely different control setup that wouldn't work with Skyward Sword natively/easily, especially given it was one of the few attempts to seriously do something with the Motion Plus that couldn't be done (or at least couldn't be done as "fun") on a traditional controller.

2. I couldn't even get Classic Controller support for GC games, and I was waiting on that for Mega Man X Collection (never did get any version of it)! If they couldn't do that why should we expect it here?

Is there a special reason why the face buttons under the right stick on both controllers? Seems like being different just for the sake of being different.
Potential to be better for FPSes and classic style/retro games. The biggest problem will be with action games like Devil May Cry, that's where the likes of the 360 controller could potentially be best, and even then I think I preferred the Dual Shock.
 
Want to bet?
Want to lose?

Don't worry, I'm not going to bet. Just saying the layout makes perfect sense in this day and age, and I'd be very surprised if Microsoft wouldn't use it as well in the future. Especially as I'm pretty sure it's something 3rd parties requested.
 
Er, can anyone tell me where the excitement for this is coming from? It's just a generic 360 pad clone, which is oddly uncharacteristic of Nintendo given the fans continuously trumpeting how everyone "copies Nintendo" all the time.

This is essentially a third party designed controller. By that, I mean third party publishers let Nintendo know what they wanted in a controller, and Nintendo gave them what they wanted.

That's what's exciting, because for the first time ever, there isn't a single thing missing from this controller than the other platforms' controllers.
 
Or just take your 360 controller and emulate the stick placement with your thumb. It feels good.


Yeah the more I look at this, the more it looks like the sickest controller yet. I don't think it should be any more of a problem, compared to the X360 and other pads, to go between operating the face buttons and the right stick. This really cannot come out soon enough, it pains me that we have to wait for the WiiU because I am dying to get this for my PC now.
 
Called it!

I'm guessing Nintendo is slowly phasing out motion control, but are giving the Wiimote option just because of backwards compatibility and such. I'm ready for normal controls again!
 
So early. Is this like admitting defeat? :p

I guessing this is going to be a new thing with nintendo. first the wii, than the 3ds, now this. Was there something similar before?

They announced the Classic Controller around the same time as they revealed the Wiimote.
 
Is there a special reason why the face buttons under the right stick on both controllers? Seems like being different just for the sake of being different.

For FPSs this would make more sense and that's 90% of what the west is interested in.
 
I was responding to this

"It allows third parties to put their stuff on the Wii U without investing any extra effort to using the Wii U screen, which would probably otherwise turn some developers off"

If you are afraid of making games for the WiiU because of extra effort (money, time etc.) how would a peripheral that does not come with the console (thus won't be a guaranteed device available and few will have it) be an attractive prospect?

Maybe I'm too confident, but there is no way a game will exist that does not work with the included WiiU pad controller, but does exclusively for the Pro. Why? Because the pad controller has every button that this Pro controller has, and Nintendo won't require you to do any work with the screen that isn't already included in the simple SDK framework.

The bolded part doesn't make sense to begin with. You can't make a game that ONLY supports the Pad Pro. They are one and the same thing, just one is sold separate withouth NFC and screen. A dev that thinks like that is most certainly retarded. If you don't want to use the screen, don't? Just straight port the game with standard controls?

The Pad Pro is made for gamers, not devs, as said by Iwata:

Iwata said:
For those who are mainly interested in multiplatform games, with more traditional means of control, we will also offer the Wii U Pro Controller as a separate [play style], which is lighter and maybe more attractive for longer, more intense forms of gaming.
 
Is there a special reason why the face buttons under the right stick on both controllers? Seems like being different just for the sake of being different.

Earlier in the thread someone posted that Microsoft has copyrighted the position of the buttons and sticks in their controller.
 
Earlier in the thread someone posted that Microsoft has copyrighted the position of the buttons and sticks in their controller.
Patented, there's a huge difference there. Though I guess you COULD trademark the image, but that'd probably be easier to work around.

I understand the 3DS, but the other two were fine for me. At least the PRO anyway, I never tried the original.
Wii Remote was fine so long as a game didn't need anything important from buttons 1 and 2, or at least something you'd need to press frequently. And the original CC was kind of bad for the analog sticks, but was great for other systems.
 
I hope some first-person shooters do have optional wiimote control schemes, just so I can rack up kills on all the dual-analog dudebros.
Lmao, wiimote FPS controls doesn't mean an advantage on all analog controllers
 
Lmao, wiimote FPS controls doesn't mean an advantage on all analog controllers

Why don't you ask Treyarch who had to add ridiculous amount of aim-assist to Modern Warfare 3 just to make dual analog competitive.

Destructoid said:
Following the otherwise lackluster The Conduit, the Wii Call of Duty games took some of the biggest leaps in getting pointer aiming from its nascent teething problems in Red Steel to the dual analog-annihilating powerhouse it is now. That isn't empty hyperbole -- Modern Warfare 3 is compatible with the Classic Controller Pro, and despite Treyarch's adding copious quantities of auto-aim to compensate for its shortcomings, it is immediately apparent when taking the game online who the dual analog players are by their slower turning and inability to match the precision and dexterity of those using the Wii Remote.
 
While I wish Nintendo had come with with a more unique design, they did decide to rip off the right controller. Make the triggers more squishy, and it'll easily top the 360 controller, as it already has it nailed in the Dpad department.
 
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