radioheadrule83
Banned
JoDark said:Warning... anger coming...
FUCK YOU NINTENDO!!!!
I fucking hate the bullshit about how they HAVE TO "save the industry" with a freaking hyper simplified controller that detects motion. Fucking power-glove/U-Force BULL SHIT.
25 years of gaming has refined controller design to a tee, leading to what everyone seems to be hailing as the perfect (or near perfect) controller, the 360 controller. It's a combination of all the great things that Nintendo started over the last 20 years. D pad, Analog stick, shoulder buttons, 4 face buttons... ALL Nintendo.
WHY DROP IT ALL FOR A ITIOT STICK?!?!?!?!?!
Thats maybe the definition of refinement for some of us. But the traditional controller is actually quite a complex thing for some people to grasp. I'm not rationalising the Nintendo remote here, I'm talking from experience that I know other people here can relate to. There are some people, young and old, who just can't 'work' a traditional game pad.
Think about what you do when you are controlling a character and manipulating the camera in a game like Mario 64. This task is like super intuitive digital crack for most of us... but what it asks in co-ordination and understanding is actually quite huge. You control the rotation of a virtual-camera around a central character, with an analog stick or a set of buttons. The X-axis rotates the camera around the character on the horizontal plane. The Y axis cranes the camera above and towards the character, or downwards and away. Now: the OTHER analog controls your movement. Up will move your character into the distance relative to the camera. Down will bring him/her towards it. Left and right move to the relative left/right of the camera. Additional buttons control other movements, and bingo you've got your standard 3d platformer control scheme.....
To be good at a game like this, you have to grasp that concept of 3d relative movement and camera, and understand how the game will react to your actions, even if you don't understand how it really works. You have to have all of the same twitch-reaction-like abilities that have been needed to be good at any videogame in the past 20 years to boot.
Okay, now consider that in terms of what is needed in most 3d videogames, Mario is pretty fucking simple. Do you know people who don't play PlayStation/Xbox/Gamecube, but will happily play GBA or Cell phone games? Know other people still who seem completely put off games altogether? This is a market that is allegedly being chased here.
Where the Revolution controller is promising is that its potentially useful in the realms of traditional gaming AND simpler, accessible gaming. Almost anybody of our generation, and many people above and below use a remote control every day. We're all quite adept at deictic functions like pointing gestures, and swings -- that's how we move. The controller can potentially harness that and become directly representative of something in the game world. The controller might be representative of: where you're looking, a sword/torch in your hand, a pen, etc. The motion sensors basically give the controller all the effect of a second analog stick without actually demanding the same kind of mental understanding or finger dexterity from the player. In many cases, all they will have to do is hold the thing, and move it.
And why forget that you're getting a versatile expandable controller in the remote (who knows what add ons they'll make for it)? And why forget that we're getting a traditional (or 'normal') controller too?
Why publicly laud those things you mention as Nintendo innovations but not at least try this new controller before condemning it?