lol he said it was a stupid question.
I know, but it was reaaaaally irritating
Sorry adroit
lol he said it was a stupid question.
So I played the Wii U today at a private event..
It was pretty cool!
Graphics were pretty good on the games..
First game I played was ZombiU.
I'm proud to say that I'm one of the few people to beat the demo! ^_^
As for the game.. it looked good, but as for the gameplay.. it seemed a bit clunky.
We got to play a section where you start off with a gun and a whiffle Bat.
You have to progress through this nursery home and kill the zombies(about 10), get a bag, then escape. When I reached my first zombie, I was slightly disappointed for two reasons:
1. The analog placement on the controller was a bit disorienting.. making it hard to aim the gun.
2. Headshots seemed impossible to land. There were times that I had the crosshair centered on a zombie's head, but I'd end up hitting it somewhere elsewhere.
After my ammo ran out, my character pulled out the whiffle bat.
This is where the real clunky part came in. There were two attacks: a swing, and a shove. The hit detection seemed pretty poor from what I played.. I was missing quite a bit, even though it seemed like I was right on them.
I seemed to have a better handle on controls than most, since I beat the demo, but it still bugged me. I'll write more later since I'm on my phone right now.
Its a general homage of the whole "Wii U haz not enough ghz, shaders, clockspeed" etc... And its spelled NES in short! Thats why Not Enough Shaders and not Not Enough Clockspeed, for example
this....A well balance system tends to be easier to develop for than a system that can easily bottle-neck itself (360). It's the simplest way to prevent bottle-necking.
Help us bring the Star Trek: The Next Generation pinball table to game consoles and mobile devices for a whole new generation to enjoy!
Here at FarSight Studios we have over 20 years of experience developing video games on consoles, phones, and tablets. We are also pinball fanatics. For the last seven years we’ve been developing modern videogame recreations of classic pinball tables. We have licenses from the original manufacturers of the tables (Bally, Gottlieb, Stern, and Williams) to do this. Our latest project is called the Pinball Arcade and is currently available on a wide variety of platforms: the iPhone, iPad, Android phones and tables, the Kindle Fire, Xbox 360, PlayStation 3, PS Vita, and Macintosh, with versions coming soon for the PC, and Nintendo Wii U.
Just to make everything clear ... this is exclusively game software impression, FPS genre is not designed for analogs so that argument against controller hardware is invalid, other things are too subjective to be 100% fact because it contains several user-dependant factors such as skill an usability experience, but generally this fits with expectations, ZombiU is not Doom.
This does not change anyhing for WiiU it self, wiiu zapper is still the only control method i will use to play any FPS on wiiu at all.
this....
and; Daan Koopman ‏@NintenDaan
I have been saying to a lot of peeps, but I think its easy to believe that we might see a new regular Nintendo Direct next week, right?
https://twitter.com/NintenDaan/status/236806364196917249
I am hoping for that..
But my question is how does Nintendo plan to distribute so much information in so little time?
But my question is how does Nintendo plan to distribute so much information in so little time?
This.But my question is how does Nintendo plan to distribute so much information in so little time?
I wish. I have been watching the same ones over and over. I wish we could see a new level, more multiplayer or something.Seeing the P-100 .gifs, are there any new videos from this game?
Eurogamer said:UPDATE: We've updated the headline of this article to better reflect the content of the story. Sega was referring to the visuals of Sonic and Sega All-Stars Racing Transformed on Wii U compared to the visuals of the other versions, not the graphics capabilities of the Wii U itself. Sorry for the confusion this has caused
They coming down to the wire for price/etc announcements. Not sure what is going on but it's after mid August already. Did someone go on a vacation or something? Maybe Reggie is on an island (Lost) somewhere lol?
They coming down to the wire for price/etc announcements. Not sure what is going on but it's after mid August already. Did someone go on a vacation or something? Maybe Reggie is on an island (Lost) somewhere lol?
I feel like Nintendo knows they are torturing us. They're just laughing though...Itprintsmoney.gif laughing..They coming down to the wire for price/etc announcements. Not sure what is going on but it's after mid August already. Did someone go on a vacation or something? Maybe Reggie is on an island (Lost) somewhere lol?
The analog placement issue seems to be an issue of expectation and practice. I have a lot more difficulty aiming with DualShock than I do with a 360 controller, because I hate the analog placement. But if I actually spent any time with it, I'm sure it would be better. I have a very hard time believing it will be any different with Wii U.
I think Alberto has said Nintendo wants to give space to NSMB2/3DSXL before really starting the Wii U hype train.
I think Alberto has said Nintendo wants to give space to NSMB2/3DSXL before really starting the Wii U hype train.
MPU("Microprocessor Unit")*: Custom IBM Power PC "Gekko"
Manufacturing Process: 0.18 micron IBM Copper Wire Technology
Clock Frequency: 485 MHz
CPU Capacity: 1125 Dmips (Dhrystone 2.1)
Internal Data Precision: 32-bit Integer & 64-bit Floating-point
External Bus: 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
Internal Cache: L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
System LSI: Custom ATI/Nintendo "Flipper"
Manufacturing Process: 0.18 micron NEC Embedded DRAM Process
Clock Frequency: 162 MHz
Embedded Frame Buffer: Approx. 2MB Sustainable Latency : 6.2ns (1T-SRAM)
Embedded Texture Cache: Approx. 1MB Sustainable Latency : 6.2ns (1T-SRAM)
Texture Read Bandwidth: 10.4GB/second (Peak)
Main Memory Bandwidth: 2.6GB/second (Peak)
Pixel Depth: 24-bit Color, 24-bit Z Buffer
Image Processing Functions: Fog, Subpixel Anti-aliasing, 8 Hardware Lights, Alpha Blending, Virtual Texture Design, Multi-texturing, Bump Mapping, Environment Mapping, MIP Mapping, Bilinear Filtering, Trilinear Filtering, Anisotropic Filtering, Real-time Hardware Texture Decompression (S3TC), Real-time Decompression of Display List, HW 3-line Deflickering filter
The following sound related functions are all incorporated into the System LSI
Sound Processor: custom Macronix 16-bit DSP
Instruction Memory: 8KB RAM + 8KB ROM
Data Memory: 8KB RAM + 4KB ROM
Clock Frequency: 81 MHz
Performance: 64 simultaneous channels, ADPCM encoding
Sampling Frequency: 48KHz
System Floating-point Arithmetic Capability: 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Real-world polygon: 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
System Memory: 40MB
Main Memory: 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency
A-Memory: 16MB (81MHz DRAM)
Disc Drive: CAV (Constant Angular Velocity) System
Average Access Time: 128ms
Data Transfer Speed: 16Mbps to 25Mbps
Media: 3 inch NINTENDO GAMECUBE Disc based on Matsushita's
Optical Disc Technology, Approx. 1.5GB Capacity
Input/Output: Controller Port x4
Memory Card Slot x2
Analog AV Output x1
Digital AV Output x1
High-Speed Serial Port x2
High-Speed Parallel Port x1
Power Supply: AC Adapter DC12V x 3.25A
Main Unit Dimensions: 4.3"(H) x 5.9"(W) x 6.3"(D)
Wii U (from Wii U Hardware Fact Sheet at E3 2012)Controls: Intuitive control for anyone using the physical motion of the main Wii Remote, which resembles a television remote control. Up to four Wii Remotes can be connected at once using wireless Bluetooth technology. The wireless signal can be detected within 10 meters of the console. Both the Wii Remote and Nunchuk controllers include a three-axis motion sensor. The Wii Remote also includes a speaker, rumble feature and expansion port, and can be used as a pointer within 5 meters of the screen. The Wii Remote has a power switch, plus pad, A, B, Minus, Home, 1 and 2 buttons. The Nunchuk controller includes an analog control stick and C and Z buttons.
The Look: Wii features a compact design that will make it a natural addition to any television setup. It can be displayed either vertically or horizontally.
Media: A single self-loading media bay will play single- or double-layered 12-centimeter optical discs for Wii, as well as 8-centimeter Nintendo GameCube discs.
Communication: Wii can communicate with the Internet even when the power is turned off. This WiiConnect24 service delivers a new surprise or game update, even if users do not play with Wii. Users can connect wirelessly using IEEE 802.11b/g, or with a USB 2.0 LAN adaptor. Wii also can communicate wirelessly with Nintendo DS.
Virtual Console: Wii will have downloadable access to 20 years of fan-favorite titles originally released for Nintendo 64, the Super Nintendo Entertainment System (SNES) and even the Nintendo Entertainment System (NES). The Virtual Console also will feature a "best of" selection from Sega Genesis titles and games from the TurboGrafx console (a system jointly developed by NEC and Hudson). It also will be home to new games conceived by indie developers whose creativity is larger than their budgets.
The Specs: Wii boasts 512 megabytes of internal flash memory, two USB 2.0 ports and built-in Wi-Fi capability. A bay for an SD memory card will let players expand the internal flash memory. Design was optimized with state-of-the-art processing technologies that minimize power consumption, keep the console compact and enable the "sleepless" WiiConnect24 mode.
CPU: PowerPC CPU (code-named "Broadway"). Made with a 90 nm SOI CMOS process, jointly developed with and manufactured by IBM.
Graphics Processing Unit: Being developed with ATI.
Other Features: Four ports for classic Nintendo GameCube controllers. Two slots for Nintendo GameCube Memory Cards. An AV Multi-output port for component, composite or S-video.
Wii U GamePad: The Wii U GamePad controller removes the traditional barriers between games, players and the TV by creating a second window into the video game world. It incorporates a 6.2-inch, 16:9 aspect ratio LCD touch screen, as well as traditional
button controls and two analog sticks. Inputs include a +Control Pad, L/R sticks, L/R stick buttons, A/B/X/Y buttons, L/R buttons, ZL/ZR buttons, Power button, HOME button, - SELECT button, +/START button, and TV CONTROL button. The GamePad also includes motion control (powered by an accelerometer, gyroscope and geomagnetic sensor), a front-facing camera, a microphone, stereo speakers, rumble features, a sensor bar, an included stylus and support for Near Field Communication (NFC) functionality. It is powered by a rechargeable lithium-ion battery and weighs approximately 1.1 pounds (500 g).
Other Controllers: The Wii U console is capable of supporting two Wii U GamePad controllers, up to four Wii Remote (or Wii Remote Plus) controllers or Wii U Pro Controllers, and Wii accessories such as the Nunchuk, Classic Controller and Wii Balance Board.
CPU: IBM PowerⓇ-based multi-core processor.
GPU: AMD Radeon-based High Definition GPU.
Storage: Wii U uses an internal flash memory. It also supports SD memory cards and external USB storage.
Media: Wii U and Wii optical discs.
Video Output: Supports 1080p, 1080i, 720p, 480p and 480i. Compatible cables include HDMI, Wii D-Terminal, Wii Component Video, Wii RGB, Wii S-Video Stereo AV and Wii AV.
Audio Output: Uses six-channel PCM linear output via HDMI connector, or analog output via the AV Multi Out connector.
Networking: Wii U can access the Internet via wireless (IEEE 802.11b/g/n) connection. The
console features four USB 2.0 connectors two in the front and two in the rear that
support Wii LAN Adapters.
Wii Compatibility: Nearly all Wii software and accessories can be used with Wii U.
It's also got some nice particle effects and depth of field.
http://www.youtube.com/watch?v=Mr4D4YZQ9uYDa what!?
I need to see the videos of this. I obviously haven't seen enough of the game.
Ah ok, thanks. I couldnt remember the cutscene stuff from the first trailer, so i thought it was something new. But i probably just forgot it from the first trailer.I wish. I have been watching the same ones over and over. I wish we could see a new level, more multiplayer or something.
Trine 2: Director's Cut: Finnish Lord of the Rings looks stunning on Wii U
Da what!?
I need to see the videos of this. I obviously haven't seen enough of the game.
Im tired of that show us screens then say it looks stunning.
Im tired of that show us screens then say it looks stunning.
I know.I have it on 360. I know how the game looks. Its the whole thing with the WiiU devs/and others in the industry...Everone says the WiiU one looks stunning or something yet we havent see anything.Hm? The game is out. It looks stunning regardless of the platform it's on. It just does.
Well of course it's subjective. The opinion that FPS games are better with a mouse or IR is subjective, and in the case of the latter, not even popular. Many people suffer motion sickness or find the aiming, though more accurate, to be flighty and loose.
Ah ok, thanks. I couldnt remember the cutscene stuff from the first trailer, so i thought it was something new. But i probably just forgot it from the first trailer.
They havent confirmed it but it looks like that. Locally I could see 1 Upad to control the drawing and 3 WiiU pro controllers....man the wait is killing me..Um.. Forgive me if I'm late to this party -- but there is currently four player multiplayer going on in this trailer. From what I understand, all of the transformations and whatnot require a gamepad to complete. So.. Four gamepads/online multiplayer confirmed11!omg?
Wasn't aware of the dislikes. People are crazy mang.
I wasn't excited for the game either seeing it right after the E3 conference, when I didn't really know any of the details yet.
Game should have been on the conference, obviously. So much of the other shit getting actual show time should have been put into a trailer reel instead.
That has to be the silliest assesment about input devices I ever heard.
In that you're saying that ~80% of CS, Starcraft 2, Quake, UT pro players would have motion sickness everytime they tried to play, competitions would be non-existant, are they?
And for anyone that has any further doubts, check out the two links below: Really need to make this v-i-s-i-b-l-e
http://twitter.com/ID_AA_Carmack/status/233246491366551553
http://twitter.com/KevinSpecfreq/status/233241669242322944
http://twitter.com/ID_AA_Carmack/status/233240260568551425
I didn't came here to spread bs
Um.. Forgive me if I'm late to this party -- but there is currently four player multiplayer going on in this trailer. From what I understand, all of the transformations and whatnot require a gamepad to complete. So.. Four gamepads/online multiplayer confirmed11!omg?
Monster Hunter Tri Unite for Wii U? :O.
Um.. Forgive me if I'm late to this party -- but there is currently four player multiplayer going on in this trailer. From what I understand, all of the transformations and whatnot require a gamepad to complete. So.. Four gamepads/online multiplayer confirmed11!omg?
Monster Hunter Tri Unite for Wii U? :O.
WHERE DID YOU SEE THAT. IF THAT IS FAKE I WILL BE UPSET!!
Made this for the many, many Wii U hardware threads. Enjoy.
DoctorWiiUIPresume.gif
Monster Hunter Tri Unite for Wii U? :O.
totallynotfakescreenshot.jpeg
TinyEye didn't throw any result about the source, maybe it because it's too new.I'm going to ask the person who posted it to see where he got it.
Now I'm starting to think it's fake
I got it here.
http://www.gamefaqs.com/boards/631516-wii-u/63778796
But just looked and he created his account today, I still PM'd the guy but take it with a HUGE grain of salt, sorry for posting it before looking everything up first , that was my fault.
Looks like he made it off his computer whoever made it.Monster Hunter Tri Unite for Wii U? :O.
Yeah, in the future be very wary of stuff like that, especially if it is from gamefaqs. The image is already on the Monster Hunter thread so its already spreading.