Wii U Speculation Thread 2: Can't take anymore of this!!!

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There's an unknowable cost/benefit analysis here. Would extensive surgery on the POWER7 be worth the design and testing cost in comparison to minor to medium surgery needed to build a SOC with 476FP cores leading to a almost but not quite off the shelf GPU+memory controller+GDDR5?

You know my postion, and I believe that I know yours currently. It will be interesting to see how this all falls together later this year.

I agree it will be interesting to see how it turns out. I think Nintendo is going after the "3-core 2-way SMT 3.5Ghz OoO" CPU that MS wanted for the 360. POWER7 gives the foundation to reach that.

Actually an Ice Climbers mmo with some light world-building gameplay could be a killer app.
Building up igloo towns and then waging war on neighboring clans. With hammers, tight platforming, and fast action. I can already imagine how euphoric the CTF mode will be.

You have taken my suggestion to a level I couldn't fathom. I commend you with a pat on the back.

*slaps monitor*
 
Nintendo won't release it until they have their own AAA titles ready to go at launch, since they've acknowledged that that was one of the biggest reasons the 3DS launch was so rocky was a lack of AAA first-party titles.

All part of the plan - i'm expecting them to have something ready to go and be well ontop of it -right now-.
 
they need to stop making stuff like femblem and advwars

seems they HAVE stopped making advwars.

and that's shitty. MASSIVELY shitty. Like... the last Paper Mario levels of shitty :/
 
Actually an Ice Climbers mmo with some light world-building gameplay could be a killer app.
Building up igloo towns and then waging war on neighboring clans. With hammers, tight platforming, and fast action. I can already imagine how euphoric the CTF mode will be.

Actually, I've always wanted Nintendo to take the old Donkey Kong '94/Mario vs. Donkey Kong design that they abandoned and apply it to an Ice Climbers sequel. Vertical platforming puzzle stages, with gameplay based around controlling one or both Ice Climbers in tandem. Each stage could be a different mountain, with a different gimmick.

Bonus stages are famous mountains from Nintendo's history like Wuhu Island or Death Mountain.
 
Speaking of Batallion Wars earlier.
I'd love to see Nintendo take it on like Sony did with MAG.
Just a giant online game with ranks and strategy. Would be awesome.

What it would really benefit from is some better level design. I remember I played a fair amount of Battalion Wars and tried to find ways to break it because I loved the mechanics but hated the design.

For example, the only part in the game where you can fight an endless wave of troops is by exploiting the X-Day mission and not attacking when the reinforcements come.

And the most exciting charge in the whole game can only be done by abandoning the tanks when playing as the Solar Empire. That gives you 21 rifle troops and 8 assault troops to use on a flat surface against a wave of enemy infantry. When you attack with that, there are just bullets flying everywhere and it's amazing.

I think the best parts of the game are when all hell breaks loose and the battlefield becomes a complete mess. It forces you to actually do something because you can't just run away or get behind cover. You've got a whole army to move and you can get completely wiped out in less than a minute. The game mechanics make it so it's naturally chaotic whenever this happens. It's too bad the game encourages you to keep your army in one giant blob and order different types of troops, one by one, to attack.

It's a shame that there aren't more games that attempt something like this. The technical horsepower is there to be able to handle the kind of AI needed to have these giant battles, but instead there's a focus on making the 4 enemies on screen have more graphical detail.



How was online in Battalion Wars 2? Somehow I never got to play it. They also got rid of the "move to this location and wait when you get there" command IIRC, which was terrible.
 
Over heard these guys hating Nintendo after seeing me play Revelations with CPP today.


"The Wii U controller is like twice the size of an iPad.'
"It has Wii power and innards."

If you'll briefly excuse me, I have some pants to piss with laughter.
 
Over heard these guys hating Nintendo after seeing me play Revelations with CPP today.


"The Wii U controller is like twice the size of an iPad.'
"It has Wii power and innards."

If you'll briefly excuse me, I have some pants to piss with laughter.

They're just angry
There's nothing here, assfaces
s.
 
Also, screw Retro + Zelda (it would be cool), am I the only one that wants Nintendo + Capcom again? I friggin *love* Minish Cap.

Also, Metroid would be cool too.
 
Also, screw Retro + Zelda (it would be cool), am I the only one that wants Nintendo + Capcom again? I friggin *love* Minish Cap.

Also, Metroid would be cool too.

Sadly, the studios from Capcom that made the handheld games are gone.
The director for TMC, however, was the director for SS.
 
Actually, I've always wanted Nintendo to take the old Donkey Kong '94/Mario vs. Donkey Kong design that they abandoned and apply it to an Ice Climbers sequel. Vertical platforming puzzle stages, with gameplay based around controlling one or both Ice Climbers in tandem. Each stage could be a different mountain, with a different gimmick.

Bonus stages are famous mountains from Nintendo's history like Wuhu Island or Death Mountain.

Those are great games. Now that you've mentioned it, I'd actually love to see it as a downloadable title released on 3DS and Wii U with cross-platform play, and a built-in level editor. That could be hot shit as a multi-player game.
 
I would so much rather Retro make their own adventure/rpg title than work on Zelda. Zelda doesn't need some masterful brand new reboot undertaking. It just needs improvement on the way the game/the world is presented to the player. I'd curious to see what Aunoma does considering Skyward Sword didn't do so well + they have a lot more power to work with + blu-ray sized disk space available.

I'd love for Retro to make a similar-ish game of their own though.
 
I agree it will be interesting to see how it turns out. I think Nintendo is going after the "3-core 2-way SMT 3.5Ghz OoO" CPU that MS wanted for the 360. POWER7 gives the foundation to reach that.
An interesting thought is if it's worth it to IBM to create this beast if it think's it can be sold to Sony, Microsoft, and Nintendo.
 
I think one thing is for sure: Zelda Wii U will be *huge*.

Also, I see Retro helping with Miyamoto's new IP in some way, I bet it'll end up either a shooter, and MMO or a new RPG. Iunno.
 
I would so much rather Retro make their own adventure/rpg title than work on Zelda. Zelda doesn't need some masterful brand new reboot undertaking. It just needs improvement on the way the game/the world is presented to the player. I'd curious to see what Aunoma does considering Skyward Sword didn't do so well + they have a lot more power to work with + blu-ray sized disk space available.

I'd love for Retro to make a similar-ish game of their own though.

This is exactly how I feel. The core mechanics of what Zelda has been for the last 15 years or w.e are still excellent, they just need to spruce up how everything is presented to the player, particularly the narrative and the world itself. Make use of the WiiU's power to build even more impressive dungeons, world, etc etc. I would really like Koizumi to come back to the series as well, let him and Aonuma just get crazy with it.

Regardless, Retro doesn't make sense for Zelda. If Nintendo really wants to shake it up, they have the most talented people in the world working for them in different EAD groups to get ideas from. Do we even know how much control Retro has ever even had over their projects? A lot of their direction comes from Tanabe/SPD 3 and other Nintendo designers like Miyamoto does it not?

On that note, wasn't Paul Gale saying he had some info on Retro's next game like last month?
 
My estimates are bigger-than-TP overworld, LOTTTSSSSSSSS of dungeons and another humanoid companion with intriguing voice.

I think Paul did too ya'know, (I know am rabid about knowing this.)

Hey guys, you know how Crytek usually maxes out a console? Does anyone else see Nintendo doing it instead? Nintendo can make some damn-good engines.
 
I would "settle" for an as-big-as-TP's overworld (but dense like SS's pre-dungeon areas) and as many dungeons as TP (that are as well designed as TP's.)

Perfect Zelda game right there.
 
I would "settle" for an as-big-as-TP's overworld (but dense like SS's pre-dungeon areas) and as many dungeons as TP (that are as well designed as TP's.)

Perfect Zelda game right there.

TP but bigger over-world, new races, return of Zora's, 15-or-so dungeons, SS pre-dungeon areas.

Oh this better happen.

Also, make new provinces in the overworld.
 
15 dungeons.
KuGsj.gif
That would be like a 100 hour game unless every one was a short flaccid disappointment.

Better not to aim for the moon and get your hopes dashed. TP had 10, that was a great amount. Not too few (like SS) and not too many. Honestly I'd be happy with 8 or 9 really well done dungeons (I felt the last two in TP were sort of disappointing.) And honestly that's an absolutely massive amount of content just on its own.
 
DLC dungeons would be heaven. But we'd probably get one OK dungeon and they'd forget about it.
 
So I was thinking about Nintendo and its retail game downloads thing... they're worried about the impact to retailers, but I think the easiest solution would be to limit retail purchasing of titles.

Part of the reason games hit "bomba" pricing is because publishers and retailers are too bullish about sales for a particular title. The way to make this work is to change distribution in light of these problems. Rather than selling at bargain-bin pricing, let retailers RETURN their unsellable games for cost, redistribute the titles to places where people are buying them or recycle the components, and levy a penalty on over-purchasing in mass quantity. Then, when returns come in and purchasing runs dry, BOOM, make it a downloadable a month after the retail channel dries up. Retailers don't lose their business, as they will always have shelf space for only the newest titles this way (since they sell biggest numbers in the launch window anyways), and publishers/Nintendo benefit from not having games hit rock-bottom prices if they don't have to by pushing them as downloadables at a fairer price. It could also curb (but not destroy) the used game market a tad.

It also could be used to great advantage on games with a limited print or games that the publisher doesn't think has a market at retail in some regions but still enough of a market to sell it there.

For instance, I'm not going to pay $100 for the rare-as-hen's-teeth Fire Emblem Radiant Dawn (that's what it sells for new in Canada, and I've NEVER seen a used copy), so give me the download option for that one, Nintendo.
 
I'm a bit tired, and I may be reading this wrong. But will new games be downloadable on Wii U?

Yeah, you read it right. Nintendo said they're trying to find a way to sell retail games digitally and way cheaper without hurting retail stores. Not sure if at launch but really old games/hard to find, niche, discontinued or games that never left Japan
Hi, Operation Rainfall games
could benefit from this service big time.

We have to wait to learn more about Nintendo Network and apparently GDC is the right place to do it.
 
I would "settle" for an as-big-as-TP's overworld (but dense like SS's pre-dungeon areas) and as many dungeons as TP (that are as well designed as TP's.)

Perfect Zelda game right there.

Nah. Wind Waker sized overworld, with SS density.

You mustn't be afraid to dream a little bigger, darling.
 
Speaking of Batallion Wars earlier.
I'd love to see Nintendo take it on like Sony did with MAG.
Just a giant online game with ranks and strategy. Would be awesome.

Battalion Wars would be a great fit for the Wii U. Unit controls on buttons, Commander controls on the touch screen and maybe voice.

bwiiu.jpg
 
My best case scenario for F-Zero would be to have Criterion make it.

It just feels so perfect for the Burnout guys to make F-Zero.

this is the only way i'd ever play an f-zero game.

f-zero paradise, where you explore a city like in paradise would be incredible.
 
this is the only way i'd ever play an f-zero game.

f-zero paradise, where you explore a city like in paradise would be incredible.

That's what I thought when I played F-Zero GX last year. Like this

http://www.youtube.com/watch?v=_zJ1oHCDeSw

You can see a lot of promise in the cutscenes. But i'd take it a step further. I want a game where Falcon can come out of his car. Make it a sandbox type of game like infamous but still with the racing.
 
Better not to aim for the moon and get your hopes dashed. TP had 10, that was a great amount. Not too few (like SS) and not too many. Honestly I'd be happy with 8 or 9 really well done dungeons (I felt the last two in TP were sort of disappointing.) And honestly that's an absolutely massive amount of content just on its own.

How were there too few dungeons in a game where essentially every single area was built like a dungeon? Not to mention Nintendo's desire to blur the lines between "overworld" and "dungeon" even further...
 
My bet is on an HD Twilight Princess at or very near launch. Nintendo will have at least a handful of remakes in the launch window (every system since the GBA has) and Twilight Princess makes the most sense:

-N64 games would have to be completely remade, so they're out
-Iwata has already mentioned that graphics are an important element of The Legend of Zelda
-The Wind Waker has barely aged, while Twilight Princess is borderline unplayable due to blurriness
-At least some number of TP HD assets already exists (E3 demo)
-Twilight Princess is the second best selling (3D) LoZ behind Ocarina of Time, which also recently received an update

Biggest hurdle I suppose is that TP is already playable on the Wii U, but that didn't stop the New Play Control games. Also, The Wind Waker will be the only 3D Zelda missing from the Wii U, so that may bump it up the list, so to speak.

My bet (or hope) is that the Virtual Console will take care of Gamecube and Wii games. If they're not lazy, they code would be modified as necessary to ensure widescreen support and HD for each title.

But if they gave Wind Waker a remix treatment by adding the dungeons that seemed to be missing (lessening the triforce sailing quest in the process) and maybe bumped up the difficulty (or at least allowed the option), then I'd welcome a disc treatment. That's one of my favorite Zeldas.
 
How were there too few dungeons in a game where essentially every single area was built like a dungeon? Not to mention Nintendo's desire to blur the lines between "overworld" and "dungeon" even further...

That was indeed the idea they intended to put in SS, but the final result is pretty bad. They basically killed all the exploration factor, making the old exploration killer feature in previous Zelda games a new "follow the line" mechanic à la modern FPS. It's my main con against SS.
The idea is still good, but the way they produce it needs to be entierely redone. No more disconnected areas. I hope thanks to the Wii U power, we will see a sandbox Hyrule.
 
Seeing as (hopefully) the eStore will be open launch day, I *hope* Super Mario Sunshine, Wind Waker and Luigi's Mansion for Gamecube VC (they seem to make 2 prior generations VC games, so it's hopeful).

Oh well. As long as I can get me some drool-worthy Ninja Gaiden 3 launch-day, I am set like Jell-O.
 
How were there too few dungeons in a game where essentially every single area was built like a dungeon? Not to mention Nintendo's desire to blur the lines between "overworld" and "dungeon" even further...

Agreed. SS felt similar to Metroid in structure, in that basically every room was filled with gameplay instead of just being something to travers through.

Going back to the empty boring nothingness of TPs overworld would be a huge step backwards.

Just make a refined SS with even harder puzzles, but vastly better graphics, cause SS looked like ass at times with inconsistent execution and sloppy modelling.
 
That was indeed the idea they intended to put in SS, but the final result is pretty bad. They basically killed all the exploration factor, making the old exploration killer feature in previous Zelda games a new "follow the line" mechanic à la modern FPS. It's my main con against SS.

Sorry, but no. Just because the overworld is separated through the sky overworld doesn't somehow make it more linear than past Zelda games. The ground sections provide a good deal of ground to cover and a multitude of opportunities to return to discover new secrets once you've found the right tool. I'd say there's LESS linearity than past entries based on how much more often you are bouncing back and forth between these areas, and there's even a segment of the game that you can choose the order in which you perform it...
 
Agreed. SS felt similar to Metroid in structure, in that basically every room was filled with gameplay instead of just being something to travers through.

Going back to the empty boring nothingness of TPs overworld would be a huge step backwards.

Just make a refined SS with even harder puzzles, but vastly better graphics, cause SS looked like ass at times with inconsistent execution and sloppy modelling.

TP overworld + Minish/SS density = I WOULD NEVER COMPLAIN
 
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