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

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I knew about Retro but I didn't realize that Monolith's also done this as well.

They've been doing major hiring since the release of XenoBlade and opened a new office in Kyoto. Their recruitment is actually how we originally learned of their WiiU project.
 
How is what I said trollish? It's just a fact.

And I actually think 3DS isn't too bad. Resident Evil 3DS, squint and it doesn't look a lot worse than some Vita games. I think including 128 MB RAM means 3DS is probably closer to Vita than DS was to PSP.

But it's still about a gen behind. Just as DS was about a gen behind PSP.

Also, where did I say next gen consoles are going to include 3 GTX 580's? One GTX 580 would be about a 10X leap as it is. Samaritan I believe Epic said could maybe run on one 580 with optimization. One 580 level GPU is very possible in next gen imo (could even be above that).

Dude. I'm a multi-platform owner and I'm gonna tell you one thing. You might want to grab a chair. The 720 won't be a dramatic leap from the 360. No box is going to be over $400
and no one wants to eat loses anymore to please a very small representation of a much bigger market.
 
In Zelda, the faster your heart beats, the faster Link loses Stamina.
In a horror game, the more frightened you are, the more monsters appear.

Yeah, back in the day someone came up with a possible application in an Eternal darkness sequel, like you get scared, your mental health bar drops and you start having hallucinations.

Well, frankly it sounds quite lame to me, I hope there are some more appealling applications for it, provided this thing actually exists.
 
I'll just post this here since we are talking about it:

Biometrics are Gaming's Future According to Valve's Gabe Newell

We think biometrics will be really important," the Valve boss told his GDC audience (via Develop). "We've seen a lot of work since the Wii shipped to explore how motion -- and with this next generation of controllers -- how vision systems are going to affect our games."

Newell continued, "Given that we have all these proxies inside of our games, that measure player state, we think that actually being able to measure small things like pupil dilation, heart rate -- those are the techniques that are going to give our games enormous impact in the future."

One, once you start getting this data you find that your ideas of how you would use it in order to [simplify] things like make the director more sophisticated, those work really well. The thing that sort of surprised us was how much sharing that data in multiplayer games impacted the social experience. This was not something we were expecting and it’s the sort of reason you like to invest in these kinds of research efforts is it’s not only the things you expect it’s the things that catch you by surprise. So, we had a debugging tool where we were monitoring everybody's state and it wasn’t intended to change the game, it was intended to make sure the hardware was working. So you’d be sitting and you’d be playing Left 4 Dead and you could see the other people’s -- the specific term we use was arousal state, and that was measuring a specific set of things and filtering in a certain set of ways -- but you could see the arousal state and when you were playing competitively we found that people were incredibly aggressive towards highly aroused players on the opposing team and were very defensive about highly aroused players on their own team. In other words, it was changing how people were feeling about the other people they were playing, and this was a group of developers with what they thought this was a debugging aid, and it sort took us a while to recognize this phenomenon; it wasn’t intentional, it wasn’t something we were looking for, and it was something we were joking about and somebody sort of said ‘Well, rather than it being funny that we were all ganking Mike, that actually is an interesting phenomenon from a design perspective’.
 
Does anyone really care about the vitality sensor? The controller is potentially complex and engaging enough. No more peripherals dammit!

Again, anyone else noticed Sony has hinted recently at some weird new technology reading players' emotions?
Doesn't this ring any bell?
It just reminded me of the Vitality sensor, and I found it was a strange coincidence at the very least.

On my part I have never been that interested in this mysterious stuff, but just think of it...
 
They're normal transitions, just, about one full generation behind.

I'm not sure if you've noticed this..but Nintendo has it so their handhelds are always 1-2 generations behind the console that is currently out. (what teh graphics are based off of)
Gameboy (NES - SNES)
Gameboy Advance (SNES - N64 )
DS (N64 (albeit slightly stronger) - Gamecube)
3DS (Gamecube (albeit slightly stronger) - Wii)

Its a trend Nintendo keeps, and I'm pretty sure they won't break. You should be use to it by now, and you shouldn't expect a giant leap in graphics for Nintendo's Handhelds.
 
I've already acknowledged the former from the B3D thread. With the latter even underclocked it couldn't simulate anything under 320. You're beyond reaching.

Only if you assume that dev kit hardware is expected to simulate the performance exactly, and that's never been true in these situations. Frequently these early kits will have certain capabilities that are far beyond the final hardware, but that was the only way to simulate certain other capabilities. Early PS3 kits had SLI GeFroce 6800s which had far more memory bandwidth than the RSX, but were needed to approximate the final pixel and vertex shaders. The early 360 kits had dual G5 CPUs which far greater general purpose performance than even the 3 core final CPU, but those were the only easily available PowerPC chips available at the time. I don't seriously believe it will only have 160 ALUs in the final system, but its a mistake to draw too many conclusions based on the 4830's specs.
 
Nintendo's also has that new R&D facility that's supposed to be done by the end of next year near its HQ in Kyoto. It's supposed to house 1,500 employees for product development in order to improve the company's efficiency. Nintendo's already made preparations to ready itself for Wii U and the future of the 3DS.

The building will be done by later this year. I am not sure what Iwata is intending to do exactly as far as there being restructuring with the internal divisions and producers. Right now they have two Kyoto buildings splitting their in-house R&D. And then of course the semi-new Tokyo building.

And Retro and Monolith have been hiring quite a few people.
And they've been letting third parties develop some of their smaller franchises.

Nintendo will be just fine.

I'm not sure your answer is an answer here. Everyone is always hiring and Retro isn't exactly doubling in size or anything like that. They hired like 3-4 guys. They've lost a few too remember. The biggest R&D expansions have been Nintendo and their two subidiaries Monolith and Nd Cube. Monolith is also used quite often as production cooperative group used to help other Nintendo teams finish games like Smash Bros. Brawl and Skyward Swords.

And Nintendo, biggest game publisher, has always worked with developers on co-development and publishing agreements. Since the NES days. Nothing new or indicative of some radical change for the next generation.
 
How is what I said trollish? It's just a fact.

And I actually think 3DS isn't too bad. Resident Evil 3DS, squint and it doesn't look a lot worse than some Vita games. I think including 128 MB RAM means 3DS is probably closer to Vita than DS was to PSP.

But it's still about a gen behind. Just as DS was about a gen behind PSP.

Also, where did I say next gen consoles are going to include 3 GTX 580's? One GTX 580 would be about a 10X leap as it is. Samaritan I believe Epic said could maybe run on one 580 with optimization. One 580 level GPU is very possible in next gen imo (could even be above that).

You obviously don't have a clue about hardware. A GPU as powerful as a 580 won't happen next gen because it'll run too hot. We're 2 gens away from having that sort of graphical horsepower in a console. You'd probably be able to fry eggs on it lol
 
The building will be done by later this year. I am not sure what Iwata is intending to do exactly as far as there being restructuring with the internal divisions and producers. Right now they have two Kyoto buildings splitting their in-house R&D. And then of course the semi-new Tokyo building.



I'm not sure your answer is an answer here. Everyone is always hiring and Retro isn't exactly doubling in size or anything like that. They hired like 3-4 guys. They've lost a few too remember. The biggest R&D expansions have been Nintendo and their two subidiaries Monolith and Nd Cube. Monolith is also used quite often as production cooperative group used to help other Nintendo teams finish games like Smash Bros. Brawl and Skyward Swords.

And Nintendo, biggest game publisher, has always worked with developers on co-development and publishing agreements
. Since the NES days. Nothing new or indicative of some radical change for the next generation.

It's on a much larger scale these days.
Half of their 3DS lineup is from third parties (Pilot Wings, LM2, OoT3D, all the 3D Classics ect).
They've always had help, but now it's more of a "we'll give you money and leadership, you make the game).
 
Yeah, I used to think Nintendo was going to have trouble adjusting like most other Japanese devs, especially since they've sat HD out an entire gen.

But now I'm pretty confident that they're spending a significant amount of resources preparing for the challenges of HD. Not only have they been expanding their teams with programmers and artists fresh out of school, but they've also been hiring key people with HD development experience, and appointing them to consulting positions.

Rather than turning a blind eye to HD this gen, I think Nintendo's actually been sitting back, sipping tea, and taking notes on the failures and successes of their peers.

nhRRh.jpg
 
I'm not sure if you've noticed this..but Nintendo has it so their handhelds are always 1-2 generations behind the console that is currently out. (what teh graphics are based off of)
Gameboy (NES - SNES)
Gameboy Advance (SNES - N64 )
DS (N64 (albeit slightly stronger) - Gamecube)
3DS (Gamecube (albeit slightly stronger) - Wii)

Its a trend Nintendo keeps, and I'm pretty sure they won't break. You should be use to it by now, and you shouldn't expect a giant leap in graphics for Nintendo's Handhelds.
He's a graphics whore, he'll probably expect the "Vita 2" to have a 4K screen and be the equivalent of a $4000 gaming pc today.
 
It's on a much larger scale these days.
Half of their 3DS lineup is from third parties (Pilot Wings, LM2, OoT3D, all the 3D Classics ect).
They've always had help, but now it's more of a "we'll give you money and leadership, you make the game).

I'm not sure your quote works with the games being mentioned. There are some first-party games where Nintendo acts in a minor development role and more of producer. There are other games where Nintendo publicly states itself as a co-developer.

Pilotwings Resort. Ocarina 3D. And maybe LM2 (Miyamoto makes it seem like its an EAD co-developed game). Are infact co-developed games like Nintendo mentions in spec sheets. Music. Engine / Assets. Sound Effects. Alongside the usual production and design suggestions all come from SPD / EAD.

Also. Grezzo and Monster Games are not exactly third party licensees. They have not paid a single licensing fee yet. All their funds are first-party for the time being.
 
Only if you assume that dev kit hardware is expected to simulate the performance exactly, and that's never been true in these situations. Frequently these early kits will have certain capabilities that are far beyond the final hardware, but that was the only way to simulate certain other capabilities. Early PS3 kits had SLI GeFroce 6800s which had far more memory bandwidth than the RSX, but were needed to approximate the final pixel and vertex shaders. The early 360 kits had dual G5 CPUs which far greater general purpose performance than even the 3 core final CPU, but those were the only easily available PowerPC chips available at the time. I don't seriously believe it will only have 160 ALUs in the final system, but its a mistake to draw too many conclusions based on the 4830's specs.

Well of course they tend to have more memory bandwidth considering they normally have more memory for debugging purposes. That's one of the least relevant things you could use to support your argument. The SLI 6800s info isn't new to me.

MS went with those dual CPUs because they originally planned to have a 3.5Ghz OoO SMT CPU. So that point also has no relevance either because it wasn't their intent to have a 3.2Ghz in-order SMT CPU.

I don't see any issue at all in hypothesizing things based on that GPU considering the history of console development. History would indicate the final will be more powerful than the dev kit GPU, instead of on par or worse. PS3's kit needed two GPU's to simulate one RSX and MS went from a 9800, to an x800, to Xenos.
 
If Nintendo don't money hat for key titles, or fund exclusive projects as Last Story, they will get behind again in getting third party support, some developers should be honest and just straight say "we're not interested in develop for Wii U" intstead throwing lame excuses.
 
If Nintendo don't money hat for key titles, or fund exclusive projects as Last Story, they will get behind again in getting third party support, some developers should be honest and just straight say "we're not interested in develop for Wii U" intstead throwing lame excuses.

They seem to be doing a great job of that actually...but only in Japan. Hopefully we'll hear of some western collaborations by E3. It seems obvious that's what they must do in order to not lose all their ground in the U.S. market.
 
Well of course they tend to have more memory bandwidth considering they normally have more memory for debugging purposes. That's one of the least relevant things you could use to support your argument. The SLI 6800s info isn't new to me.

MS went with those dual CPUs because they originally planned to have a 3.5Ghz OoO SMT CPU. So that point also has no relevance either because it wasn't their intent to have a 3.2Ghz in-order SMT CPU.

I don't see any issue at all in hypothesizing things based on that GPU considering the history of console development. History would indicate the final will be more powerful than the dev kit GPU, instead of on par or worse. PS3's kit needed two GPU's to simulate one RSX and MS went from a 9800, to an x800, to Xenos.

So you think the fact that I'm right and downgrades have occurred in the past supports your conclusions somehow? Like I said, you can't look at what's in the early dev kit and draw too many conclusions.

And the history of console development you're working with comes from an age when console hardware was always cutting edge and beyond what could be simulated in PC hardware. There is zero indication that is true of the WiiU. We're not talking about Nintendo using dual 7970 until the real silicon come along. We're talking about Nintendo using the slowest GPU with the highest memory bandwidth they could find to approximate the WiiU design. If there were going to be upgrades in shader power down the line they'd have used a GPU with more shader power. Those are readily available.
 
So you think the fact that I'm right and downgrades have occurred in the past supports your conclusions somehow? Like I said, you can't look at what's in the early dev kit and draw too many conclusions.

And the history of console development you're working with comes from an age when console hardware was always cutting edge and beyond what could be simulated in PC hardware. There is zero indication that is true of the WiiU. We're not talking about Nintendo using dual 7970 until the real silicon come along. We're talking about Nintendo using the slowest GPU with the highest memory bandwidth they could find to approximate the WiiU design. If there were going to be upgrades in shader power down the line they'd have used a GPU with more shader power. Those are readily available.

I said your points were irrelevant. Don't twist what I said. They have no application to the point you were attempting to make.

And what does this gen being "cutting edge" have to do with anything? I'd like to see one early kit during any gen that was intentionally more powerful, even a little bit more, than the final retail box. I'd like to see one that was even on par as the memory aspect doesn't mean much due to the purpose. That "slowest" GPU was also 55nm in a small case that still needed to be underclocked for stability. Just because the GPU isn't cutting edge doesn't completely eliminate the possibility that it could could see that jump. If they were targeting 640 ALUs, then why not a 4770? The 4830's bandwidth isn't that much more and they could have bumped up the memory clock on the 4770 if necessary. And it's already cooler at a higher clock thanks to being on a 40nm process.

And they aren't that readily available. There's been only one GPU that had 960, and all the others were beyond 1000 and we know the latter is not happening.
 
So the guys over at the place to go for nintendo news has a new rumor about Retro:

This information comes from a Ruliweb member that supposedly hunted down this info...

- Retro looking to recruit many FX Artists
- looking specifically for 3D environment artists
- Retro wants these artists to have talant for hand painted textures
- also looking for people to assist in translations for better communication with Nintendo

Here is the source.

Anybody care to to translate?
 
Again, doesn't work, because that is actually possible.
While you would never need these people for a new DKC.

Of course, we all know it's a Metroid Spin off staring Anthony Higgs.

Wah?!! This DKC could be the most realistic ever for all you know if that's the case. You didn't see the leaked concept art?

RVGDK.jpg
 
In Zelda, the faster your heart beats, the faster Link loses Stamina.

That happened to me a lot of times playing Mario Kart Wii online...
adrenaline rushing and the frustration of losing tons of VR made it
a great and exciting experience.
In a game like that, the faster your hear beat, the harder CPU attack you and bomb you
with blue shells :P
 
Nintendo is releasing a commerical highlighting the online play of Mario Kart 7.

First time I know of that they have done such a thing. Good sign of things to come (online-wise)?




Huh.... for some reason I got Zelda out of all that.

These are both amazing...

Oh snap.
Advertising Mario and Resident Evil at the same time?
http://www.ign.com/videos/2012/02/10/super-mario-3d-land-tv-spot
Insanity!
 
Who ever is making these commercials needs to keep making them.



Good times. Here's a gif I made from way back when.

dsownz.gif

:lol

*saves url for E3*

I swear that commercial gets funnier and funnier every time I watch it! Yeah I agree both are really good, would of been awesome to see them during the SuperBowl (too bad about those 3.5 Million reasons why Nintendo didn't do it).
 
Here were a couple more I made back then. I forgot all about them till now.

hotds.gif


hotnintendo.gif


Don't ask what I was thinking with the last one. I can't quite remember. :P
 
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