Wii U Speculation Thread of Brains Beware: Wii U Re-Unveiling At E3 2012

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Gaborn said:
If there IS a robust full online system akin to PSN or Live then show us a little taste of it. Hell, announce the death of friend codes and watch the excitement build. Of course, if there isn't it'll be more rocky but I think a lot of that is in place, enough to show anyway.

If they HAVE gotten multiple controllers working with it team up with a dev, say EA and show off an example of it in action such as madden. Seems IDEAL for a dual tablet game. Show it off. Stamp out the fear. Get a bit of positive buzz going. The negativity around the Wii U in recent days is not healthy to perceptions even if it DOES turn out false (if it's true then... well I said it's not healthy)

This is exactly what they need to do, and what I've recently seen in a UK 3DS advert. They show off some more adult, action games like Resi, comment on "next-gen" graphics and fantastic online multiplayer capabilities. They big it up, and actually do a good job of it. This is kinda what Nintendo need to be doing. They need to be confident with what they have, and create hype on what they're aiming towards
or rather, don't have for all you cynics out there
.
 
Gaborn said:
The Wii's success was such a safe bet, no one ever doubted them for a minute. Afterall, they kept basically the same controller design they've had since the 90s so they KNEW it would work!

I mean, you're right in that Nintendo can't play it safe, but the Wii U from everything we OFFICIALLY know is not exactly playing it safe. There is a lot of rumor and speculation though of course and a lot of supposed insider information we have NO way of verifying yet.

What frustrates me though, more and more is the COMPLETE silence of official information. As I said in the thread about Nintendo possibly cutting corners with Wii U (which I don't believe) Nintendo really DOES need to answer some questions sooner than later. If not a full unveil then at least lift the corner on something like Online plans. They say their system will be comparable to other consoles, just "check that box" well, LET us check it. SHOW US that. Kill any rumors that it won't be as good. PROVE it.

If you wont' show us a FULL game show us another little tech demo with online capability for how it will work. SOMETHING. Throw us a bone, kill the negative buzz. Get a little ENERGY and EXCITEMENT back around it.
Yeah that's how I feel too. They should live stream the upcoming september conference throw and some really cool Wii U stuff out there as a surprise as well as a groundbreaking new 3DS project. I imagine most if not all Zelda fans already own a Wii and late adaptors won't run to the stores day 1 to get the Wii U anyway so they won't tank sales in any way. So in any case Nintendo should make a big splash next month to curbstomp the rumors and show us and their investors they still got it.
 
Ubermatik said:
Depends if they have something else planned or not, al a Wii Sports. See, Super Mario Bros. Mii would sell extremely well on it's own, and would help the system to launch if sold separately. Bundle the game with the system and you lose out on the exposure and sales the game would generate. This is why I reckon the game would benefit the system more as a separate release. Whether Nintendo will bundle something else instead, I don't know.
You see I'm not sure on the "extremely" word here. NSMBM is not NSMBM. The first one on Wii came out only after NSMB DS and added multiplayer when the Wii was already well installed.

From the few we have seen at E3, NSMB Mii havn't very much new things for itself, and even with legs I can't see -for the moment- having the same insane sucess as its predecessor.

On the other hand, if Nintendo wants to dramatically change their approach of their line-up (since the lacky, third-party oriented 3DS line-up), they will simply put their major first party franchise bundled with the system. For US/EU only of course, should be the great return of the SMB NES bundle.
 
[Nintex] said:
Yeah that's how I feel too. They should live stream the upcoming september conference throw and some really cool Wii U stuff out there as a surprise as well as a groundbreaking new 3DS project. I imagine most if not all Zelda fans already own a Wii and late adaptors won't run to the stores day 1 to get the Wii U anyway so they won't tank sales in any way. So in any case Nintendo should make a big splash next month to curbstomp the rumors and show us and their investors they still got it.

What about showing off a Wii U game at the conference (A real one, not even a demo) that CAN use the 3DS as the controller (which they've already said is possible) and when you do it adds special features?
 
phosphor112 said:
Wtf did I just read. Really? Considering I'm working hands on with Move.Me, I can say that your claim is false.

So you admit you have vested interests in bigging up Move to be more than it is?

Luckily I'm just a gamer, which means I have the privilege of saying it like I'm playing it. Among my Ps3-only friends, most were hyped for Move based on its potential for first-person shooters. And yet this is exactly where it falls flat - cursor drift plus no true pointing takes all the fun out of it. Sure, it's still better than playing dual-analogue, but unfortunately doesn't come close to the abilities of the barebones Wii Remote for FPS gameplay.

The above is based on my experience. And right now I somehow doubt you have much experience playing Wii at all, otherwise your experience would have been the same. And for the record, I own and play Wii, Ps3, Xbox 360 (until it died), DS, PC, and various other platforms.


Freezie KO said:
I was thinking more Ice Climber Country Returns in HD, rather than this:

cursed-Mountain_Wii_FINAL_USboxart_160w.jpg

I love this game - the one and only horror edutainment title (as far as I know). Everything you've ever wanted to know about Tibetan Buddhism is in there, plus a chilling atmosphere, involving story and fantastic locations.

That Ice Climbers revival idea is fantastic, in my opinion. I totally forgot about these guys, but updating Ice Climbers for the next gen Nintendo now seems an absolute no-brainer.
 
Boerseun said:
So you admit you have vested interests in bigging up Move to be more than it is?

Luckily I'm just a gamer, which means I have the privilege of saying it like I'm playing it. Among my Ps3-only friends, most were hyped for Move based on its potential for first-person shooters. And yet this is exactly where it falls flat - cursor drift plus no true pointing takes all the fun out of it. Sure, it's still better than playing dual-analogue, but unfortunately doesn't come close to the abilities of the barebones Wii Remote for FPS gameplay.

The above is based on my experience. And right now I somehow doubt you have much experience playing Wii at all, otherwise your experience would have been the same. And for the record, I own and play Wii, Ps3, Xbox 360 (until it died), DS, PC, and various other platforms.

Hardware wise, the Move is superior. Yes it doesn't have "true" pointing, but the calculations used to simulate pointing are far more accurate than the Wiimote, detecting even the slightest movements with ease. Even when suddenly obstructed, the Move software can still properly figure out where it's "pointing" at with just the accelerometer, gyro, and magnetometer.

I've also beat Killzone 3 with the Move and I never had cursor drift. Did it take me a long time to figure out proper settings that worked for me? Yeah, but it was the same issue i had while playing conduit on Wii.

The above is also based on my experience, not only playing with games, but looking directly at the coding and information fed to me with Move.Me.
 
phosphor112 said:
Hardware wise, the Move is superior. Yes it doesn't have "true" pointing, but the calculations used to simulate pointing are far more accurate than the Wiimote, detecting even the slightest movements with ease. Even when suddenly obstructed, the Move software can still properly figure out where it's "pointing" at with just the accelerometer, gyro, and magnetometer.

I've also beat Killzone 3 with the Move and I never had cursor drift. Did it take me a long time to figure out proper settings that worked for me? Yeah, but it was the same issue i had while playing conduit on Wii.

The above is also based on my experience, not only playing with games, but looking directly at the coding and information fed to me with Move.Me.

I somehow doubt this. Every thing ive seen points to the pointer being worse than wii. Besides nintendo can just put the camera in the sensor bar and it solves most oc its problems....
 
Gestures are better on the move. Pointing is better on the Wii. Whatever they use to approximate pointing with the move does not outclass IR pointing.

Plain and simple.
 
Maxrunner said:
I somehow doubt this. Every thing ive seen points to the pointer being worse than wii. Besides nintendo can just put the camera in the sensor bar and it solves most oc its problems....

Because it's not true. The calculations for point are ESTIMATIONS so they can't be more accurate than actual triangulation that the wiimote uses (in conjunction with the sensor bar)
 
What about the move sensors? what makes them more precise than wiimote plus???in other words what can nintendo do to improve wiimote +? can they add a camera to the sensor bar to always see where the controller is?
 
Maxrunner said:
What about the move sensors? what makes them more precise than wiimote plus???in other words what can nintendo do to improve wiimote +? can they add a camera to the sensor bar to always see where the controller is?

Just use higher quality sensors that don't drift as much/fast. The Wii U controllers motion sensing already seems much more accurate than the motion+'s so I'm guessing that's what they do
 
Zoramon089 said:
Just use higher quality sensors that don't drift as much/fast. The Wii U controllers motion sensing already seems much more accurate than the motion+'s so I'm guessing that's what they do


Yes but that's a different controller, and not suited to big movement...
 
Maxrunner said:
I somehow doubt this. Every thing ive seen points to the pointer being worse than wii. Besides nintendo can just put the camera in the sensor bar and it solves most oc its problems....

Rent/Gamefly/etc Wii Play Motion (the new one that relies on motionplus)

Remember the UFO/Duckhunt game in Wii Play? Play that first. Then pop in Wii Play Motion. They redid that minigame using a gyro/accelorometer-based pointer instead of the IR in the original - similar to how Move does it.

I don't know about you, but it's frustratingly less accurate. Move, while it is well done for what it is, cannot point as well. It can certainly recognize its position better thanks to the camera/orb, though.
 
The Wii Remote is a pretty ingenious design as far as I'm concerned, and I'm hoping they don't change it up much. That being said, they could make some minor improvements, keep compatibility across across all controllers, and vastly improve perception and convenience to users.

-Wireless and more solidly built nunchuck - perhaps with rumble. (Current model feels noticeably cheaper than the Wii Remote. Also, make C a real sized button and put some grips on the analog stick ala the GCN controller)
-USB rechargeable Wii remote/nunchuck (self explanatory)
-Detachable Sensor Bar w/ stronger (Allow sensor bar to be detached, but rechargable via USB or perhaps some custom wire which plugs into Wii U. Also, if possible, add in stronger IR detection/signal so that sunlight etc, isn't as much of an issue).
-Higher quality speaker on the Wii Remote (idea still has potential, but has been hampered by Nintendo's cheapness from day one).
-Minor aesthetic redesign (just to make it seem a bit more fresh. Keep button placement exactly as is).

That's all I've got for now. In theory, the added processing power of Wii U should also improve motion detecting calculations. Anyone else have ideas on how to improve the Wii Remote? Remember, I'm not talking about adding extra buttons or doing anything else which would render the old Wii Remotes obsolete.
 
[Nintex] said:
Yeah that's how I feel too. They should live stream the upcoming september conference throw and some really cool Wii U stuff out there as a surprise as well as a groundbreaking new 3DS project. I imagine most if not all Zelda fans already own a Wii and late adaptors won't run to the stores day 1 to get the Wii U anyway so they won't tank sales in any way. So in any case Nintendo should make a big splash next month to curbstomp the rumors and show us and their investors they still got it.

Perhaps they should offer a compromise, they can be their secretive self, but perhaps remove the rope from around developer's necks.

I feel most of them can't or won't talk about their Wii U projects for fear of saying something Nintendo doesn't want them to say yet.
 
Penguin said:
Perhaps they should offer a compromise, they can be their secretive self, but perhaps remove the rope from around developer's necks.

I feel most of them can't or won't talk about their Wii U projects for fear of saying something Nintendo doesn't want them to say yet.
ah yes this too like the new Aliens trailer doesn't even have a Wii U logo in it, but it's coming to Wii U right? They announced the system so you would expect third parties to show games but Nintendo doesn't seem to allow them to do that unless it's at a special Nintendo sanctioned event. In my book a stupid decision.
 
Penguin said:
Perhaps they should offer a compromise, they can be their secretive self, but perhaps remove the rope from around developer's necks.

I feel most of them can't or won't talk about their Wii U projects for fear of saying something Nintendo doesn't want them to say yet.

I suppose I'll weigh in on this debate as well. I don't think it matters that they try to save face by revealing something this year, even if it is an improvement on what we know now. Taking for granted that they're releasing in September, having a huge E3 blow out will carry with it the capability of swaying whatever public perception is simmering up until that point. Launching in September would be ideal. If they have a good E3, it'll be just enough time for hype to peak and not die down. Then, upon launch there's a nice little window for early adopters to pick up a system before the holiday insanity. At the same time, it will still be new enough to ride the buzz as a hot holiday item. See: N64 and Playstation 1 and Dreamcast NA launches off the top of my head - all successful afaik.
 
Hero of Legend said:
http://wiiugo.com/interview-eternal-eden-creator-talks-wii-u/

Wii U Go posted an interview with Elder Prince of Blossomsoft, creator of Eternal Eden which is being remade on 3DS retail.

While he doesn't mention working on Wii U, he does make a comment about a certain company who he wishes was back in its rightful home. ;)
Microsoft only helped accelerate the process of its demise but Rare was pretty much done for when they moved to those fancy new offices.
 
Fourth Storm said:
I suppose I'll weigh in on this debate as well. I don't think it matters that they try to save face by revealing something this year, even if it is an improvement on what we know now. Taking for granted that they're releasing in September, having a huge E3 blow out will carry with it the capability of swaying whatever public perception is simmering up until that point. Launching in September would be ideal. If they have a good E3, it'll be just enough time for hype to peak and not die down. Then, upon launch there's a nice little window for early adopters to pick up a system before the holiday insanity. At the same time, it will still be new enough to ride the buzz as a hot holiday item. See: N64 and Playstation 1 and Dreamcast NA launches off the top of my head - all successful afaik.

And I get that, but I think they gain nothing by having 3rd parties not discuss ports of games coming to the console.

Will Darksiders 2 and Aliens be a big deal if it is revealed to be coming for launch at e3?

Get the system name out there in the public more.

Keep exclusives and first party titles close to your chest.
 
Penguin said:
And I get that, but I think they gain nothing by having 3rd parties not discuss ports of games coming to the console.

Will Darksiders 2 and Aliens be a big deal if it is revealed to be coming for launch at e3?

Get the system name out there in the public more.

Keep exclusives and first party titles close to your chest.

I honestly don't know the fate of those multiplatform launch titles, especially if they release earlier on the current HD consoles. Regardless, being multiplatform, I take it we're going to learn more about the content in coming months. Featuring the Wii U versions alongside them may only serve to highlight the lack of a distinguishable graphical jump over this current generation (and I expect that to be mostly the case among the first wave of multiplatform titles).

It just seems like it's gonna be a mess. If history teaches us anything, the allure of playing already released titles on a fancy new controller is not going to be enough to make a difference. I'm looking forward to it, but I've always been pretty receptive to Nintendo's innovations. Nintendo need to buy some exclusive and compelling DLC or have them market the game as a deluxe edition with extra content out of the box if they want 3rd parties to see satisfactory sales.

Nintendo have gone full circle with their 3rd party philosophy. They got a good percentage of multiplatform games on the GCN, but certain factors (the lack of online being a primary one) kept them from selling up to par. So we got Wii, and Nintendo said they didn't just want ports but for 3rd parties to create games from the ground up specifically for their system. Now, they seem to be craving those ports again. Even if the infrastructure of their online is vastly improved (that's a big 'if'), will they offer an option compelling enough to draw users away from the communities which Sony and especially Microsoft have been nurturing for 5+ years? Time will tell...
 
phosphor112 said:
Hardware wise, the Move is superior. Yes it doesn't have "true" pointing, but the calculations used to simulate pointing are far more accurate than the Wiimote, detecting even the slightest movements with ease. Even when suddenly obstructed, the Move software can still properly figure out where it's "pointing" at with just the accelerometer, gyro, and magnetometer.

I've also beat Killzone 3 with the Move and I never had cursor drift. Did it take me a long time to figure out proper settings that worked for me? Yeah, but it was the same issue i had while playing conduit on Wii.

The above is also based on my experience, not only playing with games, but looking directly at the coding and information fed to me with Move.Me.
I've written scripts for the Wiimote on the PC which combine the gyroscope, IR, and accelerometer readings so that when the sensor bar isn't visible to the Wiimote, it still knows where it's pointing. I'm just one guy, so I'm kind of baffled as to why we didn't see examples of that in Wii titles [seriously, were there any?]. But yeah, that's a software thing; the hardware design of the Wiimote itself is solid.

As far as drift goes, that's due to the nature of gyroscopes. As the batteries run down, gyros will spin slower and slower, so the readings are always going to be a bit off as a result. That's going to happen no matter what, so the controllers need a constant point of reference in order to correct for it. That is what the Sensor Bar is for with the Wiimote. The Move doesn't have that kind of directional reference point - they went with the opposite method, placing the camera by the TV instead of inside each controller. It relies on the accelerometers and magnetometer for its directional reference point, both which pale in comparison to the speed and accuracy of the Wiimote's IR camera.
 
lednerg said:
I've written scripts for the Wiimote on the PC which combine the gyroscope, IR, and accelerometer readings so that when the sensor bar isn't visible to the Wiimote, it still knows where it's pointing. I'm just one guy, so I'm kind of baffled as to why we didn't see examples of that in Wii titles [seriously, were there any?]. But yeah, that's a software thing; the hardware design of the Wiimote itself is solid.

As far as drift goes, that's due to the nature of gyroscopes. As the batteries run down, gyros will spin slower and slower, so the readings are always going to be a bit off as a result. That's going to happen no matter what, so the controllers need a constant point of reference in order to correct for it. That is what the Sensor Bar is for with the Wiimote. The Move doesn't have that kind of directional reference point - they went with the opposite method, placing the camera by the TV instead of inside each controller. It relies on the accelerometers and magnetometer for its directional reference point, both which pale in comparison to the speed and accuracy of the Wiimote's IR camera.
Zangeki no Reginleiv does this. It uses IR to recalibrate the gyro, and the gyro when the camera can't see the sensor bar.
 
lednerg said:
I've written scripts for the Wiimote on the PC which combine the gyroscope, IR, and accelerometer readings so that when the sensor bar isn't visible to the Wiimote, it still knows where it's pointing. I'm just one guy, so I'm kind of baffled as to why we didn't see examples of that in Wii titles [seriously, were there any?]. But yeah, that's a software thing; the hardware design of the Wiimote itself is solid.

As far as drift goes, that's due to the nature of gyroscopes. As the batteries run down, gyros will spin slower and slower, so the readings are always going to be a bit off as a result. That's going to happen no matter what, so the controllers need a constant point of reference in order to correct for it. That is what the Sensor Bar is for with the Wiimote. The Move doesn't have that kind of directional reference point - they went with the opposite method, placing the camera by the TV instead of inside each controller. It relies on the accelerometers and magnetometer for its directional reference point, both which pale in comparison to the speed and accuracy of the Wiimote's IR camera.

Wii Play Motion does exactly what you're suggesting (The Spooky Search mini game) requiring you to point onscreen as well as offscreen in full 360 degrees and in all 6 DOF directions in order to find ghosts off screen around the room. Combined with you occassionally pointing back towards the sensor bar (as part of the gameplay in order to capture the ghost), the full 360 degree pointing works very well.

The Wiimote really was an absolute genius design, especially with how the sensor bar ended up being the perfect re-calibration reference point for the M+ gyro. You can tell that they really wanted to have the M+ tech in the Wiimote originally and that the choice of having that sensor bar was partially done in order to account for the gyro drift.

There's a reason why they're not bringing out a new version of the Wiimote for the Wii U (and are just having Wii U games require the current Wiimote Plus). It's pretty much perfect as it is.
 
Aliens: CM has me really excited for use of the Wii U controller as a motion sensor. If that does get developed and released in 2012, it'll be the only version of Aliens: CM that I buy.
 
[Nintex] said:
ah yes this too like the new Aliens trailer doesn't even have a Wii U logo in it, but it's coming to Wii U right? They announced the system so you would expect third parties to show games but Nintendo doesn't seem to allow them to do that unless it's at a special Nintendo sanctioned event. In my book a stupid decision.
It's never been confirmed to be coming to Wii U, no.
 
StevieP said:
Rent/Gamefly/etc Wii Play Motion (the new one that relies on motionplus)

Remember the UFO/Duckhunt game in Wii Play? Play that first. Then pop in Wii Play Motion. They redid that minigame using a gyro/accelorometer-based pointer instead of the IR in the original - similar to how Move does it.

I don't know about you, but it's frustratingly less accurate. Move, while it is well done for what it is, cannot point as well. It can certainly recognize its position better thanks to the camera/orb, though.
And this is why I want to smack the dumbass who decided to use motion-based pointing for the bow in Skyward Sword. Somehow, I bet it was Miyamoto.
 
Hero of Legend said:
While he doesn't mention working on Wii U, he does make a comment about a certain company who he wishes was back in its rightful home. ;)

Rare isn't the Rare we used to know in the Nintendo days. Most of the original staff has been replaced. They're only Rare by name.
 
Nuclear Muffin said:
Wii Play Motion does exactly what you're suggesting (The Spooky Search mini game) requiring you to point onscreen as well as offscreen in full 360 degrees and in all 6 DOF directions in order to find ghosts off screen around the room. Combined with you occassionally pointing back towards the sensor bar (as part of the gameplay in order to capture the ghost), the full 360 degree pointing works very well.

The Wiimote really was an absolute genius design, especially with how the sensor bar ended up being the perfect re-calibration reference point for the M+ gyro. You can tell that they really wanted to have the M+ tech in the Wiimote originally and that the choice of having that sensor bar was partially done in order to account for the gyro drift.

There's a reason why they're not bringing out a new version of the Wiimote for the Wii U (and are just having Wii U games require the current Wiimote Plus). It's pretty much perfect as it is.


But if the wiimote isint faced to the sensor bar wont it lose precision in position it? If they include a camera in the sensor bar wont they solve this?
 
BurntPork said:
And this is why I want to smack the dumbass who decided to use motion-based pointing for the bow in Skyward Sword. Somehow, I bet it was Miyamoto.

WSR had awesome archery. Why would anyone go for the "phaser" style bow when you can have something more like that?
 
Somnid said:
WSR had awesome archery. Why would anyone go for the "phaser" style bow when you can have something more like that?

It's more exhausting than simply pointing? Wouldn't know any other reason.
 
Hedja said:
Rare isn't the Rare we used to know in the Nintendo days. Most of the original staff has been replaced. They're only Rare by name.


Not even really that.
I mean, they are still "Rare'.
But they aren't:
rare_logo1256847157.jpg

They are:
rare-new-logo.jpg


*shudders*
 
Shiggy said:
Do you want to make fun of him now?
To be honest, Gearbox has been weirdly unclear about it. They demoed the game for the WiiU, then went back and said it's not in development and haven't made any decisions about it.

I get the feeling it's one of those "If we have time" things.
 
AceBandage said:
Not even really that.
I mean, they are still "Rare'.
But they aren't:
rare_logo1256847157.jpg

They are:
rare-new-logo.jpg


*shudders*

God damn it I love that gold logo. Seeing that on the SNES and N64 made me giggle with joy.

The new logo just screams casual, and the neglect of the famous 'R' saddens me.
 
Gearbox shouldn´t speculate about the radar in the controller being a cool feature, when Sega didn´t have intentions to bring Aliens: CM to Wii U, =/
 
Ubermatik said:
God damn it I love that gold logo. Seeing that on the SNES and N64 made me giggle with joy.

The new logo just screams casual, and the neglect of the famous 'R' saddens me.

Oh really?

Idea-46.jpg
Idea-79.jpg
Idea-35a.jpg
 
Maxrunner said:
But if the wiimote isint faced to the sensor bar wont it lose precision in position it? If they include a camera in the sensor bar wont they solve this?
Just a camera wouldn't fix that because the camera would need to be able to easily recognize the controller from everything else. Even with a "sensor bar" on the remote, you would still be limited by them having to face each other. So it would need something similar to the lollipop-ball on Move... personally, that's something I could do without.

The best way to improve the pointer function, without greatly altering what is already there, would be to use higher-rate and wider-angle camera in the remote. Even then, a wider-angled camera is more prone to surrounding sources of interference, so you wouldn't want it too wide.
 
BurntPork said:
And this is why I want to smack the dumbass who decided to use motion-based pointing for the bow in Skyward Sword. Somehow, I bet it was Miyamoto.

Shiggy said:
It's more exhausting than simply pointing? Wouldn't know any other reason.

Isn't the whole point of SS to use real motions? just saying.

I really liked the archer events in sports resort...
 
lednerg said:
I've written scripts for the Wiimote on the PC which combine the gyroscope, IR, and accelerometer readings so that when the sensor bar isn't visible to the Wiimote, it still knows where it's pointing. I'm just one guy, so I'm kind of baffled as to why we didn't see examples of that in Wii titles [seriously, were there any?]. But yeah, that's a software thing; the hardware design of the Wiimote itself is solid.
There is one example I can think of, but of course, because it loses the IR feed, it's a rough estimation just like the PS Move (when the gem is blocked).
The game is Zangeki no Reginleiv. It's a JP game, and probably has the best usage of the Motion+, and I bet you it'll have better usage than Skyward Sword, because it's that good...

EDIT: Beaten, maybe if I read the thread, I would have seen that was the first post after yours... lol.

As far as drift goes, that's due to the nature of gyroscopes. As the batteries run down, gyros will spin slower and slower, so the readings are always going to be a bit off as a result. That's going to happen no matter what, so the controllers need a constant point of reference in order to correct for it.

Like I said, I haven't had that issue, my Move controller has always been well charged so maybe I just haven't come across that problem yet, though maybe it will.
 
I hope Retro is cooking up something good other than a DKCR2 which would hugely disappoint me. Retro has never released anything in HD with modern shader tech so I really cannot wait to see what they offer for Wii U in 2012 or 2013.
 
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