Nintendo's Reggielution Continues Apace 40
Gorf writes "Nintendo's now famous Reggie Fils-Aime had a presentation at the Ziff Davis Games Summit where he discussed the upcoming Nintendo DS. The full transcript is available on Ziff Davis' games web site 1UP.com." Reggie's immortal first lines? "Hello, my name is Reggie...and I'm addicted to my Blackberry. In fact, to me it's a 'Crackberry.'" 1UP is also running a related story indicating "Nintendo's DS handheld will likely see release in North America before Thanksgiving weekend, according to several sources at the [same] summit", though it's argued: "Less confidence is evident when it comes to Nintendo's ability to deliver a fleshed-out software lineup at that point, however."
Who needs software (Score:2, Insightful)
Worked for EA.
Interesting, but... (Score:3, Interesting)
Also, if innovation or quality or whatever all stems from the controller, I'd love to know why the Gamecube has far and away the nastiest of the controllers for the current generation consoles (well... if we count the S-controller as the X-box controller, rather than the original 2-tonne beast). A malformed right analogue stick, awkwardly placed and erratically sized buttons and a button shortage that makes a lot of cross-platform titles unfeasible has added *sooooo* much to my gaming experience. He has a point about the 4 controllers thing; the lack of that on the PS2 is a serious flaw, next to the X-box and the Cube. To say that Nintendo has cornered the market on interface innovation is an outright lie, though. I've been seeing innovative controllers on the PC since time immemorial (ranging from my old Thrustmaster F-16 to a bizarre turtle-device which lets you control games by tilting the shell) and of the recent console-based controller innovations (dance-mats, eye-toy, pop'n boards), none of the most notable have come from Nintendo.
Moving onto games, I'm slightly curious as to why he spends so long talking about the Game Gear, given how long-dead the thing is. I'm pretty sure that the real causes of its decline and death were its size and price (both of the unit and of the games), which made it implausible as a hand-held console. As to the type of games people play on a handheld console, I think this is a little more complex than he makes out. Sure, quick-blast games have a market on consoles, but I think that more serious efforts can also work. Hell, Nintendo's biggest success in the handheld market of recent years has been Pokemon, which is essentially a Final Fantasy game with some of the cutscenes stripped out. Not really the kind of thing which works for a quick blast, but the actual core Pokemon games (as opposed to Stadium etc) are only available on a handheld console.
Which brings me onto this issue of "transportability". I think he's drawing exactly the wrong lessons here. Ports have, in the past, had a pretty poor track-record. Largely, this was because they either tried to move an arcade game where the gameplay wasn't fun and the attraction was the technology onto a home platform (eg. Afterburner) or else the ports to many platforms were done in a hurry and were deeply flawed compared to the original game (eg. Street Fighter 2). These days, ports and cross-platform titles work much better; Grand Theft Auto 3/VC was ported off its original platforms onto the X-Box in a manner that actually improved on the original (sharper graphics, custom soundtracks). Resident Evil survived its transition to the Gamecube pretty well. Of course, Nintendo's attitude here has often been a bit odd. I do wonder whether the story of the N64's unsuccessful struggle for dominance against the PS1 would have turned out differently had Nintendo actually made a proper Pokemon game for the thing. With the Dual-Screen, they're actually making it much harder for them to go cross-platform on any of the games which use the touch-screen, as equivalents don't exist on other platforms.
The upcoming DS vs PSP battle is going to be interesting. Nintendo are clearly more worried than they have been by any of their previous r
Re:Interesting, but... (Score:1)
Also, the gamecube controller isnt 'far and away' the worst controller, many people like the controller (I being one of them). The main reason ports are less playable on the GC (which I'll agree to) is because they are designed for the PS2 controller because they have the marketshare. How well do you think you would be able to play metroid
Re:Interesting, but... (Score:2)
What specific title do you mean for PC? I recall games like Doom II at the time around Mario 64, and it's not at all better than Mario 64 for 3D.
Re:Interesting, but... (Score:1)
Quake, for one, was available before the N64. The best 3D graphics cards for gaming were still add-in boards (Voodoo 1 and, shortly after the N64 launched, the Voodoo 2), but more and more games were coming out supporting various 3D cards.
Not to mention that the PS1 was doing 3D graphics long before the N64 was launched.
Re:Interesting, but... (Score:1)
Re:Interesting, but... (Score:5, Insightful)
The problem is just that cross-platform designers fail to utilize it properly. If their game doesn't work as well on another platform, their options areto release it anyway, or change it to make it work. I suppose they just choose the former.
Unless, of couse, your idea of a good platform is one that's identical to all the others, I don't see how you can have a problem.
Re:Interesting, but... (Score:2)
Re:Interesting, but... (Score:1)
Consequently, I didn't end up buying the collection. I realized that I only really wanted Megaman 2 and not any of the others.
Re:Interesting, but... (Score:5, Insightful)
Have you actually used the controller, or just looked at the pictures? The buttons are almost perfectly placed (the exception being that %$#! Z button). Yes, they look awkward, but once you take it in your hands, every button fall in place. The triggers adapt to the fingers so the controller never slips from you. The four main buttons have an intuitive layout, that allows to simultaneous pressing very easily. When you compare this to the standard layout of the dual shock, well, dual shock seems like the loser.
The other problem is the small d-pad. However, the only game I can think suffers from this is CVS 2. And most games use it as extra buttons, so there is no button shortage, just ignorance from the developers.
Re:Interesting, but... (Score:1, Flamebait)
Re:Interesting, but... (Score:2, Insightful)
It's a clever marketing tactic designed to sell more Wavebirds.
Re:Interesting, but... (Score:1)
I can't agree more. In fact, I bought a Wavebird the same day I bought my Cube, and therefore have never used my cabled controller on the system.
The PS2 is no better for my use in this area, as I need an extension cable to get to my couch. The XBox is actually the only system with a controller cable of proper length for me. Of course, I'll probably be buying Logitech wireless controllers for both the XBox and PS2 in the near future (probab
Re:Interesting, but... (Score:3, Informative)
Metroid Prime uses a distinct control scheme from other FPSs (as, in fact, it is not a FPS). If you play, lets say, agent under fire or nightfire, you use the left analog to move/strafe and the right one to point (in fact in those games there are several control scheme), and the gamecube controller works just right.
The Z button is horrible.
I can press the X and Y without ever touching the A button, easily. If I want to press both, it is also easil
Re:Interesting, but... (Score:2)
Why don't you just say "Xbox"? Because that's what you mean. The cable lengths on the GC and PSX controllers are the same. I even went in my living room just now to double-check.
Re:Interesting, but... (Score:2)
Use your middle fingers on the L and R buttons. Hold the controller between your palms. The Z button is then quite reachable and comfortable to use.
Re:Interesting, but... (Score:2)
Re:Interesting, but... (Score:2)
Even that might cause problems. The PS2 used the same sollution but has problems of their own.
Maybe i'm just incompetent, but _i_ have difficulty using the R2 and L2 buttons on the PS2 controller with my middle finger. They work fine with index fingers, but for games where i need to press both the 1 and 2 buttons on the same side at once, or switch back and forth quickly between them, i'm totally screwed.
Trying to hold the co
Re:Interesting, but... (Score:2)
Maybe i'm just incompetent, but _i_ have difficulty using the R2 and L2 buttons on the PS2 controller with my middle finger. They work fine with index fingers, but for games where i need to press both the 1 and 2 buttons on the same side at once, or switch back and forth quickly between them, i'm totally screwed.
I have no problem using the R2/L2, as long as I can use only one finger to press them. If I have to p
Re:Interesting, but... (Score:2)
Dreamcast controllers are set up as you describe, with comfortable left and right triggers.
Re:Interesting, but... (Score:1)
How so? The only problems I've had is with games that rely mostly on the directional pad (like when I'm using the GB Player). Are you trying to curl your unused fingers around the "handles?"
Re:Interesting, but... (Score:2)
s/adapt to/twist and break/
(from bitter experience)
Re:Interesting, but... (Score:1)
No pain baby, no gain. (Score:2)
Re:Interesting, but... (Score:3, Informative)
Pokemon works fairly well for a quick blast. Because it's designed for a handheld console, it allows you to save anywhere. However, the article points out that the quick bl
Re:Interesting, but... (Score:1, Interesting)
I see this as Nintendo drawing a line in the sand... Say you're developing a game for a portable system -- DS is the cool new thing, but you'll be limited for portability... that has got to be exactly what Nintendo wants. After all these years I think you'd be a fool to bet on a contender taking down a Nintendo handheld.
Re:Interesting, but... (Score:1)
Well no, but Mario 64 pretty much defined what true 3D gaming is. It was a revolutionary game with actual three-dimensional control, not just nice 3d rendering with 2D movement.
I've been seeing innovative controllers on the PC since time immemorial (ranging from my old Thrustmaster F-16 to a bizarre turtle-device which lets you control games by tilting the shell) and of the recent console-based controller innovations (dance-mats, eye-toy, pop'n boards), none of the most no
Yawn. (Score:2, Insightful)
Why are people chortling derisively at the guy? It's just marketspeak. I hate it as much as anyone, but why single out this guy? While the "crackberry" line isn't sterling wit, no one would be paying it any attention if it weren't for that previous speech. It even makes sense when viewed in context with the rest of his talk.
I guess I
Re:Yawn. (Score:3, Insightful)
If everyone else has entuasiastic PR people, why shouldn't Nintendo? That is the story.
Re:Yawn. (Score:3, Interesting)
Re:Yawn. (Score:2)
I still don't get it. Neither the voting confusion nor the reason for the story. Could someone please stay their downvoting hand in order to clue me in?