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Member
(04-29-2012, 07:23 PM)
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Quote:
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Banned
(04-29-2012, 07:25 PM)
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There's no reason for installs (or at least not nearly the full game) if they use a 8x drive, which I think is already the standard in home BD readers and 4 times quicker than the PS3 drive. That's also the reason why I think there's no need for huge HDDs (or an HDD SKU) unless's you're going to get a lot of stuff from the eshop (or whatever they name it). Yes, it's compatible with external drives, USB thumb drives and SD cards.
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Member
(04-29-2012, 07:29 PM)
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.... really? Think "gas pedal". |
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Member
(04-29-2012, 07:31 PM)
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Hey guys, sorry if this has already been discussed to death, but I was looking back over Iwata's explanation of the retail/ digital approach they are taking, and I kept coming to the same confusing conclusion.
Iwata says that the wholesale price to retailers will not be the same for packaged and digital content. He states that digital content is a less risky proposition than buying a large shipment of boxed copies. Yet, he also says something to the effect that the price of each will reflect the inherent risk level to the retailer. Doesn't it therefore follow that Nintendo intend to charge more for the low risk option than the high risk option? If risk is a big factor for retailers, it certainly wouldn't make sense for them to spend more money for higher risk. So, does this not indicate that retailers will have to pay more per digital copy than per physical copy? |
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Member
(04-29-2012, 07:32 PM)
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^ It's weird right? Confused me a bit too, but in the last question he also talks about how they went to many companies and asked them what they thought about what the price of DD titles should be, the results being a split between "should be cheap" and "should be the same". Then he goes on to say that Nintendo kinda went with the "same price" concept soo~ (wait bullshit, he said that earlier sorry x.x)
gonna have a look myself too I guess *sniff* He even says there appears to be a misunderstanding, if even the investors don't get it...>_> If you don't like racing or flying games most people probably won't be very impressed by analog anything, but of course it's nice to have. If not for factor5 I might've never cared about GC's analog triggers. (why they never put shooting in soccer games on a trigger beats me)
Last edited by Shurayuki; 04-29-2012 at 07:47 PM.
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Member
(04-29-2012, 07:39 PM)
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They are a must for driving games. |
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Junior Member
(04-29-2012, 07:42 PM)
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Member
(04-29-2012, 07:46 PM)
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If they add analog triggers with digital clicks, they would have an easier time with certain Gamecube titles on Virtual Console. Titles like Rogue Squadron, which had analog acceleration and used the digital click to close the X-Wing's S-foils.
http://www.youtube.com/watch?v=T3OmdKkDhus |
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Member
(04-29-2012, 07:46 PM)
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Exactly. |
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Member
(04-29-2012, 07:52 PM)
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Ok, I've been trying not to respond to the controller talk, but I just have to nip this in the bud.
I haven't used the Wii U pad, so I can't speak for how it feels in the hands, but I think I have a fair idea why the pad is the way it is, and in particular why they changed it from the earlier design. First things first, the controller is built around the touchscreen. This may seem obvious, but you have to keep in mind that use of the touchscreen is paramount in every decision Nintendo make with the controller. If Nintendo goes with the traditional stick/button arrangement (with the secondary sticks/buttons at a ~45º angle down and in from the main sticks/buttons) that pushes the the default thumb position away from the touchscreen, and hence makes it more awkward to get to the touchscreen quickly. Nintendo want to make it as quick and easy as possible to move your thumb across to the touchscreen, so the slide pads are right next to the screen. In order to do this, of course, they've had to move the d-pad and buttons directly below the slide pads. Here's the important thing, though, unlike on traditional controllers, you don't twist your thumbs down to the d-pad/buttons, you slide your hands down. This is why they got rid of the contours on the back of the pad, they would have made it awkward to slide down that little bit. It's also why the controller is so tall, to make sure there's enough grip when your hands are in the lower positions. In addition, while your hand is in this lower position, you still have the touchscreen in easy reach. On the choice of slide pads, the reasoning is likely exactly the same, the slide pads are flatter than analog sticks, so make it easier to reach across to the touchscreen. Personally I have absolutely no problem with slide pads, after having used the 3DS one quite a bit. The only two complaints that could be leveled at that (not enough travel and insufficient grip) both seem to have been addressed on the Wii U pad. Clickable sticks are something I'm glad to be rid of, they're an incredibly awkward input method, and anyone who can't design a decent FPS control scheme with two slide pads, 12 buttons and a touch screen doesn't deserve to call themselves a designer. The one feature I will say they're in need of adding is analog triggers, which hopefully we'll see in the E3 version. |
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Member
(04-29-2012, 07:54 PM)
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I R confused.
The DS lite had the slider, but it didn't use it to activate a sleep mode. It only would turn it off and on. You had to hold it up for a second to do so. The 3DS has the button that if you tap it, it goes into sleep mode. When you hold it, it goes off. I wish the 3DS had the slider to do that instead of a button. |
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Member
(04-29-2012, 08:03 PM)
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Quote:
Last edited by Cerebral Assassin; 04-29-2012 at 08:05 PM.
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Member
(04-29-2012, 08:09 PM)
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Member
(04-29-2012, 08:10 PM)
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Member
(04-29-2012, 08:16 PM)
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Basically, Senseg's style of haptics had their unveiling when the Wii U had its unveiling (last June), and people picked up on the similarity in timing, since the two would seem to fit well together. That's essentially it -- there has been no actual leak or solid rumour to suggest that the Wii U really will have this feature. |
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Member
(04-29-2012, 08:20 PM)
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They scrapped the old design where your thumb would naturally move in an arc, to redesign the controller to not move your thumbs into a new position at all, but to slide your entire hands up and down the controller every time you transition from the analogs to the buttons/d-pad and vice versa? |
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Banned
(04-29-2012, 08:24 PM)
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If it looks anything like the Zelda Wii U HD demo then i will be more than happy, i like the adult Link / Ocarina of Time / Twilight Princess version best. |
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Member
(04-29-2012, 08:26 PM)
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