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  • Editorial: Why America's most popular gaming genre likely won't work on Nintendo's new console

    by 
    Ben Gilbert
    Ben Gilbert
    11.15.2012

    When first-person shooters made the transition to consoles from PCs over a decade ago, they weren't very good. Or even just good. Despite being today's go-to genre for blockbuster console game franchises (Call of Duty or Halo ring any bells?), the first-person shooter got a rough start on consoles. Game developers -- used to the precision allowed by a mouse/keyboard setup -- had no idea how to design shooters with console gamers in mind. Early approximations like Nintendo 64's GoldenEye and Perfect Dark from Rare were held up as the gold standard for years, while PC gamers snickered and stuck with their superior control mechanics. Bungie's sci-fi shooter Halo: Combat Evolved heralded the launch of Microsoft's Xbox in 2001, and it marked the end of Nintendo's short-lived console FPS dominance. The first Halo game and its developer Bungie Studios are to thank for the modern console FPS -- a streamlined, slower version of its PC progenitor that stands on its own. In the decade since Halo: Combat Evolved launched, Bungie and many, many other game development studios have honed and perfected FPS gameplay on consoles, to the point where it's the leading sales genre in the US (for the past five years, with the exception of 2008, according to NPD). Nintendo, however, has taken a back seat in this genre -- starting with the GameCube and even more so with the Wii, Nintendo eschewed first-person shooters for the better part of the last decade. Beyond the company itself not publishing or developing within the genre (the lone exception being its Metroid series), third-parties mostly offered watered down ports for the last two Nintendo consoles.

  • Satoru Iwata talks Wii U design, guts a console for context

    by 
    Jamie Rigg
    Jamie Rigg
    10.11.2012

    Nintendo's top dog Satoru Iwata recently sat down with some of his R&D crew to talk about designing the Wii U, and unfortunately, a console was sacrificed in the process. The discussion focuses on what changes they've made this time 'round, including the new multi-core CPU and GPU module, and how they fitted more cooling gear in a body smaller than the Wii as a result. In addition to some nice teardown pics for illustrative purposes, they muse on moving to HD, part testing, case design and how the GamePad is more of a companion than a controller. We don't want to spoil the whole bit, so head to the source link for the full transcript, or check out the gallery below if you just want the visuals.

  • Dual GamePad support won't be coming to Nintendo Wii U until 'well after launch'

    by 
    Edgar Alvarez
    Edgar Alvarez
    06.13.2012

    Contrary to what we'd heard, it seems as if you and your friends won't be able to enjoy some of that dual GamePad play on Nintendo's upcoming Wii U -- at least not until some time after the novel gaming console launches later "this holiday." During an interview with Gamasutra, Reggie Fils-Aime (Nintendo of America President) said, "Games need to be built that can take advantage of the two GamePad controllers" and that "it's going to be well after launch for those game experiences to come to life." According to Fils-Aine, developers will have to first place all their focus on "asymetric gameplay," before eventually adding support for two GamePads on their titles. Notably, the revelation comes shortly after he himself confirmed the Wii U GamePad won't be featuring any multi-touch capabilities. Not all is lost, however, you'll just have to wait it out a little longer than expected, or make due with one of those Wii remotes you have laying around in the meantime.

  • Nintendo shows final Wii U Gamepad, TV remote app (update: video)

    by 
    Jon Fingas
    Jon Fingas
    06.03.2012

    Looks like Nintendo didn't want to wait for its proper E3 press conference to spill some Wii U details early -- it just used its preview event to show the finished version of the Wii U controller, called the Gamepad, as well as a TV remote app. The Gamepad is decidedly wider than what we saw a year ago, with comfort clearly the top priority in other areas: the analog sticks have been moved further outwards and made clickable, while the back grip has been tweaked in the process. There's also no doubt as to where to interact with NFC gadgets, either, as a dedicated spot below the directional pad will take all your device-to-device taps. As for the remote, it looks to be a straightforward number pad navigator with a programming guide, all steering your TV through infrared. Between this and the Wii U Pro Controller, though, it's clear Nintendo hasn't been sitting still in the past year, and has some home theater ambitions in the process. We're curious as to what Nintendo is saving up for its bigger gala on Tuesday. Update: Join us past the break to view the webstream for yourself!