In den USA gibt es ja seit neuem die Wii U Demo stations. Im Neo Gaf flippen sie aus vor Begeisterung. HYPE, HYPE, SUPER MUSHROOM HYPE!!!
"Gamepad:
Light. Decent screen quality, dot pitch is fine, brightness and color accuracy are decent. Control sticks and buttons work well. Lag for button presses is imperceptible on the display. Extra width takes a little getting used to, but didn't hamper gameplay at all. Tilt sensor is quite accurate.
Being that this is the key feature of the system I spent a lot of time just feeling out and I wasn't disappointed. I expect this device to be my gamepad of choice going forward. It just offers scads of options others don't and sacrifices almost nothing to get there.
Gamepad build quality is super tank-eriffic. I expect if you take even somewhat decent care of it it'll last 6 years easy. Really tightly screwed together.
Demos:
The only playable demo was Rayman Legends. This is what you'd expect out of a Rayman Origins sequel: Pretty graphics, good controls, nice art style. They had one of the dreaded "Murphy Levels" on display and it was much more entertaining than the stupid mosquito levels in Origins. Both the touch screen and tilt sensors worked well and provided a fun change of pace. I'll be fine with these as long as it isn't the majority of the game. No way to attempt this on a competitive console as the input lag would likely break the AI character."
"I tried one of the Nintendoland demos with the screen controller when I was at NYCC last weekend.
Honestly? I was kinda impressed. The controller feels surprisingly light, it's comfortable, and the screen resolution is good enough that it doesn't look noticeably blurry/chunky.
Still not going to buy one at launch, but I have a pretty good feeling I'll get one down the line. Probably when Bayonetta 2 comes out."
"Just got back from checking out a demo station at Gamestop.
Gamepad impressions: The Gamepad is lot bigger than I thought, which I liked since I have big hands. WAYYYY more comfortable to hold than I thought it would be, if I didn't know otherwise I would have just though I was holding the grips to a regular controller. The screen on the controller looks good, and I had no problems using my finger on the screen in the Murphy part of the Rayman demo. Like others have said, it is also very light as well.
Rayman impressions: Fucking gorgeous. I loved the way Rayman Origins looked, but Legends just looks so much better. The demo has two levels, the first has a small part where you direct control a character for a bit, then switch over to using Murphy with AI controlled Rayman. Actually had more fun than I thought in this part, the AI was good and didn't make dumb mistakes. If Rayman died, it was always my part. The touch controls were responsive and worked well, and the gyro parts were fun too.
The second part is the Black Betty level they showed a while back, but (I should note that I played this single player) you control one of the characters running through the level instead of Murphy. I really, REALLY, liked this part. Felt a lot like the levels in Origins where you were sprinting after the chests, and again just looked beautiful.
Overall, I am super excited now to get my hands on my own Wii U. Hopefully in the coming weeks they start rolling out more and more demos. Also, I am now really bummed out that Rayman won't be around launch

"
"Me and Mrs kitsuneyo tried out the WiiU at Westfield Shopping Centre in Derby yesterday. The games on show were Nintendo Land, NSMBU, ZombiU, Rayman Legends and Just Dance 4. I played them all except Just Dance 4... nobody but Nintendo's staff were playing that one.
(Note I also posted this in another forum)
First off, I really liked the pad. It was really comfortable to hold in two hands or one. Maybe the size of the player's hands will make a difference, but it was a good fit for mine. The touch screen is great - it feels much nicer and more responsive than the one on my DS Lite. I used the touch screen for Rayman, ZombiU and Nintendo Land (the throwing stars game) and it worked perfectly.
The dual sticks on the pad are a bit different. Playing ZombiU, even after inverting the Y-axis... something about the right stick felt very weird. It was probably the positioning being different from the 360 pad, and I found myself getting more used to as I went along, but I didn't play long enough to get comfortable with it. Don't see any problems in the long run.
ZombiU was pretty good. Using the pad does make it a more immersive experience and I definitely want to pick this game up. The graphics didn't impress me much though. The word that sprang to mind was grainy. (The only game that really looked great graphically was Rayman. These games would benefit a lot from anti-aliasing, hopefully it shows up in retail versions.) It was cool to walk past Tower Bridge though, love the London setting.
Mario was exactly what you'd expect, so I don't have much to say about it. Tried all three demo stages in two-player with the missus and we enjoyed it. Hopefully the full game will have more depth to it. I'd say Rayman has the edge over Mario based on the demos. Bit more challenging, better looking. Mrs k enjoyed playing as Murphy.
Finally, Nintendo Land. The first game we played was Luigi's Ghost Mansion. Three Nintendo staff joined us for a couple of 5-player games (the stand really wasn't very busy!), and I was the ghost chasing the other players with the GamePad. Unfortunately all the other players were rubbish at it and I caught them all straight away... with decent players it might be more fun.
Second NL game we tried was Takamaru's Ninja Castle. This is the one where you hold the pad in your left hand and use your right hand to throw ninja stars at enemies. Aiming with the pad and sliding the screen worked really well. This was probably the most immediately enjoyable game, and the one that is most like Wii Sports in that anyone could pick it up and have a good time with it.
Finally we played Zelda Battle Quest. I had the pad again, which meant I was aiming and shooting a bow and arrow. It took a while to get used the controls, which have you pulling back the bow with the right-stick and aiming by moving the pad around. The other two players had Wii M+ swords like in Skyward Sword. To be honest I wasn't too impressed with this one... the use of Miis in the game is pretty ugly and the game itself was a bit boring. But maybe there's more to it, we only played for 5 mins or so. "
"Wii U Console
Holy crap this thing is LONG! I'm not sure if it was just the circumstances fooling me, but the console looked as long as the fat PS3 is wide. It's ridiculous. I'm sure it will look sharp when stuffed in a home theatre stand, but it's quite alarming at first glance.
Wii U GamePad
Just as everyone else who's held it indicates, the GamePad feels very good in your hands. The ergonomics are excellent, and all the buttons and inputs feel great. The Control Pad is very much like the Classic Controller Pro's -- not clicky, but responsive, and a good size. The positions of the L and R buttons (bumpers) are somewhat unusual. I would say unlike most controllers I've used with two on each side, the natural position is sitting above the ZR and ZL. It's fine, but feels slightly unwieldy to move your fingers back up to L and R. The analogue sticks are solid, nothing to complain about. I honestly didn't even have to think about the flipped position of the face buttons and right stick compared to other pads -- you pretty much get used to it instantly. Finally, as for the touchscreen, I think you can definitely see its resistive roots, but it seemed to be more responsive than the screens of the DS and 3DS hardware. It's noticeable, but not gamechanging. The stylus is still the best way to manage purely touch-based gameplay. The screen itself looked sharp. I really had no complaints; looking up and down between TV and GamePad, the image quality stayed constant, which is actually what I'd hope for, as opposed to the GamePad being remarkably better.
Scribblenauts Unlimited
Didn't seem like there was much to this demo, or at least, I didn't see much of it. What I did play was alright; not too impressive, but mildly entertaining nonetheless. More importantly, I didn't feel the two screens were really leveraged all that interestingly. The TV just displayed a larger version of the GamePad's screen and didn't seem to add anything. I noticed I could pan the camera on the TV with the analogue sticks, but this feature didn't appear too compelling, at least not in the demo I played. The art was very nice -- probably the most impressive part of the game for me. I'd like to try more but at this point I'm not exactly frothing at the mouth.
New Super Mario Bros. U
Didn't want to spend too much time with this as it's the game I'm looking forward to most at launch, but I can confirm the demo didn't do anything to dissipate my excitement. Firstly, it's a gorgeous game. The vibrant colours are backgrounds are fantastic, while the animations are cute and effective. The controls are tight and responsive, and while it's hard to get a good feel for the level design at a crowded demo station, I was constantly noticing things that I passed by or fell through. There seems to be a good deal of verticality, and the levels are quite densely packed with things to discover. The squirrel suit is interesting; I think moreso than gliding, which is a pretty standard ability at this point, the power to cling to walls has a lot of potential to pave the way for some neat level design concepts.
I only got the chance to play Boost Rush Mode (which is the one where it's timed and the only way to speed up progress is by collecting tons of coins -- and not dying). I was surprised how fast the levels scrolled as you collected a few coins. It was not that easy, especially to continue grabbing coins while the scrolling accelerated. I think it remains to be seen how this will compare to NSMB2's Coin Rush in terms of "skill building", but having a good partnership between Mario and the GamePad player will no doubt be crucial. It was self-evident just how much of an impact that ability can have if you both know what you're doing (either positively or negatively). In a way I worry it could fracture the dynamics of the game, but if executed properly, it's quite a marvel. I'm not entirely convinced how well this will stand up to other 2D Mario games of "New" and old, but I can definitely say this is the richest multiplayer Mario experience to-date, and it's certainly the prettiest.
Nintendo Land: Luigi's Ghost Mansion
I had the chance to play four Nintendo Land mini-games, and this was the first. It was also the best in terms of "pure fun". I managed to fit in about three 5-player games, and all three were frantic and a blast. I never personally got to use the GamePad here, but I got the gist of it while on the team of Miis anyway. It's a simple game, but visually it has the same hauntingly silly charm of Luigi's Mansion, which is very much a good thing. The point of the game is to attempt to corner the ghost -- whom you can't see (most of the time) -- while the ghost tries to split you guys up and steal you away one-by-one. There's tons of potential for effective teamwork, but it's a tradeoff to not give away your intentions to the player with the GamePad, who's standing adjacent. I won't go into all the details on how the game works, but rest assured, it is highly entertaining, at least when you have 5 players going at it. We had a couple close calls as a team, where it was down to one of us left and the ghost had just a few points of health remaining. No doubt that added to the intensity/fun. With a well-matched group this one's gonna be good, for sure.
Nintendo Land: Animal Crossing Sweet Day
Didn't play this one for a long, and again didn't get the chance to be the GamePad player, but it's another clever game. From earlier previews I hadn't considered the impetus for the Wiimote players to work together, but it's important. I'd figured that splitting up would be the most effective way to keep the guards off your tails, but you have to stay close at times in order to release the biggest candy stashes. Definitely some risk/reward going on, and it's all wrapped up in a very charming, colourful package. I was really hoping to use the GamePad here as I've heard awesome things about the challenge of multi-tasking presented by controlling the two guards. Alas, it will have to wait. This should be another brilliant party game, much like Luigi's Ghost Mansion.
Nintendo Land: Zelda Battle Quest
This one was a bit of a disappointment, to be honest, and being on-rails did not help it in this regard. I'd expect when you're playing with friends, this one's likely to be somewhat more entertaining, but for me and a couple strangers, we kind of just did our own thing and it wasn't too interesting. I did play with the GamePad here, and it was OK. I found myself having to spin around in circles sometimes for no apparent reason, as we never actually changed directions to such a degree. It was like the gyro didn't always pick up on my motion so it ended up getting more and more offset as I played. Aiming worked but was a little finicky; I did like the mechanic of pulling back on the stick to shoot the arrows though. That was a smart design, both intuitive and felt good to pull off. Overall the game was just too chaotic and in the circumstances I played them in, it did not really invite players to work together. Visually, however, it was fantastic. I'd certainly like to see more, but this was easily the least impressive of the four games I played.
Nintendo Land: Donkey Kong's Crash Course
WOW! This game is crazy hard, and just crazy in general too. I wish I had more time with it, as I needed to get going and just managed to fit in a few quick runs. The game quite simply decimated me. Played it for about 7 minutes, and I didn't come close to finishing the first stage. I'll say that I probably should have taken advantage of the two screens, instead of staring down at the GamePad the entire time -- this may have led to a number of gaffes that could have otherwise been avoided. Anyway, the gyro controls were responsive and intuitive. I can image it being designed where you simply push the analogue stick to tilt the course, but I doubt it would work anywhere near as smoothly as the gyro. I'm not sure about the longevity of Crash Couse, but for high score chasers it will no doubt prove challenging and alluring for quite some time. Can't wait to get a chance to dig more deeply into it, and hopefully actually redeem myself by completing the stage."
"Aright, now at a computer, let's put a few thoughts together:
GamePad
Weight/Comfort - Pleasantly surprised by how light it is: Playing Zelda/Donkey Kong, which required gyro manipulation of the screen, it felt efforless, which is a good though. I'd venture to say the weight is around a 360 Controller + Battery. However, for something like NSMBU's boost mode, one handing the controller was definitely going to feel heavier and somewhat straining for long periods of play. I'd say it's somewhat comparable to holding something like the iPad 2 one handed and using your finger to swipe at stuff.
Buttons/Sticks - Everything felt responsive, even the D-Pad felt right. Sticks have a good amount of travel and give, and was definitely in a good position. The ZL/ZR buttons are definitely the primary triggers (no, they don't feel analog and don't have that travel), and I'm really not sure whether the L/Rs will be heavily used (they definitely can't be quick toggles buttons like PS3/360's Bumpers/1s)
Touch Screen - Wow. The screen looks brilliant, and at times, seems to be more colour correct than the HDTV screens. If all the Wii U does is enable HD gaming on that screen, then I'm all in. Stylus usage (in Scribblenauts and NSMBU) are responsive as you'd expect (similar to experience on 3DS), and using fingers to just select menu items in NSMBU/Nintendoland seems to be responsive enough. Sing, interestingly, uses a coverflow like menu system for song selection, and this is where the resistive screen seems to be a bit weak: not sure if it's their API implementation of drag and swipe, but as my finger leaves the screen, the menu just stopped dead/bounced back one item. It could be due to the cold(?), but yeah, inconclusive in whether it can come close to doing capacitive like controls.
Scribblenauts
Yup. It's Scribblenauts in HD. It probably wasn't a good showing as it's just left in as a random stage with things to do, and I was kinda lost as to what I'm doing other than just coming up with words to solve things that was on the stage at the point. The stylus input on the touchscreen is definitely welcomed (and expected), but as Zeer0id as mentioned above, there's not a whole lot to the two screen usage other than mirroring what's going on.
NintendoLand - Donkey Kong's Crash Course
I've been pretty pessimistic about this game from the start, but it's definitely a well put mechanic into a game. Let's start with the obvious: No, the TV screen really isn't needed, all the gameplay is on the Gamepad. Tilting the machine and using the button input for manipulating gears and levers was interesting enough, and could be a good puzzle/high score minigame like Tank! in Wii Play.
NintendoLand - The Legend of Zelda: Battle Quest
I had tried this from the Gamepad side (didn't try the Wiimote only option), and it's an average on-rails experience. From the gamepad, you're in charge of shooting the arrows, which is critical in taking out unreachable enemies. For the bulk of the game, I felt like I wasn't making much of a dent as the other two players just charged in and killed everything.
One odd thing to note: during one run of the game, the Gamepad slowly drifted away from center, and my calibration for facing forward slowly drifted away from the TV. It's not a big deal, but it's somewhat odd that at the end of the game, everyone was facing the TV but me.
NintendoLand - Luigi's Ghost Mansion
Going in I was expecting this to basically be a rebranded Pac Man Vs experience, and I was definitely wrong on that. This game, unlike Pac Man, actually encouraged players to work together and hunt the ghost down before the time expires, and leaving people stranded is a bad idea (allowing the ghost to capture them). Human players gets the full view of the screen, and their controller vibrates more as the ghost is near them. Humans can use their limited flashlight to revive down players/reveal and hurt the ghost. The Ghost on the gamepad gets the full screen and sees everyone. Certain rooms/outdoor lightning flashes can also reveal the ghost locations. This was definitely the highlight and I can see lots of replay with a good group.
NintendoLand - Animal Crossing: Sweet Day
This, on the other hand, felt like the Pac Man Vs experience. Human players get a personalized view of their screen, and they're suppose to inform each other to stay away from the two guards (controlled by the Gamepad player). Since the human players don't have a full view of what's going on, it's more hectic and unorganized chaos, and leads to pretty lobsided games (in the two games I've played, it was either a quick Gamepad player victory or a quick human player victory).
NSMBU
It's New Super Mario Brothers, and it's in HD. Big whoop...
Oh, yes, there's the Boost mode. Boost mode is definitely an interesting addition to the game. I definitely made certain blocks that made reaching platforms possible, I'd also been able to save from certain deaths too. Yet it also lets be be a complete dick and trap everyone in a pit and blocking them from walljumping out. It also looks like I could tap on bubbled players, turtles, and other assortment of game objects that all does different things. It can definitely be the new high score run challenge, and it can also be the party mode where people take turns to be jerks to each other.
Sing
No, I didn't sing. Song selection is definitely "Play it safe", top 40s spanning the few decades (newest in there seems to be your Bieber and Carly Rae Jepsen song. The gamepad screen seems to be a personalized lyrics sheet, and both the TV/Gamepad provides "acting suggestions" for party play (like telling the singer to look at someone, clapping, etc). It's a very stylized look, and seems to forgo all the traditional scoring, singing assistant stuff that you find in singing games. "