Revolution -enthüllt-

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Raphael

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Hier der Bericht, der schnellsten Seite: www.1up.com



The entire industry has been clamoring for a taste of Nintendo's so-called next-generation 'revolution.' So have we. Every time Nintendo president Satoru Iwata has opened his mouth, he underscored time and time again Nintendo would not be following the traditional path of a new console. Rumors have persisted for weeks about touch screens, gyroscope functions, virtual headsets, and everything else under the sun.
Nintendo always emphasized they weren't following Sony and Microsoft, and boy, they weren't kidding. Nintendo decided Tokyo Game Show (an event the company typically forgoes in favor of Space World) was the right time to sit down with select members of the press and unveil their vision of gaming's future. And guess what? We were there.

We've seen the Revolution, touched and played with its radically different take on the game controller, talked with visionary designer Shigeru Miyamoto about the reasoning behind Nintendo's new approach and we're back with our lengthy, hands-on impressions.

Has Nintendo struck gold again? Read on and find out.

The Revolution Controller Basics: What The Hell Is It?
The controller for Nintendo's upcoming Revolution home console system is a cordless remote-control-like device designed to be used with only one hand. Two small sensors placed near the TV and a chip inside the controller track its position and orientation, allowing the player to manipulate the action on screen by physically moving the controller itself. For example, you could slash an in-game sword by actually swinging the controller from side to side, turn a race car just by twisting your wrist, or aim your gun in a shooter by pointing the controller where you want to fire.

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An expansion port on the bottom of the unit allows for add-on hardware to compliment this "remote controller" (our word for it, not Nintendo's), like a second controller piece Nintendo demonstrated that comes equipped with an analog stick and two trigger buttons (currently labeled Z1 and Z2, for those of you keeping track). When the two controller pieces are attached, the so-called 'Nunchaku' configuration (the two bits are connected by a short cord) can work similarly to current controllers, just with the second analog stick replaced by actual movement of the Revolution controller. Nintendo also mentioned that the controller stick could be slipped inside other, more conventional controller shells, dance mats, bongos, or other peripherals.

A large "A" button sits in the prime spot under your thumb on the face of the controller, with a "B" trigger on the back of the unit for your index finger. Otherwise the button configuration is an interesting mix of old and new: standard D-pad up top, near the power button (to turn the Revolution console on and off), Start and Select in the middle, on either side of the intriguing "Home" button (Nintendo wouldn't go into detail, but sounds like it has to do with navigating system menus, which will be important given the Revolution's promised WiFi connectivity), and two more buttons near the bottom labeled "a" and "b." These last two may seem uncomfortably low for your thumb until you turn the controller 90 degrees and it becomes just like an old 8-bit NES joypad, with the D-pad under your left thumb and "a" and "b" under your right. (Don't forget-Nintendo has promised downloadable versions of their classic games for the Revolution's "Virtual Console.") Nintendo mentioned the button names and their exact sizes could still change slightly before production, but what you see here is close to the final design.

Elsewhere on the controller, the four lights at the very bottom represent which player it belongs to, and that hatch on the back is the battery compartment. (The prototype Revolution controllers we saw used regular batteries just like the GameCube's WaveBird wireless controller-and last a similar amount of time, according to Nintendo-but reps wouldn't say for certain if the final unit would use batteries or some rechargeable option.) The effective maximum range for the wireless controller is expected to be somewhere between 10 and 15 feet. A variety of different colored controllers were on display, including red, lime green, white, gray, black, and silver. Finally, rumble functionality is built in to the controller.

revcon_screen005.jpg


The Revolution Controller Demos: How It Works.
Alright, so enough about sticks and buttons and lights-how does this crazy new controller actually work with games? To answer that question, Nintendo's legendary game creator Shigeru Miyamoto (creator of Mario, Zelda, Donkey Kong, Pikmin, you name it) walked specially selected members of the press through a series of hands-on technology demos. These were not real Revolution games (all the names for the demos are ours)-they were super-simple, graphically crude offerings designed solely to show off different aspects of how the controller can work. Here's a rundown of what we saw, along with our thoughts on each:

DEMO: BLOCK BUSTER
A firing-range-like contest where two players compete to see who can shoot randomly appearing squares first. Aiming is done by pointing the controller itself at different points on screen, pulling the B trigger to fire.
IMPRESSIONS: A great demonstration of how intuitive the controller can be-pointing it to aim felt perfectly natural, right from the very first second, just like with a light gun. It always shot exactly where it felt like I was aiming, and was incredibly responsive to even slight wrist movements-I barely had to move my hand at all.

DEMO: GONE FISHIN'
Grab a pole and lower it into a 3D pond full of fish. Keep the line steady and when you feel a nibble from the rumble of the controller, pull it up quick!
IMPRESSIONS: An interesting showcase of the controller's 3D movement detection-you position the fishing pole above the pond by moving the controller forward or back, left or right in actual space, then lowered the hook by lowering the controller. It was a bit difficult to keep it steady in the water, but flipping the controller up when you got a bite, mimicking the motion of pulling up a fish in reel life, was a little thrill that just felt right.

DEMO: IRRITATING STICKS
Two players guide rotating sticks through a side-scrolling maze of tunnels and moving obstacles, gathering coins and avoiding touching the walls. (A lot like the PS1 game Irritating Stick, and exactly like the import-only GBA game Kuru Kuru Kururin.)
IMPRESSIONS: Another demo that needed no explanation, you just "got" it immediately-move the controller in whatever direction you want the stick to go. As a 2D game that requires exact movement (the caves get really narrow in parts), this one reinforced how precise and steady the controller's movement detection can be. Another interesting tidbit-if your controller fell outside the detection "box," the demo had an arrow pointing off the edge of the screen in that direction so you could get it back in the correct space.

DEMO: AIR HOCKEY
Exactly what it sounds like: Two players each control a flat stick on either side of a rink by moving around their controller, pushing a puck back and forth, trying to keep it out of the goal on their side.
IMPRESSIONS: A bit sloppy and more sluggish than the other demos, this one was supposed to show how you could put "english" on the puck by twisting the controller but in practice it didn't work as well as in other demos (and I'm not saying that just 'cause I kept scoring on my own goal...wait...OK, actually it is partially because of that.).

DEMO: BASKETBOWL
Two players drag or push a ball to their opponent's basket by making the ground under their controller-maneuvered cursor dip (by holding "B") or rise (by pressing "A").
IMPRESSIONS: This was oddly fun-you could try to move the ball by either making a hill next to it and pushing it along, or making an indentation for it to fall into, then using it to drag it across the court. When you got close to the basket, turning an indentation under the ball into a hill suddenly would fling it up into the air.

DEMO: WHERE'S WALDOASAUR
A simple demonstration of depth perception-the player searches for a particular pokemon on a giant map filled with the creatures (ala Where's Waldo), zooming in by pushing the controller towards the screen and zooming out by pulling away from it.
IMPRESSIONS: Nothing much to say here except that, as a Nintendo rep commented, you can see how this might be put to use for aiming a sniper rifle in a first-person shooter.

DEMO: PILOT WANGS
Manipulate a biplane through the air, trying to fly through rings scattered around the Isle Delfino hub world of Super Mario Sunshine.
IMPRESSIONS: This was about all the different ways the Revolution can detect tilting the controller. It was as if the controller was the airplane itself - as long as your movements weren't too sudden, the on-screen action would mimic your movements with very little lag time. After about a minute I was pulling dramatic dives and loop-de-loops, bullseye-ing plenty of rings.

revcon_screen001.jpg


DEMO: METROID PRIME-TIME
Nintendo saved the best for last. This was the first section of the GameCube game Metroid Prime 2: Echoes, retrofitted to be compatible with the Revolution controller and its analog add-on piece (the "Nunchaku" set-up mentioned earlier). As on the Cube the analog stick controls movement, but instead of holding down a button to look around, you simply point the other controller in the direction you want to aim.
IMPRESSIONS: At first, I was standing up and swinging my hand all around to aim - and my arms got really tired really quick. But once I sat down and relaxed, resting my hands on my legs as I would with a normal controller, everything clicked. It wasn't perfect yet - the Revolution controller functionality had just been added recently and wasn't bug tested or polished, so every so often the view would "spaz out" for a couple seconds - but it was enough to get me excited. As odd as it may look holding the two separate controller pieces, one in each hand, looking around felt incredibly natural, even more than my preferred PC-style keyboard-and-mouse setup. I have to wonder about precision and speed in multiplayer games, but for a more deliberate single-player game like Metroid Prime - and the series is already confirmed for an appearance on the Revolution - this setup already has huge potential.

The Revolution Controller Design Philosophy
So why has Nintendo decided to brazenly break with tradition and the conventions of every other modern console in creating the Revolution controller? According to Mr. Miyamoto, it was part of a conscious decision to make something simple and straightforward enough to reach out to a new audience. "We want a system that takes advantage of new technology for something that anyone, regardless of age or gender, can pick up and play. [Something with a] gameplay style that people who have never played games can pick up and not be intimidated by. We wanted a controller that somebody's mother will look at and not be afraid of."

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Hört sich alles sehr futuristisch an: happy discussion
 
Keine Revo Fakes mehr :cry:

Ich will diesen Controller in Händen halten!!
 
irgendwie hab ich angst, dass dieses neue konzept schiefgehen könnte. Das wäre echt schade um nintendo, weil ich kann mir vorstellen, dass viele leute dem keine chance geben werden. hoffentlich wirds net so kommen.
 
aDDeK schrieb:
irgendwie hab ich angst, dass dieses neue konzept schiefgehen könnte. Das wäre echt schade um nintendo, weil ich kann mir vorstellen, dass viele leute dem keine chance geben werden. hoffentlich wirds net so kommen.

Die Japaner sicher nicht.
 
Irgenwie kann man damit alle bisherigen und neuen SPiele spielen und die neuen :D
 
ich kann mir das gameplay zimlich gut vorstellen! und ich freu mich drauf!
ich glaub schon dass es von der gesellschafft angenommen wird denn 1.sieht der controller hammergeil aus und 2. scheint es doch zu funktionieren! :D
 
WOW geil so hammer hätt ichs nicht erwartet :D

Dann kann ja sein das das stimmt das Dashboard weil da ja ein spiel gezeigt wird wo man schießen muss zumidnest beim retro spiel davon!
 
Ich würd sagen....

Sony is doomed und Microsoft sowieso. :D Allein die vorgestellten Möglichkeiten wie das Schwertschwingen bei Zelda, Angeln, etc.... mann mann mann! Traumhaft!!!
 
von www.igncube.com



Developers Comment on Revolution Controller
Nintendo pulls back the curtain on its off-the-wall and yet oddly intriguing new controller. What do pubs and devs think?
by Matt Casamassina
September 15, 2005 - During the Tokyo Game Show 2005, Nintendo president Satoru Iwata unveiled the company's
refreshingly original and slightly scary new Revolution controller, and likewise stated the philosophy behind it.


"Every gamer who plays. Every one who used to play. Even those who have yet to play. Nintendo is your bet."
The Revolution input mechanism, which is as far from a conventional controller as could be possible, more resembles
a television remote with a touch of Apple style. The white, glossy device interacts with motion sensors on television
to enable players unexplored full 3D freedom of movement in games. By pointing and manipulating the controller,
gamers can do everything from run, jump, spin, slide, shoot and steer to accelerate, bank, dive, kick, throw and score
in "… a way never experienced in the history of gaming,"
according to the Big N.

"The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we know it today," explains Satoru Iwata, Nintendo president. "This is an extremely exciting innovation - one that will thrill current players and entice new ones."

"Nintendo has long been a trailblazer, and this controller design reinforces that reputation," said Brian Farrell, president and CEO of THQ. "We enthusiastically support Nintendo's next console because we believe their approach of continual innovation is very much in line with our own strategy of creating unique and innovative games for the next generation of hardware."

"What we're seeing from this controller is the same thing we saw with Nintendo DS," said Chuck Huebner, Head of Worldwide Studios, Activision.. "It's a system that's designed with an eye on enticing new players to the video game industry, and that's something we firmly support."

"Game control is essential - it's the area where perhaps the most game-play improvement can be made," said John Schappert, Sr. Vice President and General Manager of Electronic Arts Canada. "While our portfolio represents a full array of titles across all genres, I think our sports titles might be the first to immediately take advantage of what this novel 'freehand' type of control has to offer."

"We were among the first publishers to see the control design in action," said Serge Hascoet, Chief Creative Officer of Ubisoft. "We're excited about the new controller and are looking forward to taking advantage of its innovative aspects."

Be sure to check IGNcube's front page for hands-on impressions, pics and more
 
Einfach nur genial. Hoffen wir mal, dass er auch bei der Masse ankommt. Jedenfalls sind die Entwickler begeistert, also ist das Third-Party-Problem wohl gelöst.
Und stellt euch damit mal Ego-Shooter vor. Und dann noch mit dem wunderbar angeordneten B-Knopf.
Und mit dem DS und Revo werden die Adventures wiederbelebt.
Und um bei Super Smash Bros. einen zu hauen, einfach mal Controller nach rechts schlagen.
.......
.......
Das Ding ist einfach nur genial. Nur das Design gefällt mir noch nicht so gut.
 
Hier mal die wichtigsten Dinge in Deutsch: www.nfans.de



Auf den ersten Blick sieht man eher eine Fernbedienung, als die zukunftsweisende Steuereinheit einer Konsole. Doch hier seht ihr was hinter dem kleinen Kasten steckt:

- Durch einen Sensor, der auf dem Fernseher platziert wird, werden sämtliche Handbewegungen registriert. Dabei werden neben Oben, Unten, Links und Rechts auch Vor- und Rückwärtsbewegungen wahrgenommen.

- Ein Tilt-Sensor überwacht die Neigung. Diese Technik ist bereits in einigen GBA-Spielen zum Einsatz gekommen.

- Neben den Knöpfen auf der Vorderseite, ist der B-Knopf auf der Rückseite. Interessant ist ebenso die Möglichkeit des Ein- und Ausschaltens der Konsole über das Pad, wie auch der neue "Home"-Button.

- Das Pad ist praktisch beliebig erweiterbar, da die linke Hand frei ist. Vorerst ist ein Analog-Stick angekündigt. Theoretisch können aber reihenweise weitere Möglichkeiten genutzt werden.

- Das Pad ist komplett kabellos gestaltet worden. Durch die gewohnte Fernbedienungsform sollen nahezu alle Menschen angesprochen werden.

- Ein Rumble-Pak zählt zum Standard jedes Controllers.

- Die vier Lämpchen an der Unterseite deuten auf einen "virtuellen" Vier-Spieler-Adapter hin.

- Weitere Details, wie lange das Pad z.B. bis zum Batteriewechsel genutzt werden kann und wie die maximale Reichweite zum Empfänger ist, sind noch nicht bekannt.
 
Einfach genial!

Hm... erinnert ihr euch noch an dieses eine Mario-Video wo der eine da einen Helm aufhatte und mit den Händen gelaufen ist?!

Irgendwie würde es dazu passen....

Nur wie gesagt, schade das "nur" der Controller gezeigt worden ist und nicht mehr :( vieleicht kommt ja noch was.
 
Hier die Beschreibung mit dem Schreiberling von www.gamefront.de




Erste Bilder und Infos zum Revolution-Controller

16.09.05 - CubeIGN und 1up haben erste Bilder und Infos des Revolution Controllers von Nintendo veröffentlicht. Der Controller für die kommende Revolution-Konsole arbeitet ähnlich wie eine Maus in einer echten 3D Umgebung, was ideal für Spiele wie Ego-Shooter sein soll.

Der Controller ist kabellos und ähnelt auf den ersten Blick einer Fernbedienung im iPod-Design. Er ist so gebaut, dass er sich mit einer Hand bedienen lässt. In der Nähe des Fernsehers platziert man zwei kleine Sensoren, im Controller ist hingegen ein Chip: Er verfolgt die Position des Controllers, so dass der Spieler die Action auf dem Bildschirm durch Bewegen des gesamten Controllers beeinflusst.

So könnte man ein Schwert schwingen, indem man den Conrtoller entsprechend eines Schwerthiebs bewegt. Ein Gewehr in einem Shooter richtet man aus, indem der Controller auf das Ziel zeigt, das man treffen will.

An der Unterseite des Controllers befindet sich ein Erweiterungsschacht. In diesen Schacht soll verschiedenes Zubehör wandern, wie z.B. ein zweiter Controller mit Analogstick und zwei Tasten (s. Bild 4).

Sind beide miteinander durch ein Kabel verbunden, arbeiten sie ähnlich wie herkömmliche Controller; statt eines zweiten Analogsticks hat man jedoch den mit Bewegungen arbeitenden Revolution-Controller.

Auf dem Revolution-Controller (Bild 1) befindet sich unter dem Steuerkreuz eine große A-Taste, die mit dem Daumen gedrückt wird. Auf der Rückseite liegt eine B-Taste, die man mit dem Zeigefinder bedient. Dazu kommt noch eine Start- und Select-Taste. Die Funktion der Home-Taste hat Nintendo noch nicht weiter erklärt, sie könnte aber zur Navigation in Menüs bzw. mit der Wi-Fi Verbindung zu tun haben.

Die letzten beiden Tasten liegen auf der Oberseite des Controllers und heißen a und b. Sie scheinen zunächst schlecht erreichbar zu sein. Doch dreht man den Controller um 90 Grad, lassen sie sich wie beim Famicom/NES bedienen: Links ist das Steuerkreuz für den Daumen, rechts sind die a und b Knöpfe für den rechten Daumen.

Diese Bedienung soll auch für das Spielen der NES-Klassiker via 'Virtual Konsole' benötigt werden.

Vier kleine Lichter auf dem Controller zeigen an, welcher Spieler welchen Controller besitzt. Die Klappe auf der Unterseite ist schließlich für Batterien gedacht; ob es einmal einen Akku geben wird, steht noch nicht fest.

Die Reichweite des kabellosen Controllers liegt voraussichtlich bei ungefähr 3 bis 5 Metern, eine Rumble-Funktion ist vorhanden. Verschiedenfarbige Controller (rot, weiss, schwarz, grün, silber, grau) sind geplant.
 
Am Design wird sich bestimmt noch was ändern-es wird mit Sicherheit noch ergonomischer-es ist halt ein Prototyp der einen Teil des Potentials zeigen soll.
 
Setzer schrieb:
Am Design wird sich bestimmt noch was ändern-es wird mit Sicherheit noch ergonomischer-es ist halt ein Prototyp der einen Teil des Potentials zeigen soll.

denke ich auch.. vorallem würde ich an der unterseite vier knöpfe anbringen!(snes)
 
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