Revelado el control de REVOLUTION (verdadera revolucion)

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Revelado el control de REVOLUTION (verdadera revolucion)

Notapor pawel » 16-09-2005 06:33

La nota en gamespot

[quote]Shigeru Miyamoto and Nintendo of Japan representatives walked GameSpot through a collection of demos designed to show some of the theoretical applications for the unique Nintendo Revolution controller. Before starting the demos, Miyamoto was quick to emphasize that what we were about to see did not reflect the look of a game running on the Revolution hardware.

screenshot
The new Revolution controller sports a clean face that won't scare people away with a multitude of buttons.

The demonstration stations consisted of several different TVs that had red X's taped to the ground that were a set distance from the units--to show you where to stand. Once we were situated, we got our hands on the controller, which feels like an ergonomic remote control or even a laser pointer. The new Nintendo interface could easily be mistaken for a TV remote--with its long, rectangular shape--as it's designed to be held in one hand. It was very important to stand in the correct place for the demos, because the console actually tracks where you're pointing the controller at the screen, thanks to a small transmitter hidden inside the top of each controller. That's right, you can move around onscreen just by pointing the controller in a different direction.

The top half of the unit is devoted to the directional pad and an oversized A button. If you hold the controller like a remote, your thumb will have immediate access to the D pad and the A button. The underside of the controller has a B button that functions like a trigger button. The controller features select, home, and start buttons lined up horizontally halfway down the controller, and the bottom half of the controller has the X and Y buttons stacked vertically. If you turn the controller sideways, the X and Y buttons become B and A buttons for classic Nintendo gaming.

screenshot
Take a look at the controller from six different angles. It has a transmitter on top and an expansion port on the bottom.

Demo 1: Shootin' cubes

The first demo let us get a feel for the way the controller could be used to spice up the traditional game experience. Wire-frame and solid polygonal boxes appeared on a black background. Blue- and red-colored crosshairs tracked our movement onscreen, as well as that of controller two. Hitting the B button let us shoot at all the cubes as they appeared, which yielded different point values. The demo also showed off the controller's built-in rumble functionality. The early rumble-enabled prototype controllers had power cables, but the final wireless units will be self-powered.

Demo 2: Fishing games rule!
The second demo showed us how the controllers would handle in a 3D space. A simple, line-drawn-style pond full of multicolored fish (in the vein of Yoshi's Island) was displayed onscreen and challenged us to do some fishing. A small human hand functioned as the onscreen cursor to show us where our controller was pointing. You could take hold of a fishing rod that rested in the center of the screen by moving the hand over the rod and waiting until your virtual appendage took hold of it. Rod in hand, we were able to move the controller around to move our virtual rod up and down, right and left, and back and forth on the screen, which affected the position of the rod's lure. Obviously, the key is to hook fish. We tried our hand at introducing our hook to a few of the finny locals. The controller would rumble with each fish nibble, providing us with our cue to reel it in. Rather than hand-crank the line, we simply had to pull back and flick our wrist back at the right moment to snag our catch.

Demo 3: Irritating stick
The third demo showed how the controller could improve your standard puzzle-type game. The demo dusted off the Kuru Kuru Kururin, or irritating stick, baton from the Game Boy Advance puzzle game. The demo segment charged us with guiding the rotating stick through a winding pattern in a cave setting that was fraught with peril. The demo began with us lining up our colored crosshair with the large jewellike decoration at the center of the stick. Once that was done we had to guide the spinning stick through a windy path to collect coins, all while avoiding touching the side of the path or hitting moving blocks. Hitting or brushing against either reduced our stick's health bar. Fortunately, picking up coins restored it. Springlike bumpers were peppered throughout the route to help change your stick's spin, either forward or backward, which came in handy for navigating some of the tighter spaces.

screenshot
You hold the controller like a remote, but you can wave it around to control the action on the screen.

Demo 4: Air Hockey
The fourth demo had us move to a new television so we could try out the proper wireless controller I prototype form. The game featured an overhead view of an air hockey table that let us control a paddle. Though the basic mechanics were about as old-school classic as it gets--which means we had to block incoming shots from our opponent before flinging them back, all in the hopes of scoring--our paddle mechanics were not. Rather than simply letting you move your paddle up and down, we were able to move it anywhere on our half of the screen. You could also twist your wrist to give the puck some spin, just to keep things competitive.

Demo 5: Shootin' baskets
The fifth demo showed some of the unique ways you'll be able to interact with the environment in a much more tactile way. Our cursor was placed on a simple basketball court. The obvious goal was to score baskets. However, the catch was in how we had to score baskets. We were able to create a small indentation on the ground using the controller, which let us guide the ball over to the court. We could then shoot toward the basket by pressing A when we lined up our shot. When playing against an opponent you'll be able to use these commands to shake the ball loose from his or her grip.

Demo 6: Return to Delfino Isle
The sixth demo borrowed a brightly colored area from Super Mario Sunshine, specifically Delfino Isle, to show off a simple and smart way of controlling a vehicle. In this case we were tasked with piloting a red plane around the isle and through free-floating rings. Rather than require you to use the D pad to move the plane, we simply had to move our controller left, right, up, and down. We held the controller like it was a paper airplane in throwing position. The plane was responsive, and it let us perform all manner of loop-the-loops, sharp turns, and dives with ease. The large environment afforded us plenty of room to get comfortable with the control method, while the free-floating rings let us work on the finer aspects of moving the plane.

screenshot
In addition to functioning as an analog stick, you can also use the analog controller expansion to defend your village from ninjas.

Demo 7: Big Pokémon hunter

The seventh demo was a simple Where's Waldo?-style segment, wherein you hunted down specific Pokémon in a picture. The mechanic for doing so was interesting, as you were able to move around a large photo of all manner of Pokémon as they were chillin' (just as they do in their free time) in a park. Movement was in full 3D, so you were able to zoom in closely on the different Pokémon by moving the controller toward the screen, and you could zoom out by pulling it away. Moving left and right obviously let you look over the whole image. As you found your target, you simply moved the controller toward it until the game registered the find and sent you looking for a new one.

Demo 8: Metroid Prime 2: Echoes

Finally, the last demo of the day showed off the analog-stick attachment for the controller--which Nintendo reps likened to a nunchaku--and it was revealed how you could use it in conjunction with the main unit to play a game. In this case, the GameCube's Metroid Prime 2: Echoes was redone to include support for the Revolution controller and the analog attachment. The demo let you play through one of the early areas in the game, which felt considerably different from the original GameCube game. The attachment basically gave the game a much more PC-first-person-shooter feel thanks to the ability to free-look and aim with the main controller by moving it anywhere you wanted. The analog stick controlled your movement. The A button let you jump, while the B button fired your weapon. The shoulder buttons on the analog attachment let you switch visors, scan, and lock on to targets, although the lock-on feature was less necessary thanks to the precision firing available via just looking around with the controller. You could shift to the morph ball by pressing the select button on the main controller's face, which felt surprisingly comfortable to do in the middle of action.

Miyamoto noted that the developers at Retro Studios, who are hard at work on Metroid Prime 3, were intrigued by the new options available to the controller. He even went on to say that shooting in Prime 3 may be a more significant part of the experience due to the options open to Retro with the controller. In fact, if you're wondering what developers think of the unique new controller, Miyamoto also mentioned that Sega's Yuji Naka, head of the Sonic Team, liked the controller quite a bit.

screenshot
The Revolution can have up to four different controllers connected at the same time.

All told, the entire walk-through offered a compelling taste of just what kind of gameplay the unique controller is capable of bringing to console gaming. After looking at all the different demos, you can see what kind of potential the controller has to change the way we play the games we have today, in addition to creating whole new games around the new control device. The shooting mechanics of the first box demo and the Metroid Prime 2 demos pretty much guarantee some unique first-person-shooter experiences. The fishing demo and Where's Waldo?-style Pokémon game beg to be used in a role-playing game, such as Breath of Fire. The Kuru Kuru Kururin and basketball demos show potential for new types of puzzle games and sports games alike. You can have air hockey for players that might want the old-school game experience, and the plane demo was tailor-made for a Pilotwings-style game or maybe even something more elaborate, like an Ace Combat-style shooter.

The Nintendo DS and the new Revolution controller have shown us that, at the end of the day, Nintendo is still able to dream up some truly unorthodox ideas, as well as make them work in ways players never expected. As such, we'll be anxious to see just what kids of new experiences we'll be playing next year when the console ships. Look for more on the Revolution and the games for it in the coming months.


La nota de ign:

[quote]Hands-on the Revolution Controller
We take Nintendo's innovative new peripheral for a joy ride. Find out why it could change the way we play games forever.
by Fran Mirabella and Matt Casamassina

September 15, 2005 - It was a rare opportunity. Yesterday, just outside of Tokyo, Japan, Nintendo invited us to experience the Nintendo Revolution controller for ourselves. Joined only by Shigeru Miyamoto and a few executives, we attended a sort of schooling on the controller, the centerpiece of the Big N's next-generation platform. It has long been speculated on, but now it's actually something tangible that we can understand -- or, try to understand anyway.

For months, years even, we've been hearing Nintendo reiterate that it does not want to be part of the same battle that Sony and Microsoft are deeply entrenched in. However, with a system like GameCube, the comparisons are inevitable. With Revolution and its one-of-a-kind approach to the controller, drawing these parallels just became a lot more difficult. This was an important message from Nintendo in our meeting. It wants to explore uncharted waters, be a blue ocean company, and not find itself sailing the bloody waters where the competition resides.

Revolution guarantees this. The main source of input is nothing short of unexpected and untraditional. It is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it's moving in there. Now you're getting the idea.

Main Controller Features

* 3D Pointing. Sensors understand up, down, left, right, forward and backward.
* Tilt Sensitive. Controller can be rotated or rolled from side-to-side.
* Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad.
* Multifunctional. Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
* Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
* Rumble Built-in. Included as a standard in all the controllers.

To show off its features, Nintendo designed a series of crude gameplay demos. Since it did such a good job of helping us understand how the controller works, we'll describe them in detail in the following paragraphs. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features.

Demo #1: Point and Shoot
Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is.

Demo #2: Fishing
Much more advanced than just a simple cursor, this revealed how the controller can navigate a 3D space, moving an object on the TV screen not only left, right, up, and down, but also forward and backwards with depth. Users simply use the hand cursor on the screen to pick up a fishing pole and dip its line into a pond full of fish. Like nearly all of the demos, this was very crude, so don't go imaging even fishing on the Ocarina of Time level -- this was like a coloring book with flat fish in the water. The visual medium wasn't the point, though. It was pretty intuitive to just reach forward with our virtual hand, pick up the rod, and then dip the hook into the pond and dangle it there. When a fish finally bit, the remote rumbled, which was the cue to tug back on the controller to catch it. As it was only a prototype controller, it was wired because rumble was not in the wireless versions yet.

Demo #3: Shock Stick
Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and don't hit the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things.

Demo #4: Air Hockey
This blended basic pointing with something new: twisting. As you might imagine, players hit a puck back and forth by maneuvering their "hockey sticks" with the controller. The catch was that by twisting your wrist, left or right, you could angle the stick to send the puck in another direction. Twisting, in addition to hitting was actually pretty difficult in this demo. It worked to a point, but it also lacked the intuitiveness that a real table would have. It seemed mainly aimed at familiarizing us with the notion of twisting the remote to turn things.

Demo #5: Basketball
Again, this focused on laser pointer style controls. The game was to simply move a basketball around on the court, not by bouncing it, but instead dragging it by pressing the B-trigger in back of the remote to create an indent. The ball rolled into the crevice, and you could drag it towards the hoops. Then, with the A-button, you could reverse the indent, creating a hill and pop the ball upwards toward the hoop. It was a simple two-player game, but worked to show off the sensitivity of the cursor and how it was interacting with another player in the same space. Surprisingly, it was easy to keep track of where you were on the court, allowing for blocks and steals.

Demo #6: Toy Plane
Set in the watery hub of Mario Sunshine, this demonstrated that not all controls are created equal. The remote could be held like a toy airplane, fingertips support its base, which allowed the player to tilt it forwards to dip down, back to gain elevation, and twisted left or right turn. The objective was just to steer the plane through rings in the sky. Of course the first thing that came to mind was Pilotwings, so it's easy to see how these simple applications of the controller could be grown into something more complex. It was pretty intuitive to pull off dips and quick turns. Miyamoto joked that you could have a controller peripheral shaped like a toy plane to really make it interesting.

Demo #7: Where's Pikachu?
One of the crudest demos, the screen displayed a flat map with many Pokemon characters crowded together on it. It was a spoof on Where's Waldo, the famous find-the-needle-in-the-haystack illustrated book. The controller lent the ability to look left and right by just pointing the cursor across the map, but also zooming in by moving towards the screen (or zooming back out by moving away). One can imagine how a sniper rifle in a first-person shooter might take advantage of those kinds of controls.


[img]http://cubemedia.ign.com/cube/image/article/651/651275/hands-on-the-revolution-controller-20050915054852879.jpg[/img]

[img]http://cubemedia.ign.com/cube/image/article/651/651275/hands-on-the-revolution-controller-20050915054927691.jpg[/img]

[img]http://cubemedia.ign.com/cube/image/article/651/651275/hands-on-the-revolution-controller-20050915054930644.jpg[/img]

[img]http://cubemedia.ign.com/cube/image/article/651/651275/hands-on-the-revolution-controller-20050915054945878.jpg[/img]

Un pequeño resumen para los que no saben español, o no entienden.

A fijarse una por las apariencias, lo ve como la gran cagada, como la peor mierda, sin embargo, leyendo lo que hace, y las posibilidades, se abre totalmente un mundo de ideas, es impresionante lo que se puede llegar con este control, y tengo la certeza, que no es solo el control si no las ideas de esta consola, ya que jamas veremos un juego igual en el revolution como en sus consolas pasadas, a lo que me refiero, es que aunque se llegue hacemejar a un juego de la vieja escuela sera diferente.

Bien en cuanto al control te mete mas al juego, a tus acciones, el control no es por botones ojo, es por el movimiento, y se usan botones a delantera y la b que esta en la parte de atras, para las acciones, pero en la mayoria de los casos, el siempre se usara por el movimiento, el juego responde totalmente a la posicion la colocacion del contro, (ya este inclinado, de un lado, adelante, atras, etc.), un ejemplo sencillo (ejemplo improvisado), un star wars, donde con tan solo mover el control mueves la espada en el juego y no necesitas ni un boton, ya que con solo el movimiento puedes defender y atacar, y usar el pad del control para moverte, al igual tambien hay añadimientos para otro stick, que ayudan sobretodo en los juegos de primera persona, otro añadimiento misterioso.

Se han mostrado entre 7 a 8 demos, para el revolution, y todos son diferentes, y dan una pequeña muestra de lo que puede hacer la consola.

El control es totalmente inalambrico y tambien es vibratorio.
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muy grandes

Notapor Flagstaad » 16-09-2005 07:25

Y pawel tenia que colocar las imagenes mas grandes que encontro!!!

la verdad si miran todas las coberrturas que hay en la red en este momento notaran que la de gamespot es mas bien parca y la de IGN bastante mas optimista, pero ambas coinciden en que es innovador y que hay que esperar a ver como se comporta con juegos de verdad y no solo demos.

Lo que si me parece curioso es que a pesar de que Nintendo no participa en el TGS en este momento es el centro de atención, alguien sabe donde se puede descargar la presentación del señor Iwata?
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Notapor pawel » 16-09-2005 07:58

cierto los de gamespot, dicen que son ideas muy extrañas, e introdoxos, como que no le entra, sin embargo admite que dara una sorpresa a los jugadores, y que si es bastante innovador, tambien critican el mando pero pues lo critican jusgando alguno de los demos, ign le encanta, y lo ve bastante optimista, sobretodo la idea de la primera persona le gusta al igual gamespot, bueno cabe destacar que el que hiso el reportaje de gamespot es dave navarro, creo que la persona incorrecta para hacer ese informe, lo bueno es que es bastante objetivo, pero nada le gusta, y en el otro matt casamassina, y pues tampoco lleva, porque el siempre parece que le va gustar nintendo, pero es bastante objetivo tambien.

Bueno lo importante es que el mando si da una revolucion, pero si sera para bien o para mal, eso veremos, ahora por ejemplo, como me dijo Evacross, no se entiende muy bien la idea sobretodo por el genero que usamos, tambien no hay videos, o una idea de como lo juega una persona, para dar entender si el control es complicado o no, segun yo no, ya que para mi es como jugar con un juguete desde la perspectiva que se a dado, pero todas esas dudas se van a ir resolviendo, sobretodo cuando se muestren videojuegos multiplataforma para el revolution, como RE5, splintercell, final fantasy 12, y el thriller de sega, tambien ver si se destruye algun genero.

La opion de Evacross la respeto, pero ya son exageradas para ya dar una conclusion de lo que va ser el Revolution, y tambien bastante subjetivo, puede que mi opiniones sean, de que ya lo se todo, y pues no, simplemente lo que mas entro es en la creatividad de los videojuegos y simplemente me imagino como va ser, y te digo que me parece excelente sobretodo la forma del control, ya que con este tipo de sensores de movimiento no hay nada mejor que un control rectangular, sobretodo que admitieron ser inspirados por la ipod, si alguien ya tuvo la experiencia de usar una ipod o verla, mucha gente agarra la ipod con solo una mano y todo el tiempo utiliza solo un boton para dar las funciones, me imagino que en los juegos se utilizaran mayoritariamente la a y la b, los de abajo se utilizaran me imagino cuando el juego esta pauseado, claro no doy la conclusion de que le va a ganar al PS3 y al XBOX360, solo se que si es una revolucion sea por las buenas o por las malas, y que yo estoy convencido.
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Notapor Sri lehn » 16-09-2005 08:00

kiero verlo en movimiento ¬¬
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Notapor Hentai_Sama » 16-09-2005 08:03

se ve... raro...
se ve intuitivo, pero hasta que punto, no tengo idea...
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Notapor EvaCross » 16-09-2005 08:05

Nisiquiera me molestaré en leer algo que ya leí...nisiquiera pusiste las imágenes en movimiento explicando su mecánica...nisiquiera..Pawel, sabes que eso en realidad no es una revolución :knockout:

Periféricos people...periféricos...
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Notapor Hentai_Sama » 16-09-2005 08:07

peri... ¿que?
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Notapor Lan_Mandragoran » 16-09-2005 08:11

Hombre, yo estoy a favor de innovar, de crear esperiencias nuevas, pero... puede ke le salga cara a Nintendo la ideita esta...
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Notapor Culex » 16-09-2005 08:20

Se ve extrano, sin duda no es la apariencia que esperaba, pero si hace todo lo que dice va a estar sensacional.

Lo unico que no me gusta es que se olvidaron de los videojugadores que gustan por jugar juegos de pelea, otra vez. A decir verdad viendo los controles de la nueva generacion todos lo olvidaron. :(

Nnguno de los 3 controles me gusto en apariencia, pero este tiene una muy buena pinta si hace todo eso y ademas si las companias se propongan a sacar juegos para ese gran control.
Aunque parece que por las companias no va a haber problema.

Bueno el tiempo como siempre definira everything.
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Notapor Lan_Mandragoran » 16-09-2005 08:27

Hombre, creo ke nintendo nunca apostó demasiado por los juegos de lucha...(por eso nunca me compre una consola suya), ni por los de rol, solo action rpgs como zelda, ke aunke es muy bueno, no son mi estilo preferido en el mundo de los rpgs
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Notapor pawel » 16-09-2005 08:52

[quote="EvaCross"]Nisiquiera me molestaré en leer algo que ya leí...nisiquiera pusiste las imágenes en movimiento explicando su mecánica...nisiquiera..Pawel, sabes que eso en realidad no es una revolución :knockout:

Periféricos people...periféricos...


si los he visto pero son simples fotomontajes que intentan explicar yo solo puse los que habian en ign.

pero apuesto a que no has visto este video, que explica el movimiento, y te da la idea de los juegos que van a salir, para la consola.

y evacross en el video veras que no es solo simplemente un periferico, solo por el simple hecho de la tecnologia wifi, ademas de que el control usa la tecnologia de la consola, que ahorita para xbox260 y ps3 es imposible copiar la idea, a lo mejor antes si, ya que las consolas aun no estaban completas, pero ahorita para el xbox360 ya para ellos es imposible.

y si el video representa exactamente lo que les decia, pero claro se ve mucho mejor en el video.

[url]http://cubemovies.ign.com/cube/video/article/651/651334/revolutiontrailer_091605_qtlow.mov[/url]
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Notapor Culex » 16-09-2005 09:08

[quote="Lan_Mandragoran"]Hombre, creo ke nintendo nunca apostó demasiado por los juegos de lucha...(por eso nunca me compre una consola suya), ni por los de rol, solo action rpgs como zelda, ke aunke es muy bueno, no son mi estilo preferido en el mundo de los rpgs


Por los de pelea desde el 64 ya no, pero por los demas tipos siempre aposto. Por supuesto que los de Rol estan incluidos.
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Notapor Lan_Mandragoran » 16-09-2005 09:24

Peleas:

SF II (no han pasao años ni nada)

Killer Instinct (idem de idem)

Algun Budokai creo...

EN 3 GENERACIONES DE CONSOLAS (eso es apostar por la lucha)


Rol:

ZELDA (un monton, y muy buenos pero todos action rpg)

Illusion of time (bueno per hace muuuucho tiempo)

Chrono trigger, Final fantasys,... (buenos pero como el illusion, para snes)

Para gamecube creo ke hay 2 (FF chr¡stal noseke y otro ke no me acuerdo

ESO ES APOSTAR POR EL ROL!!
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Notapor Xwolf » 16-09-2005 11:04

[color=indigo]Voy con Culex.. muy llamativos los nuevos generos k pueda crear con eso.. pero... los juegos de pelea?? Imagino hasta cierto punto k para ese tipo de juegos es k se creo el analogo aparte.. pero lo veo complcado..

K Ninty esta apostando fuerte.. sip.. k le vaya a resultar?? Habra k ver..[/color]
[img]http://img167.imageshack.us/img167/1199/shivalobohy0.jpg[/img]
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Notapor Lan_Mandragoran » 16-09-2005 11:20

Nintendo siempre ha tenido buenos juegos, pero limitado por 4 o 5 generos ke explota, dejando los otros (rpg, lucha) de lado...
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