A tester's Twitter post shows a picture of a Wii U controller with analog sticks.
http://www.nintendoworldreport.com/rumor/30203
The Wii U controller may have traditional analog sticks, as opposed to the Circle Pads from the model shown at E3 2011, according to a photo posted by someone claiming to be a QA Tester at TT Games.
The unit also shows the + and - buttons moved to a more reachable position below the A, B, X, and Y buttons, similar to the layout of the DS Lite and DSi, instead of on the sides of the Home button below the screen. An additional unmarked button is located next to the Power button and an unidentified square resides below the D-pad. The headphone jack and stylus slot have been relocated and the controller appears wider overall.
The controller matches European filings for an alternate Wii U controller design that were filed simultaneously with the design shown at last year's E3. Both designs were filed on May 12, 2011 and published on February 2 of this year. Not visible in the photograph are contoured handles on the reverse of tablet.
TT Games is currently developing Lego City Stories for the Wii U. The tester's Twitter post and photo, which showed the controller connected to debugging hardware, were quickly removed. It is not certain whether the controller represents an intermediate design or one closer to the final version.
One of the biggest changes is a swivel camera.It would probably better to just use two cameras so you don't have to worry about breaking it or moving it.
Interesting picture there seems to possibly be a button or something below the D-Pad on the left side.
Yes.
Question, did the model in E3 have a mic?
Hmm...looking at the controller picture again, I still hate that the analog sticks are up at the top of the controller, with the Dpad and buttons underneath them. I can at least entertain the notion as to why the Dpad "needs" to be where it is, but c'mon having the buttons below the right analog stick is just so counter-intuitive to traditional controller design.
I like it. I like the look with the new curves, and I prefer sticks to pads. Now, if they can just get two of these to work at once, I will be happy.
I tried emulating the control scheme of this controller with the the other controllers, and it felt the same to me. In fact, I think it gave me a better control and better comfort with the analogs being on top than on the bottom. I'm sure that the new placements of the buttons and analogs will not complicate of getting used to.
I don't like the new analog change at all. *Shrug* I'm in the minority.
having the buttons below the right analog stick is just so counter-intuitive to traditional controller design.
they could hardly start off their new "for the core gamers" system by ignoring them from the get go.
Just because Sony used the same crappy layout over and over again for 15 years doesn't mean their competitors should stoop to that level.
GameCube;
Plus, when every other handheld (including Nintendo's own) has you looking up to view the embedded screen, it's just weird IMO to suddenly have to look down to see the Wii U tablet screen.
If Nintendo's innovations suck so badly why does Sony keep stealing them, and why do they end up becoming industry standards?
If Nintendo's innovations suck so badly why does Sony keep stealing them, and why do they end up becoming industry standards?
To give credit to Sony, they did create the dual analog setup that is now used in every modern controller, including the GameCube, Wii Classic Controller, Xbox, Xbox 360, and now the Wii U controller.
Sony created the standard by which all modern controllers are judged, dual analog controls. And I despise them for it.
To give credit to Sony, they did create the dual analog setup that is now used in every modern controller, including the GameCube, Wii Classic Controller, Xbox, Xbox 360, and now the Wii U controller.
If Nintendo's innovations suck so badly why does Sony keep stealing them, and why do they end up becoming industry standards?
To give credit to Sony, they did create the dual analog setup that is now used in every modern controller, including the GameCube, Wii Classic Controller, Xbox, Xbox 360, and now the Wii U controller.
Sony created the standard by which all modern controllers are judged, dual analog controls. And I despise them for it.
Gotta give Sony credit for taking Nintendo's idea and doubling it....
Nintendo makes the SNES controller, it has 2 shoulder button.
Sony takes the SNES controller, adds handles, breaks the d-pad, and doubles the shoulder buttons. *applaud* Good job Sony.
Nintendo makes the analog thumstick and adds a rumble pack
Sony adds 2 of them (2 analog thumbsticks and 2 rumble motors) toNintendo's SNES controllerthe controller we now call dual shock. *applaud* Good job Sony.
Nintendo creates the wiimote with a nunchuck for disjointed motion controller play
first Sony throws in a gyro to their dual shock... realizes that isn't gonna cut it, and then....
Sony creates Move..... totally not inspired by the wiimote and the nunchuch at all..... *applaud* Good job Sony
How does Sony do it? One of life's greatest mysteries.
Then Nintendo copied Sony's DualShock when they made the GameCube and Wii Classic Controller. They also copied the PSP's analog nub when they made the 3DS. Nintendo can copy too, you know.
Then Nintendo copied Sony's DualShock when they made the GameCube and Wii Classic Controller. They also copied the PSP's analog nub when they made the 3DS. Nintendo can copy too, you know.
It isn't theft when you are taking back something someone stole from you in the first place.
Then Nintendo copied Sony's DualShock when they made the GameCube and Wii Classic Controller. They also copied the PSP's analog nub when they made the 3DS. Nintendo can copy too, you know.
It isn't theft when you are taking back something someone stole from you in the first place.
Sony created the PSP's analog nub all on their own. :)
How are Vita's analog nubs?
A nub is no substitute for a full sized Wii.
How are Vita's analog nubs?
I strongly disagree with your statement that Nintendo should stop innovating with hardware
Nintendo's "innovations" did not result in a controller so good it became the new Industry Standard.
Nintendo "innovating" their controller design is what's led to such "glorious" layout/button designs as the N64; GameCube; and Wiimote controllers.I'm sure this is sarcasm, but I agree with it at face value. These three controllers are the best ones in existence as far as I'm concerned, and all better than Sony's effort.
I can't think of a single game that the Dual Shock is ideal for.
The GameCube controller is fantastic, easily the most comfortable controller I've ever held and I never had any problems with the button layout, although I would admit the D-Pad is too small and the C-Stick is poorly designed. A cross between the CC Pro and the GC Controller would be the best controller ever. The N64 controller had an interesting layout, but having only one stick (and one of pretty poor quality) held it back. I can't think of a single game that the Dual Shock is ideal for.
A cross between the CC Pro and the GC Controller would be the best controller ever.I agree about that. The D-pad and the C-stick design are my only problems with it, but even they were never much issue for me. Swap around the D-pad and left stick on the Classic Controller Pro, and give it the GameCube's shoulder buttons, and it'd be the best traditional controller. However, even that wouldn't compare to the Wiimote and Nunchuk, which is the most comfortable controller I have ever used largely due to its disconnected design.
I can't think of a single game that the Dual Shock is ideal for.
The strength of the SNES/Dual Shock/Classic Controller Pro design, though, is that it's capable of handling about every gaming experience you can throw at it on a console, save Real-Time Strategy games. That flexibility is what has made that general design (which the PS3; 360 use; and Wii Classic Controller all use, with some deviations) the accepted standard for traditional games today. Considering it was Nintendo's design originally with the SNES, I have to raise my eyebrow a bit at how many people here criticize it.
EDIT: On the subject of the controller itself, I'm curious where your palms are supposed to rest with this design. On the Classic Controller Pro or Dualshock, my palm rests over the front handle grips and the other half and fingers on the back grips. If I'm understanding this layout correctly, though, with the Wii U your right palm would be largely resting right on top of the buttons while you're using the right stick. That could be problematic.
The GameCube controller is fantastic, easily the most comfortable controller I've ever held and I never had any problems with the button layout, although I would admit the D-Pad is too small and the C-Stick is poorly designed. A cross between the CC Pro and the GC Controller would be the best controller ever. The N64 controller had an interesting layout, but having only one stick (and one of pretty poor quality) held it back. I can't think of a single game that the Dual Shock is ideal for.
You must have large hands.
EDIT: On the subject of the controller itself, I'm curious where your palms are supposed to rest with this design. On the Classic Controller Pro or Dualshock, my palm rests over the front handle grips and the other half and fingers on the back grips. If I'm understanding this layout correctly, though, with the Wii U your right palm would be largely resting right on top of the buttons while you're using the right stick. That could be problematic.
However, even that wouldn't compare to the Wiimote and Nunchuk, which is the most comfortable controller I have ever used largely due to its disconnected design.
Microsoft never stole the ... GameCube's controller designs in making their own controllers
Yeah, it's not bad placement at all. My only beef with the Dreamcast controller was its god-awful underside design. I cringe holding that thing.
And my chief problem with the stick positioning isn't really the left stick, but the right one. Even the GameCube controller had the sense to have the right analog stick below the buttons where it belongs.
And my chief problem with the stick positioning isn't really the left stick, but the right one. Even the GameCube controller had the sense to have the right analog stick below the buttons where it belongs.
Why is it such a big deal if the sticks are above or below the buttons?
And my chief problem with the stick positioning isn't really the left stick, but the right one. Even the GameCube controller had the sense to have the right analog stick below the buttons where it belongs.
Why is it such a big deal if the sticks are above or below the buttons?
Because as I already stated, when the stick is above the buttons your thumb and part of your palm end up resting on the buttons while using the stick. Even Rachtman's mock concept model image seems to show this. It's kind of hard to tell from that angle. When the stick is below the buttons, your hand remains largely on the controller casing where it belongs. A stick being smaller than a wide formation of buttons, you can also easily angle your thumb away from the stick while using the buttons in that configuration as well.
I'll see for myself how the controller feels when the Wii U eventually hits GameStop or whatnot as a demo unit, but right now I just don't see this layout playing well with me.
So you'd prefer the DualShock setup where both sticks are below the buttons in a horizontal line?
And my chief problem with the stick positioning isn't really the left stick, but the right one. Even the GameCube controller had the sense to have the right analog stick below the buttons where it belongs.
Why is it such a big deal if the sticks are above or below the buttons?
Because as I already stated, when the stick is above the buttons your thumb and part of your palm end up resting on the buttons while using the stick. Even Rachtman's mock concept model image seems to show this. It's kind of hard to tell from that angle. When the stick is below the buttons, your hand remains largely on the controller casing where it belongs. A stick being smaller than a wide formation of buttons, you can also easily angle your thumb away from the stick while using the buttons in that configuration as well.
I'll see for myself how the controller feels when the Wii U eventually hits GameStop or whatnot as a demo unit, but right now I just don't see this layout playing well with me.
Here's where you might be wrong. The QA tester at TellTale Games posted that tweet a few days ago, meaning they just recieved a developer kit from Nintendo. This kit is more than likely a newer one, meaning it has the updated controller design and newer internal hardware.
This is the near-final controller design, you can bet on it. Plus, a few people on NeoGaf misread those patents. Apparently, the patent with the analog sticks is the newer one, while the one with the slide pads is the older one.
Also, if this picture was just a prototype model, why would the QA tester delete his twitter account so quickly? He was obviously under some strict NDA that he broke, so he doesn't want to do any further damage to his reputation. But it's too late now, the internet has already seen it.
How can anyone possibly think the grips on the Dualshock controller are long enough? They're like only 2 inches long. Maybe for a child's hands that is sufficient, but isn't the PS3 supposed to be a "mature non-kiddie" console like Kevin Butler always tells us? If what Kevin Butler and the Sony Fanboys tell us about the PS3 is true, then why the heck is the controller not suited for Adult hands?
I have searched many times on places like Amazon to see if there was some kind of shell or something the dualshock controller can snap into which extends the length of the grips to a more adequate length, but I could never find anything. There are plenty of third party controllers which do address the grip length problem, but the third party controllers always have sloppy accuracy and responsiveness with the analog sticks... so I just can't seem to get this problem solved. Does anyone know of a solution?
How can anyone possibly think the grips on the Dualshock controller are long enough?I have small hands so I never really had a major issue with it. I always liked the GameCube controller more but I don't hate the Dual Shock controller. I admit that Sony should seriously consider a redesign. It's almost a good controller. I never felt that it was unusable; just that there's no reason for it to not be better.
Supposedly he got fired and might be getting sued.Or really simple. Something along the line of:
Nintendo's Wii U NDAs must be a fun read...
Supposedly he got fired and might be getting sued.
Nintendo's Wii U NDAs must be a fun read...
So... Since it wasn't an NDA. What flavor was the Mystery Dew?Supposedly he got fired and might be getting sued.
Nintendo's Wii U NDAs must be a fun read...
Can't speak for a Wii U NDA (is it because I haven't seen one or I've signed one and can't disclose it? dun dun dun... Okay, I haven't seen one), but having actually read and signed my first real NDA recently, I have to say, it probably isn't that fun of a read. ;)
The fun stuff is after you've signed it. :D
...I have to totally Disagree with you. If I could use a Wavebird over a CCPro for MHTri I definetely would. I like specific examples where the Wavebird as the control interface ruined a game.
The Gamcube controller was amazing for some games designed for it and sucked for everything else. Therefore it sucks. It was so comfortable in my hands but it was not designed to work for all games in a broad sense so by controller standards it sucks. It's too bad because with a few tweaks it could have been great.
...
So having both analog sticks on the top sure looks nice but "looks nice" means DICK.Are you suggesting that the analog sticks on top won't work? I feel like it makes more sense for the right analog stick to be above the face buttons. Games that use the right analog stick heavily typically do so primarily with the shoulder buttons. How often does Nintendo put form before function? This is the same Nintendo that said, "**** the diamond layout we invented. Kidney shaped buttons for you."
How often does Nintendo put form before function?
The Wii control was designed as a marketing tool first, videogame controller second.How did you come to that conclusion? That's not... Nintendo started with motion controls then put a shell around it. There is no Wii Remote with the accelerometer and optic sensor. It always began as an input device for videogames.
I think it is totally believable that Nintendo would compromise the Wii U controller because they felt that symmetrical analog sticks would be more attractive.That must be why they put 2 circle pads on 3DS. For symmetry.
I don't get how you can argue the DS layout hasn't demonstrated itself as anything more than a gimmick. Sure, there are games that misuse touch controls, but there are tons of games that work better because of that layout.
I don't get how you can argue the DS layout hasn't demonstrated itself as anything more than a gimmick. Sure, there are games that misuse touch controls, but there are tons of games that work better because of that layout.
The DS didn't get really good until developers essentially pretended the touch screen didn't exist and just made "normal" games. Then Nintendo suddenly decided this was no good and shoe-horned horrible broken controls into Zelda to "prove" the concept. It isn't like there are DS games that make you say "man, I can't imagine what videogames would be like without a second screen." The best example of a new feature being immediately proven is the analog stick. Super Mario 64 comes out and we're wondering how we could ever do controls in a 3D game with anything but. Practically every N64 that came out after used the stick and with Nintendo's games you couldn't imagine them without it. It was just instantly the new standard.
Nintendo had the GC/GBA connectivity and it never really went anywhere. You could tell from the games they did make that they had to struggle to think of any ideas for it. They were all gung-ho about a Pac-Man game that was such a minor title they gave it away for FREE. You don't keep such a non-marketable idea around unless you're short on ideas. They came up with the concept and assumed it would inspire them and it sure as hell didn't. Then they did a similar idea with the DS and the first year or so of the DS was like some sick joke. Nearly every game was some forced half-baked nonsense.
Now they're bringing it back to consoles. If this concept was so inspiring then the ideas would be coming out like a faucet. They didn't on the Cube and they didn't on the DS so WHY NOW WOULD IT BE DIFFERENT? It's the same damn thing they have struggled to come up with ideas for, to the point that they made Zelda play like **** to try to force it. Compare to the analog stick or the SNES L&R buttons. The ideas just came almost effortlessly for those controller innovations.
What we're going to get is status screens and maps on the tablet. We're going to have games that use the normal controls for 90% of it and then have some arbitrary point where you have to touch the screen. We'll get some forced usage that makes some games frustrating to play. Don't expect anything beyond what we got on the DS. If they had brilliant Mario 64 calibre ideas they would have used them ten years ago! They didn't because these ideas don't exist, or at the very least Nintendo can't think of them. They're not going to go from forced nonsense like Phantom Hourglass to sublime dual screen mastery just because this is now on a console.
Ok what is your ideal controller then? What in the world should developers do to improve controllers? More buttons, more sticks? seriously what? Or are we just at perfection at this point?
If developers finally realized the second screen doesn't have to have touch controls for every game, why would it be a problem now? Just being able to look at maps and switch items on the fly without slowing the pace of the game is huge for me. Tell me how much you enjoyed taking on and off the Iron Boots in OoT? You like Xenoblade don't you? How much did you enjoy bringing up a map or new screen to check something minor? If I could still walk and explore while just checking that stuff it would make things so much convenient. That is just as much a natural progression as the analog stick.
And no, after getting used to Kid Icarus, I learned how to relax my hands(No different than destroying my thumb on the control stick during SF64 and Mario Party when I was younger), I can play without the stand, and understand totally why duel analog would not work for this game. Uprising is an Epic game that took me about 5 levels to really get into, but after that I got it. Maybe you don't see cause you refuse to play the game, but with a little time the control scheme is perfect.
When the Analog stick and 3D games became the norm, I had a heck of a time walking narrow paths, walking slowly or judging distances. So jumping into that wasn't just naturally intuitive for everyone, it's the reason why 3D Mario sales so much lower than 2D Mario. Playing Kid Icarus is like that. One has to just give it a chance and i'm glad people are from the looks of it's sales.
Granted not every game with a touch screen is great. I enjoyed Spirit Tracks for a while before I got bored, but I do understand fighting the controls with that game. Even with Nintendo the new technology caused a knee jerk reaction, lately things have just gotten better and better, I don't see why the trend wouldn't just continue.
At least we won't have to keep swapping out the batteries in that damn thing. Sometimes I tire of doing it with my Wiimotes. (all 3rd party Wiimote battery charger docks suck, btw)I've got one that does induction charging so I just sit them on the pad when I'm done and there ready to go.
At least we won't have to keep swapping out the batteries in that damn thing. Sometimes I tire of doing it with my Wiimotes. (all 3rd party Wiimote battery charger docks suck, btw)
At least we won't have to keep swapping out the batteries in that damn thing. Sometimes I tire of doing it with my Wiimotes. (all 3rd party Wiimote battery charger docks suck, btw)
Just use rechargeable AA batteries. That's what I use.
At least we won't have to keep swapping out the batteries in that damn thing. Sometimes I tire of doing it with my Wiimotes. (all 3rd party Wiimote battery charger docks suck, btw)
Just use rechargeable AA batteries. That's what I use.
How is swapping out rechargeable batteries any more convenient than swapping out regular batteries? Do you actually comprehend what he said?
The problem wasn't the price; it was the inconvenience of having to switch out batteries which you still have to do if the batteries are rechargeable.
Nintendo could have came out with their own battery pack as an optional accessory for an extra cost. Cutting costs doesn't explain why they didn't, because they could have made a profit off that.
Anyway, if you want to squeeze more life out of your Wiimote one thing you can do is disable the rumble and/or the speaker on it. If you don't mind doing without those things it really makes a huge difference in how long the batteries will last.
Nintendo could have came out with their own battery pack as an optional accessory for an extra cost. Cutting costs doesn't explain why they didn't, because they could have made a profit off that.
Anyway, if you want to squeeze more life out of your Wiimote one thing you can do is disable the rumble and/or the speaker on it. If you don't mind doing without those things it really makes a huge difference in how long the batteries will last.
It's kind of annoying that my PS3 has to be on for my Dualshocks or Move controllers to charge.
The uMote has a charging stand/dock if the patents are to be believed.I thought it had an AC plug. I imagined it would work like the 3DS where you can plug into the unit or charge stand.
Does the Xbox 360 need to be on to charge it's controllers?No. The Xbox 360 controller uses regular batteries but Microsoft sells 1st party rechargeable battery packs separately that charges on an included stand/dock thing. You can't charge and play at the same time if I remember correctly.
I don't see what the big deal is with having controllers be wired to the system. Maybe some people sit a huge distance away from their system when they play, but for me a 10ft cable is more than adequate and more importantly it never requires charging.
I like no cables - no worries about dogs or people tripping over them and ripping your console off the shelf and resetting your game that you're at the very last stage and there's no save because it's a frickin' NES and there's no save feature and your sister is stupid for tripping over the cable in the first place.
I have some bad memories associated with controller cables.
You can't charge and play at the same time if I remember correctly.