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Nintendo 3DS

by Karlie Yeung - January 21, 2011, 5:04 pm PST
Total comments: 5

All about the screen.

There seems to be concern about eye fatigue when using the 3DS for an extended period of time. From my experience, I would think that my arms would be tired long before my eyes were.

Looking at the Nintendo 3DS promo videos, you'll notice that all the models are holding the console in exactly the same position and exactly the same distance away. That's because there is only one angle to hold the 3DS at in order to see the 3D effects properly. Succeed with this, and you will have the sharpest of images. Avert your eyes even slightly, and things start to float where they should not, layers separate, things double up, and you lose the perfectly crisp image. Looking at the screen like that even for a short while is uncomfortable, but it is quite easy to slip into such a view.

3D images are really, really sharp, in part thanks to the 3D making round things look more spherical. This is the part that people are saying you can't appreciate until you see it. When it's done well, it enhances the character models, rather than just adding a layered effect with background and foreground components. The inside of the Deku Tree looks curved and smooth. It's a subtle enhancement, and that's the difference.

Turning off the 3D, you lose the life-like quality and crisp, razor sharp, yet smoothly joined edges, but the viewing angle increases accordingly.

While I didn't see anyone else do this, because of the strict viewing angle, I had to adjust the way I held the console to play Kid Icarus: Uprising. Your left hand controls the Circle Pad and L-trigger, as well as holding the DS. Most of the time, you can just hold down the trigger and that's fine, but if you want to charge or stop shooting, you have to take your finger off the button. In your right hand, you hold the stylus pen-style, so you're meant to hold the 3DS with your left hand supporting the console completely. I couldn't keep it balanced while having to press L, so I hooked the last two fingers of my right hand under the system in order to keep it stable. Basically, I had to work around the exact issue that Sakurai previously suggested.


AVJanuary 21, 2011

I heard its more like looking IN than coming OUT at you. Is this true? I want both !!!

SilverQuilavaJanuary 21, 2011

Quote from: Mr.

I heard its more like looking IN than coming OUT at you. Is this true? I want both !!!

Maybe the depth slider lets you do that either way. It can be altered to how the person wants it after all :]

Not a lot of stuff pops out at you. You'll have some things floating in the foreground. It's not going to be like at a 3D movie where Jaws leaps out at you.

The slider varies how much the effects I've mentioned are shown. So in most cases, how rounded the character models look, how sloped the ground goes out towards the distance.

MaryJaneJanuary 22, 2011

I'm a little confused. What about the dog in Nintendogs coming out of the screen to lick your face? Navi in Oot? I understand the depth aspect and realization of 3D shapes, but certainly there are a good amount of things "popping out"?

I'd describe it as more at the screen than out of the screen. The dog's paws are kind of perched "just over" the imaginary boundary between screen and well, air. To activate this, you have to bring the screen fairly close to your face, and that affects the image, too.

Navi is basically as far forward as things can be in the same position, dungeons are generally at a "normal" level, and then the scene where Link first approaches the Deku Tree to talk, the whole Tree layer is well in the background.

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Game Profile

Nintendo 3DS Box Art

Developer Nintendo

Worldwide Releases

na: Nintendo 3DS
Release Mar 27, 2011
jpn: Nintendo 3DS
Release Feb 26, 2011
eu: Nintendo 3DS
Release Mar 25, 2011
aus: Nintendo 3DS
Release Mar 2011
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