Author Topic: Nintendo 360 console thread(GI rumor:possible final name...Nintendo)  (Read 43972 times)

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EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #600 on: April 27, 2011, 04:55:11 PM »
Here's a let's play going on at somethingawful

[youtube=560,345][/youtube]

Guy is using pointer controls to great effect although he is using the icky ads snap option.

I can't speak for other people, but I've never implicated that the wii should have been a gigantic haven for fps developers.  All I've ever said is that pointer fps is markedly better than dual analog as a control mechanism.  Anyone faulting it is quilty of never getting past the learning curve associated with the bounding box or assume its still doing the Red Steel way.  Speaking of which I played Red Steel 2 recently and they still don't get it.
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Stoney Mason

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #601 on: April 27, 2011, 04:55:23 PM »
but I don't get all the hate for aim assist when playing dual analog games.

This is one of those internet forums things that bears no relation to actual reality. The people who say this stuff are generally people who are PC keyboard and mouse players who prefer that method which is absolutely fine or they are crazy fanboys who can't bear to imagine that people aren't using their platform. There are a lot of the latter on GAF which is why you hear that argument frequently there but not in real life. Actual sales show where the audience is for fps games and what method of control they currently prefer.


I like mouse and keyboard.
I like dual analog.

I don't like Wii pointer style controls which feels like poor mouse control to me. Moving a mouse on a mousepad and having that traction feels normal to me. Holding a Wii pointer in a comfortable position in space and supporting it over longish periods of time has never felt right to me.

But everybody has their opinion. Like I said though, I think what people actually play on is more telling than what people are complaining about on forums.

« Last Edit: April 27, 2011, 05:05:51 PM by Stoney Mason »

EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #602 on: April 27, 2011, 05:06:18 PM »
the only comfort issue about holding a 'wiimote in space' is that you will have to sit up to play it competently ie with your arm resting on your thigh.  If you don't like to play games sitting up then that's fine ... I guess.

here's a later vid in the let's play showcasing a more action oriented level
[youtube=560,345][/youtube]
« Last Edit: April 27, 2011, 05:09:37 PM by EmCeeGrammar »
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Stoney Mason

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #603 on: April 27, 2011, 05:15:53 PM »
There are lots of reasons why I don't like Wii pointer control in fps but the reasons don't really matter. In the same way that it doesn't really matter when a person wants to describe why they like mouse and keyboard over dual analog.

I would say what arguably matters is what feels comfortable for the masses and what gets the bulk of fps development.

EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #604 on: April 27, 2011, 05:20:08 PM »
I was responding more to the erroneous Evilbore sentiment that pointer controls didn't work for fps games as opposed to what is massively accepted.  Its disingenuine assertion often based on folks not willing to get through the learning curve.  Its exactly how I feel when I try to dual analog.  Its alien and strange and my muscle memory is tied to my custom nunchuck settings, not heavy aim assist sticking.
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cool breeze

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #605 on: April 27, 2011, 05:49:09 PM »
I don't think anyone is saying it won't work, just that it ain't good.  Re-centering the reticule is a bummer and unintuitive. 

The niceness of the Wii pointer is that you can point at something and things happen.  In FPS games, you point at a guy in the top right and the screen starts turning, then the guy is in the center of the screen and you gotta bring it back to shoot him.  I'm surprised there hasn't been a form of sticky or smart aim where the games adjust for that stuff.  Killzone 3 had a mechanic to help but it didn't (based on the demo).  Like I said (or thought I said and actually didn't post it) Resident Evil 4 Wii has really great controls, as do all the lightgun games.  No turning, no problems.

EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #606 on: April 27, 2011, 06:03:37 PM »
It is good.  You flip flop on this all the time, man, don't make me go through your post history. I'm that bored.
sad

Herr Mafflard

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #607 on: April 27, 2011, 06:19:16 PM »
I admit, fps-wise I only played Goldeneye on the Wii, and it didn't click. I suppose I couldn't adjust to the default bounding box method. In fact, I hated and cursed it. But that's because I was getting whupped competitively by someone who is usually an inferior player to me on other systems but had more time with the game than me.

I'm sure with more time I'd get used to it - but I didn't really give it more than an hour. I sure it would be a fun, unique experience if I sat down and gave it some time.

Wii just doesn't have the hardware or infrastructure to support a quality competitive online fps. If say, Wii HD has its own Halo, people might accept pointer controls as suitable standard for competitive online shooters. But I don't think Nintendo has it in 'em to risk financing such a venture - even If Miyamoto did state that he could make a Halo.


I'm might willing to accept pointer controls are superior to analogue sticks. But to me, they're an intermediate console solution, an aspirant to the time-honored KB/M controls.



I don't think anyone is saying it won't work, just that it ain't good.  Re-centering the reticule is a bummer and unintuitive. 

The niceness of the Wii pointer is that you can point at something and things happen.  In FPS games, you point at a guy in the top right and the screen starts turning, then the guy is in the center of the screen and you gotta bring it back to shoot him.  I'm surprised there hasn't been a form of sticky or smart aim where the games adjust for that stuff.  Killzone 3 had a mechanic to help but it didn't (based on the demo).  Like I said (or thought I said and actually didn't post it) Resident Evil 4 Wii has really great controls, as do all the lightgun games.  No turning, no problems.

IAWTP

EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #608 on: April 27, 2011, 06:21:24 PM »
Wii just doesn't have the hardware or infrastructure to support a quality competitive online fps. If say, Wii HD has its own Halo, people might accept pointer controls as suitable standard for competitive online shooters. But I don't think Nintendo has it in 'em to risk financing such a venture - even If Miyamoto did state that he could make a Halo.


I'm might willing to accept pointer controls are superior to analogue sticks. But to me, they're an intermediate console solution, an aspirant to the time-honored KB/M controls.


I don't object to any of this. I personally can't adjust to wasd for movement, but again thats my own problem.

edit: about goldenye. It has very bad defaults. I had to refer to a gamefaqs post detailing how soeone wnet through the trouble of replicating some CoD wii controls.
« Last Edit: April 27, 2011, 06:23:01 PM by EmCeeGrammar »
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magus

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #609 on: April 27, 2011, 06:46:00 PM »
i played goldeneye online just fine,if there is one thing that i think it's distinguished mentally-challenged is nintendo mouthgag policy where you can't interact with the other players in any way

good thing monster hunter runs on capcom server and there are no shitty friend codes policies
:bow monster hunter :bow2
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EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #610 on: April 27, 2011, 06:50:25 PM »
I'm fine with a mouthgag policy in public games, every pc and 360 game I've ever participated in was obnoxious. I just think the hoops you have to go through to register 'friends' on the wii/ds so you can communicate with is a self-defeating measure for the service that keeps people away from it.
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Herr Mafflard

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #611 on: April 27, 2011, 06:56:01 PM »
i played goldeneye online just fine

I suppose it is on par with other last-gen, online SD shooters, yes. THough I still think even Halo 2 has it beat.

My point is, it can't compete with the Battlefield 3's and the Halo Reach's. That's why I was hypothesizing a situation where something on par with those games came out on Nintendo's next, HD-ified console, as a standard bearer for the superiority of pointer controls over dual-analogues.

Stoney Mason

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #612 on: April 27, 2011, 07:04:46 PM »
I personally think that pointer controls as currently emphasized on the Wii and the Move will never be as popular as dual analog. Motion control in some form may one day be what drives fps games on consoles but I highly doubt it will involve the current ergonomics that motion controllers represent. But that is just my opinion.

EmCeeGrammar

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #613 on: April 27, 2011, 07:15:01 PM »
I'm not confident enough to say if it will ever work in the favor of waggle, but really, all it takes is one breakout hit that uses it instead of what is perceived as 'standard' controls to change everyone's mind.  For years halo was the template, then it transferred to CoD4 controls.  If some wii2 fps game came out with comparable networking found on xbox live, fun multiplayer, substantially well integrated yet accessible pointer controls, serious marketing, etc.  it could change a lot of minds.  Unfortuneatly everyone's first impression was Red Steel.
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pilonv1

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #614 on: April 27, 2011, 07:48:33 PM »
Just because something "works" doesn't mean it's worth doing.
itm

naff

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #615 on: April 27, 2011, 08:57:31 PM »
Try playing with a pointer and a fixed view. Your shit will be shaking all over the place, and having to move your pointer to the left or right of the screen to make up for lack of right analog kinda sucks tbh. Maybe something like Razers hydra with dual analog and pointers is the way to go. Haven't tried it though.
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cool breeze

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #616 on: April 27, 2011, 09:11:15 PM »
The Guncon 3 has two analog sticks and a pointer.  I tried playing the FPS mode with it and the dexterity required to manage aiming, movement and camera is a bit much.  Granted, it is a Japanese FPS.

for fixed cursor stuff, L4D2 with the Razer Hydra does a neat thing where the cursor only moves a tiny bit to indicate the direction you are moving the controller.
[youtube=560,345]dXLC15I-koA[/youtube]


It is good.  You flip flop on this all the time, man, don't make me go through your post history. I'm that bored.

it's true that I'm a hypocrite by nature of short attention span and shorter memory, but I don't think I praised it.  Unless it was about a minor section in Goldeneye.  Occasionally that game puts enemies directly next to each other and you can pull off a cool take down where you shoot both in the head in under a second. 

again, a problem is that games aren't designed around it, and the kinks aren't worked out.  Dual analog controls were busted until they figured it out and added a lot of aim assist.  Try Call of Duty Classic on XBLA and compare it to MW2; it's a night and day difference in quality.

I still think touch screen/pad virtual trackball aiming is best for controllers.

Eel O'Brian

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #617 on: April 27, 2011, 09:49:13 PM »
pointer doesn't feel natural right now because there's no resistance or standard control set, you have to train yourself to move a certain way and set dead zones differently in every single game

also doesn't help that the "follow" accuracy just isn't there yet and both the wii and the move tend to lose tracking from time to time
sup

Stoney Mason

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #618 on: April 27, 2011, 09:55:49 PM »
pointer doesn't feel natural right now because there's no resistance or standard control set, you have to train yourself to move a certain way and set dead zones differently in every single game

also doesn't help that the "follow" accuracy just isn't there yet and both the wii and the move tend to lose tracking from time to time

There is no stable friction with a pointer. (And resting it on your thigh doesn't count) There is simply no equivalent for the mouse pad and the table that the mouse pad is on currently for pointer devices on consoles. Regular people lose themselves using a pointer with these devices in games in a way that they don't with a mouse. Which is why I say the current incarnations won't find general mainstream acceptance the way mouse and keyboard and dual analog have.

There may be a way for future incarnations of these devices to get it to work. But currently it doesn't feel good for the majority of gamers. As mentioned above they are okay for light gun games currently or games where your pointer isn't going to leave a single screen. But once its used as an actual look device combined with movement, the current implementations lose most people.

It's already hard enough to get casual people to play an fps and to get them to think that their head look and body movement are divorced. Try sitting down your casual friend in front of a modern fps and watch the holy struggle that ensues no matter which control solution you put in front of him. That is the barrier you have to overcome. And the one that feels the most natural with the least amount of work will always be what is the most popular.

« Last Edit: April 27, 2011, 10:01:17 PM by Stoney Mason »

TripleA

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #619 on: April 28, 2011, 09:56:57 AM »
That looks so big and uncountable.

That looks about the size of a Kindle. Have you seen / held a Kindle? It's surprisingly small.

Although the Stream controller will be heavier due to having more internal parts.

Herr Mafflard

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #620 on: April 28, 2011, 03:13:03 PM »
it's all well and good saying this or that is better, but has one actually been proven superior in a competitive space? can it?

say in Goldeneye Wii - has someone taken two groups of similarly skilled players, one team generally accustomed to a dual-analog setup, the other to using pointer controls, and pitted them against each other and found a general pattern of triumph favouring a certain party?

Can they? I think the outcome would probably depend on whether the game is skewed in favour for a particular control system.

I ask because when the Crysis 2 PC demo surfaced, because of the aim-assist gamepads even usual KB/M players found themselves doing better K/D ratio-wise using the 360 controller. That's not to say the 360 controller is better than a KB/M solution, is it. Just that the game helped gamepad players a little more.


Some reviewers are even complaining that the classic controller mode in Conduit 2 is deliberately made bad as to make the pointer controls look even better:-

Quote
The one thing that can be praised without irony is the control system, which may well be the definitive example of first person controls on the Wii. Although the Wii MotionPlus makes little difference the aiming is silky smooth and far more accurate than dual analogue sticks could ever be.

To prove this you only have to plug in a Classic Controller, although it seems so oversensitive we've a suspicion it was made that way on purpose just to make the regular controls look even better.
http://www.metro.co.uk/tech/games/861454-conduit-2-review-anything-wii-can-do

TakingBackSunday

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #621 on: April 28, 2011, 07:33:29 PM »
I quite like this mockup:



just fix the right stick's size
püp

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #622 on: May 01, 2011, 09:46:39 AM »


[youtube=560,345][/youtube]
cat

naff

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #623 on: May 01, 2011, 08:45:47 PM »
 :o amazing. Sad about the battery problems but that's still gaddamn great invention
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cool breeze

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #624 on: May 01, 2011, 09:43:00 PM »
I like how apathetic the dude is, saying some paint on the back is a disappointment and all.  That's one of the nicest looking portable conversion projects I've seen.

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #625 on: May 02, 2011, 03:48:00 AM »
Gamespot article about pre-Wii release rumors

http://www.gamespot.com/features/6310494/index.html?tag=topslot;title;1

fun read
cat

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #626 on: May 02, 2011, 10:52:50 AM »
Maybe one day somebody really makes a console like that.

Think SLI or CrossFire,plug in another console and you get framerate,resolution boost.Games would be still designed for one console,but if you have money to burn...why not
It would be something like crippled PC

/syfy

I could see it working for some core games,probably not worth the effort


cat

archie4208

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #627 on: May 02, 2011, 11:16:08 AM »


Nintendo ahead of their time.  :bow2

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #628 on: May 02, 2011, 02:22:24 PM »
 :o
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TakingBackSunday

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #629 on: May 02, 2011, 03:16:30 PM »
that's a hole shitload of bullshit
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Trent Dole

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #630 on: May 02, 2011, 03:44:09 PM »
This E3, cop a Feel.
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Shaka Khan

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #631 on: May 02, 2011, 03:44:19 PM »
That font :lol
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BlueTsunami

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:9

etiolate

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #633 on: May 02, 2011, 05:19:18 PM »
the e's look like a 4chan happy face minus an eye

pilonv1

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #634 on: May 02, 2011, 08:00:47 PM »
touching is good but feeling is better
itm

MCD

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #635 on: May 02, 2011, 08:05:02 PM »
[youtube=560,345]fTtgVSxfr5M[/youtube]

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #636 on: May 03, 2011, 11:37:39 AM »
another rumor

Quote
Stephen Totilo  — Nintendo's Next Console Will Enter the HD Era, but Not the Hard Drive EraThe successor to the Wii  will not include a traditional hard-drive but will bear some of the traits of competing high-definition game consoles, according to sources familiar with Nintendo's planned 2012 gaming machine.

The console, codenamed Project Café, will include 8 gigabytes of on-board flash-based memory, presumably for game storage. That quantity, while nearly 16 times the storage capacity of the Wii, is smaller than the 20GB of room available in the original, optional hard drives offered in 2005 for the Xbox 360. The amount of memory in the new Nintendo console would also be dwarfed by the 250 GB drives offered in current, high-end versions of the Xbox 360 and PlayStation 3.

While my sources have not specified how Nintendo plans to allow owners of its console to use the machine's memory, 8GB would seem to provide ample room for downloadble retro games, a service Nintendo has already supported on the Wii. The increased capacity, compared to the Wii, would also allow games on the new Nintendo platform to be patched and updated, though downloadable expansions, such as 650 MB Call of Duty map packs would quickly stuff the machine. The system will also support saving to SD cards.

The new 2012-scheduled Nintendo system will fall more in line with the 360 and PlayStation 3 by matching those consoles' abilities to render and output graphics in high-definition. I've heard mixed things about whether Nintendo will cap their machine's graphical resolution at 1080i or 1080p, but either figure would significantly exceed the Wii's 480p and achieve the resolutions used for most high-end console games on the Microsoft and Sony consoles.

Nintendo's disc format for the new console will hold 25GB of data, I've heard.

Nintendo is planning to enable the screen-controller to function in multiple ways, I've heard. It can serve simply as a standard game controller that imitates the posture of playing a game on a 360 or PS3. Its screen allows it to also present a supplemental, touch-sensitive viewing screen (for maps and inventory) that extends the game running on one's TV, an option that renders the controller as a plus-sized equivalent to the lower screen of a Nintendo DS, with the TV serving as the top screen, so to speak. A third option we've been hearing from several sources involves the new console streaming the same game that can be output onto a TV onto the controller screen, allowing high-end games to be played portably while within an unspecified range of the console.


http://kotaku.com/#!5797890/nintendos-next-console-will-enter-the-hd-era-but-not-the-hard+drive-era


8GB on-board flash
25 GB disc...single layer blue-ray disc capacity,very likely to be some modified blu-ray player

no blu-ray movies for Nintendo fans(double layer discs) and no royalties for Nintendo=profit

This is all in line with typical Nintendo behavior,nothing to be surprised here.

Oh and

1080i res=1080 res=1920x1080
The only difference is how the picture is formed(outputted). 
« Last Edit: May 03, 2011, 11:45:58 AM by maxy »
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Diunx

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #637 on: May 03, 2011, 12:00:57 PM »
8GB of memory and 1080i? sounds like nintendo!
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Trent Dole

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #638 on: May 03, 2011, 12:20:38 PM »
1080i is honestly higher res than I expected. 8GB memory is kinda balls.
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maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #639 on: May 03, 2011, 12:42:00 PM »
what res you were expecting?

1080i is 1920x1080
There is no benefit for devs by using 1080i or p,number of pixels is the same.Besides i or p are meaningless,there is only one important thing...resolution

I doubt that even Nintendo would be that cheap and use some output bandwidth starved hardware so they have to output 1920x1080 in interlaced form.

If rumors are true this machine will be a modernized 360 with some rather unique stuff.Fine by me ;)
« Last Edit: May 03, 2011, 01:14:24 PM by maxy »
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BlueTsunami

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #640 on: May 03, 2011, 01:59:04 PM »
El oh el, thats still a conversion processing between the Interlaced and Progressive signal that needs to go through the pipe. Nintendo couldn't even get this right. At least it'll provide the native resolution of most TVs.

Using BluRays is awesome on their part. Poor 360 and its DVDs smh
« Last Edit: May 03, 2011, 02:01:44 PM by BlueTsunami »
:9

Trent Dole

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #641 on: May 03, 2011, 02:21:02 PM »
what res you were expecting?
If rumors are true this machine will be a modernized 360 with some rather unique stuff.Fine by me ;)
I figured they'd go 720, think about who we're dealing with here and look at their shiny new handheld.
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maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #642 on: May 03, 2011, 02:27:28 PM »
El oh el, thats still a conversion processing between the Interlaced and Progressive signal that needs to go through the pipe. Nintendo couldn't even get this right. At least it'll provide the native resolution of most TVs.

Using BluRays is awesome on their part. Poor 360 and its DVDs smh

My point was just about resolution,devs would still make 1920x1080 game to be butchered by the conversion process.
If Nintendo can't find a gpu that does what any PC gpu has been doing for ages... :yuck
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TakingBackSunday

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #643 on: May 03, 2011, 04:32:28 PM »
I don't believe anything shitaku posts
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Arbys Roast Beef Sandwich

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #644 on: May 03, 2011, 04:53:56 PM »
うぐう

Himu

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #645 on: May 03, 2011, 04:56:48 PM »
 :o
IYKYK

pilonv1

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #646 on: May 03, 2011, 07:26:45 PM »
2012 console launches with:

no hard drive
primarily disc format
sub 1080p

sounds like Nintendo.

8gb of flash storage but 25gb discs? Sounds like they're not even interested in digital delivery.
itm

BlueTsunami

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #647 on: May 03, 2011, 10:06:06 PM »
The hilarious thing is they could probably tape down a 32GB SDHC card internally and it'll have enough bandwidth to stream 1080p video. 8GB internal memory is a freaking pittance.

Providing an HDD would have definitely been nice but I think Nintendo are releasing this thing at a time where theres a lot of various tech that would be useful in a console thats been out and going to be reduced in cost in the coming years (like SSD drives). Sony and Microsoft seem like they're on the "right" console refresh cycle if 2013 or 2014 are when PS4 and 720 are out.

I hope the internal memory is primarily for caching and attaching an external HDD is allowable from the get-go.
« Last Edit: May 03, 2011, 10:11:56 PM by BlueTsunami »
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Great Rumbler

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #648 on: May 03, 2011, 10:21:08 PM »
I was at Micro Center the other day and they had 32GB flash cards for less than $30...
dog

Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #649 on: May 03, 2011, 10:22:45 PM »
I think the internal storage is fine... it'll at least mean Nintendo games won't have mandatory installs, but then neither will it have as robust an online DD service as the other two companies.

An SDHC slot will solve future storage problems too, even if it isn't the most convenient way.
 
MS were ultimately proven right on this though - there's no killer PS3 experience that is made possible by the BR player that took people from the X360.

I don't know about you, but I heard thousands of PS3 fans sold their 360 once they saw the power of the uncompressed FMVs in games like FFXIII, Catherine, and RoF that only the PS3's Blu-ray drive could provide.

TakingBackSunday

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #650 on: May 04, 2011, 02:29:29 AM »
I have an external with dis bitches' name all over it
püp

naff

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #651 on: May 04, 2011, 03:13:52 AM »
PS3 fans sold their 360 once they saw the power of the uncompressed FMVs in games like FFXIII, Catherine, and RoF that only the PS3's Blu-ray drive could provide.

:rofl  :uguu Power Of PS3™
◕‿◕

MCD

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #652 on: May 04, 2011, 04:00:49 AM »
I think the internal storage is fine... it'll at least mean Nintendo games won't have mandatory installs, but then neither will it have as robust an online DD service as the other two companies.

An SDHC slot will solve future storage problems too, even if it isn't the most convenient way.
 
MS were ultimately proven right on this though - there's no killer PS3 experience that is made possible by the BR player that took people from the X360.

I don't know about you, but I heard thousands of PS3 fans sold their 360 once they saw the power of the uncompressed FMVs in games like FFXIII, Catherine, and RoF that only the PS3's Blu-ray drive could provide.
Yeah...

REPORTED.

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #653 on: May 04, 2011, 04:25:22 AM »
Quote
Confirming earlier rumours, Nintendo has tonight announced that the Wii has had its price slashed from $200 to $150. It has also confirmed the establishment of the Wii's first line of budget software.

The price cut will take effect from May 15, and will see the Wii bundle changed a little from what's available now. Gone are the free copies of Wii Sports Resort and Wii Sports - which will be available separately - and included in their place will be a copy of Mario Kart Wii and its plastic steering wheel accessory. The Wii will continue to be offered in both black and white.

The Nintendo Selects range, meanwhile, is the same as earlier reported, and includes Twilight Princess, Animal Crossing, Mario: Super Sluggers and Wii Sports, all for $20.

In Britain, the new Wii bundle will be priced at £129, while the Nintendo Select line has been changed, Zelda and Super Sluggers swapped out for Warioware and Mario: Super Strikers.
cat

TakingBackSunday

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #654 on: May 04, 2011, 04:29:26 AM »
Europe fucking robbed  :lol
püp

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #655 on: May 04, 2011, 04:37:44 AM »
cat

TakingBackSunday

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #656 on: May 04, 2011, 04:45:09 AM »
Cool covers.
püp

pilonv1

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #657 on: May 04, 2011, 05:07:57 AM »
loading.....

loading.....
itm

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #658 on: May 04, 2011, 05:38:07 AM »
I think the internal storage is fine... it'll at least mean Nintendo games won't have mandatory installs, but then neither will it have as robust an online DD service as the other two companies.

An SDHC slot will solve future storage problems too, even if it isn't the most convenient way.
 
MS were ultimately proven right on this though - there's no killer PS3 experience that is made possible by the BR player that took people from the X360.

I don't know about you, but I heard thousands of PS3 fans sold their 360 once they saw the power of the uncompressed FMVs in games like FFXIII, Catherine, and RoF that only the PS3's Blu-ray drive could provide.

Well, you're right, that's definitely not enough room for mandatory installs.  So what happens when we've got a 25 GB disc, a pittance of RAM, and an inability to install files?


Nothing.Developers will target hardware that they have.

But I expect faster "blu-ray" drive,PS3 has 2x...at least 4x,single layer helps too.

I kinda hope for 1GB RAM,it would make sense considering this whole "copy 360" story...porting would be easier and machine would stay competitive with multiple GB "next-gen" consoles.
It's very likely that machine will have higher OS footprint than 3DS(32 MB)...360 has the same amount

Maybe Nintendo wants to receive gimped 360 ports,but that's not a good way to impress hardcore.

Nothing wrong with 8GB flash sku,but decent upgrade storage capacity options are must in this DLC riddled world.Maybe some premium sku,bundles?


cat

maxy

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Re: Nintendo 360 console thread(2012 release,playable model at E3)
« Reply #659 on: May 04, 2011, 06:31:13 AM »
I know that,but so far every rumor says 360 like hardware,"easy" to develop,etc not some hell made architecture.

Ports will go the easiest route,I have no doubts about that.The only question is how good the machine will handle them.
That's why 1GB RAM would be logical,easy way to please developers,costly for Nintendo though.

2012,512MB,8GB of storage with limited upgrade options= :fbm



cat