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CERRAMOS ESTE HILO PUES FUGA YA HA CREADO EL OFICIAL CON TODOS LOS DATOS

#1  Enviado: 10:19 08/06/2011  Editado: 13:19 08/06/2011 (3 veces)

Este es el bueno. Pueden cerrar el otro que no era multihilo.

Sigamos aqui.

Impresiones de IGN sobre el MANDO:

The Wii U controller is likely to draw comparison to the Dreamcast controller, but the touch-enabled display is no gimmick. Nintendo isn't providing details about the integrated display, but so far we know that it is a single-touch touchscreen LCD with a 16:9 aspect ratio.

Though Nintendo didn't specify whether or not the controller boasts "HD" resolutions, it is clear that they haven't taken a similar approach to the Wii U as they have with the DS line, which features fairly low-res displays. The integrated display on the WIi U controller is crisp and clean, with no visible lines of resolution. The displays are bright and vibrant, though the units I used had a cool blue color temperature.

The controller is partnered with the Wii U console, and despite previous reports to the contrary, cannot be used as a standalone device. The controller communicates with the Wii U using Bluetooth and RF technology, in the same way that the Wiimote does with the Wii. How exactly the video is processed and delivered remains unclear; however, there was no discernible lag between video being displayed on TV demo stations and the video being presented on the Wii U controller.

The touch display is also pretty responsive, whether you're using a simple tap of the finger or the included stylus. As concept demos at Nintendo's press conference showed, the display also tracks finger or stylus movements across the surface, making swiping gestures and pen-style sketching pretty effective.



Wii U Controller Overview

As for the tangible controls built along the edges and base of the controller, the controls felt surprisingly familiar. Though separated by the display, the dual analogs, d-pad, action buttons, shoulder buttons, and rear-mounted triggers were intuitively placed and easy to reach. The grips on the bottom allow you to get a firm grasp, but don't impede your ability to hold the controller vertically or casually along the edge.

Much to my dismay, there were no demos involving the built-in camera or the system's video conferencing functionality, but Nintendo's promotional videos suggest that the picture quality is improved over those used in the 3DS.

Then, of course, there are the internal sensors, which include a gyroscope and an accelerometer. Though the idea of tilting a controller to control in-gamer characters and features is fairly intuitive, using the gyroscope to control in-game perspective by holding up the controller and looking around was more difficult.

In one demo, Battle Mii, the gyroscope-based perspective controls are used along with the dual analogs to move a hovering craft, which at first can be quite cumbersome, but with practice the precision gyroscope becomes almost like second nature.



For a controller as large as the Wii U's, weight becomes a concern, but it actually felt comfortable to hold. Unfortunately, Nintendo has not specified what the approximate weight will be, and unfortunately, since the prototype controller was wired into a demo station, it was likely lacking a battery pack. Since, however, Nintendo will be using a rechargeable battery pack instead of AA or AAA batteries, they'll have more flexibility in terms of weight distribution.

Then, of course, there's the mystery of the console itself. Like I mentioned, the unit was hidden from close inspection by a special compartment, but from that limited vantage I was still able to get a sense of its design and scale. Though it has rounded edges and variations in the front interface, the Wii U is comparable to the original Wii in terms of size and aesthetic design.

Many of the console's technical specifications are still a mystery, but so far we know that the system has HDMI, S-Video and composite video output, with support for 1080p, 1080i, 720p, 480p, and 480i resolutions, which present media localized on the system's flash memory, external SD cards, or USB thumbtacks. As IGN's sources had originally indicated, Nintendo has confirmed that the system will be based on IBM Power-based multi-core CPU, though they have not discussed the GPU architecture.

All of the software on display were either limited mini-games or just tech demos, so the true graphical prowess of the system is likely to be revealed closer to launch. It was still clear from what was there, however, that the Wii U is packing some decent power under the hood.



There are certainly some lingering questions about the Wii U's performance, how the controller works, and what other applications the system is capable of.

Nintendo says the system can support up to four Wii Remotes at once, but the company has not specified how many of the Wii U controllers could be paired at once. In all of the demos presented at E3, as well as all of the publicity photos and videos, only one controller is being used. Could this mean that the system can only power on Wii U controller at once? Are there limitations in terms of the specific pairings of graphics quality and controller gameplay mechanics that can be used?

All will be revealed in due time, but our inquiring minds are hungry for details sooner rather than later.

Stay tuned for more coverage of Nintendo Wii U, including in-depth games impressions, videos, and more.


Entrevista MIYAMOTO

Q: What were the influences for the creation of Wii U?
A: There was nothing external that influenced us. What really brought about the idea for it stemmed from our original concept for the Wii. We talked about it as the system that would never sleep, using something like Wii Connect 24--meaning, people would be able to access the system very quickly at any time. But, what we found was that as people started getting larger TVs, turning on the TV began to take more and more time than it used to. It was no longer instantaneous. So that became a barrier for people, and people who were watching TV would essentially make the system unavailable for somebody who wanted to play a game or see what was new with the system that day.
And so, with those challenges in mind, we started to look at what we wanted to do for the next system, and started to think that if we can't continue to always rely on the TV, we need to create a dedicated screen just for the system so people can quickly and instantly interact with it, regardless of what was happening on the TV.

Q: Is this a true synthesis of the Nintendo DS and the Wii--a point you see gaming evolving toward?
A: I think so. I think that what's going to be unique is it creates a new structure, in that you have your own screen, but you also have your TV screen, and those two can interact with one another. And that's going to create a lot of new things that you can do, not only just with games--obviously, it will create new gameplay--but it also creates new ways to interact with things like Web services, or even, as a simple example, photo viewing: how you can view photos on the small screen and transfer them up to the big screen. This new structure, in my mind, is not just a new structure for gameplay, it's a new structure for TV in the living room, to the point where people will look at this device as something they want to have alongside their TV because of what it brings to home entertainment, perhaps even to the point where they'll think, "Why didn't TV manufacturers come up with this?"

Q: Speaking of that, could the Wii U potentially act as a second screen not just for Wii games, but for TV as well?
A: Well, yes, I think it would be possible for television manufacturers in the future to think about what might be possible knowing that this structure exists, and even building functionality into the TVs that might take advantage of them.

Q: Are there any games you've been excited about making on the Wii U?
A: The experiences we have on the show floor demonstrate some of these ideas. The multiplayer games are quite fun; there's also another experience called Panorama View. There's a video running on the TV of a car driving down the street, and with the new controller you're able to view the same video but 360 degrees around you in that same video. The combination of the controller with the screen, and particularly with the gyro sensor, is very fun.

Q: Speaking of which, it looked like the Wii U offers augmented reality where one screen interacts with the second screen in a way we've never seen before.
A: I'm actually very excited to see how all the talented game designers around the world are going to look at that with the same eyes that you did and how they're going to take advantage of it.

Q: How do you see the Wii U as compared with what Apple's doing with the iPad?
A: I have to be honest, I don't really know everything that Apple is planning right now, so it's hard to say. When I look at things, I feel that Nintendo is looking at video games, and how we make the most compelling and fun video game experience. And then, within that framework, how can we use that to create new and fun entertainment within the living room setting? So we're really looking at it strictly from an entertainment perspective, and when I think about the things that Apple is talking about in terms of cloud computing and things like that, I'd say that they're just two very different areas that we're both looking at.

Q: Is this device something that would ever leave the home, or does it stay in the living room?
A: That's a good question. I think obviously less so for outside the home, but more so people will start to ask, "Oh, can I take it to my bedroom and sit in bed and play games?" Regardless of what the technical possibilities are in terms of how far you can take it from the system, for me it really is a matter of it's a device you'll want to have sitting on the cradle in the living room so you can access it there at any point and interact with the system that's in the living room at any point, and that system is connected to the TV. So, for me, my feeling is it really is a device that, if it's not there in the living room, people are going to have a hard time interacting with the system.

Q: So that's where the 3DS takes over?
A: Yes.



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Me llamo Neymar. Recuerda mi nombre killo.
#2  Enviado: 10:29 08/06/2011  Editado: 10:47 08/06/2011 (4 veces)

Miyamoto sobre Pikmin 3:

"Es el 10º aniversario de Luigi's Mansion y eso significa que es también el 10º aniversario de otro juego. Pikmin es un juego que prometimos el año pasado que estábamos trabajando en él . Pero como hemos estado trabajando en el hardware de Wii U y observando esos maravillosos gráficos en alta definición y ese magnífico control, nos hemos dado cuenta de que queremos ver Pikmin en ese hardware. Es un sistema perfecto para este juego"

Comparemos:

Wii U


Ps360

Las dos son real time. Según Reggie una es una demo muy preliminar.







¿Sabe alguien donde se puede conseguir la parte de la conferencia donde se muestran los videos del lineup de 3DS en la mega pantalla?

Reggie en Gametrailers para aquellos que se lo perdieron:
GAMETRAILERS

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Me llamo Neymar. Recuerda mi nombre killo.
#3  Enviado: 10:44 08/06/2011

Este ya es el definitivo?

A ver si sacan las conferencias en HD.

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Dandan19 (10) -> Dalixian, pastor_xquesiano, Aldritz, morfet, chris_pontius, te_estoy_viendo, kyokun, jewel, toede^^, sonyer_4ever
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#4  Enviado: 10:52 08/06/2011

Dos preguntas rápidas:

-Que tan preciso es la captura de movimientos con el WiiPad? Se ha mejorado/empeorado respecto el wiimote?

-Donde está situada la cámara? Lo digo por las posibilidades para jugar con realidad aumentada.

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Codigo Wii: 3824-0260-5818-2637
Usuario 150478
#5  Enviado: 10:52 08/06/2011

La techdemo de triace es para ps3 y xbox360? Por que no me puedo creer que eso se vea en esas consolas. Lo más bruto son gears of war 3 y uncharted 3 y aún así no llegan a ese nivel de detalles a tan alto nivel en TODO.
[M3Tr01T]
#6  Enviado: 11:00 08/06/2011  Editado: 11:01 08/06/2011 (1 vez)

Una demo no es un juego, se ha dicho mil veces. En una demo no hay mas elementos en pantalla que los necesarios para que luzca bien: la camara esta cuidada al maximo, no hay IA ni se generan fisicas en tiempo real...vamos, es todo de carton piedra.

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Ni guerra que nos destruya ni paz que nos oprima.
#7  Enviado: 11:07 08/06/2011

Bueno... lo peor de wiiu es el puto nombre.

Lo demás es una aunténtica pasada... y si consiguen hacer todo lo que la consola promete... puede ser algo realmente alucinante.

Lo que ocurre es que la consola esta aún muy verde, esperemos que sea fácil portar código a la misma para que desde el principio le llueven ports y tenga juegos.

No se ha enseñado ni un solo titulo nuevo para WiiU y eso es, sencillamente, porque no se puede enseñar.

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Lo que no puede ser, no puede ser y además es imposible.
Anticristo666
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#8  Enviado: 11:09 08/06/2011

Por lo que se ve estas demos tecnicas son interactivas, en la del pajaro la camara se puede mover y mirar desde todos los angulos, y en la demo del Zelda se puede jugar con la luz haciendo que la escena fuese de día o de noche por lo que las físicas si están en tiempo real, lo único que si que no hay es IA.
manuelprod
Lugar: El castillo de las sombras · 17961 mensajes · Colección
#9  Enviado: 11:09 08/06/2011

He leido que solo se puede conectar un mando tocho por consola y los demás son normales ¿Es esto cierto?

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Journey, Fez y Binary Domain juegazos
Anticristo666
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#10  Enviado: 11:11 08/06/2011  Editado: 11:15 08/06/2011 (1 vez)

Yo he visto videos de la demo esa tipo party en que jugaban 4 con el ipadmandotocho
Crowe
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#11  Enviado: 11:22 08/06/2011

Yo lo de los tochomandos por consola no lo tengo nada claro. Han dicho que el mando no se vendera por separado, con lo cual lo que mas nos imaginabamos, que eran multijugadores usando varias pantallas, se va al garete. A mi esto me pareceria una soberanisima cagada, ¿tantos años de evolucion del multiplayer offline de los juegos para que ahora solo permitan un tochomando?  

Por cierto, nadie lo ha comentado. Pero en el video completo del caballero de Ubisoft se confirma que estan trabajando en un Rabbids  (como no) y en nuevo FPS sin anunciar para Wii U. A lo mejor es el Far Cry 3 pero no dicen el nombre porque la entrevista estaria grabada antes del anuncio del juego.

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"Los videojuegos no afectan a los niños. Si fuera así y el Comecocos nos hubiera afectado a nosotros cuando éramos niños, ahora estaríamos deambulando por lugares oscuros, comiendo píldoras mágicas y escuchando ritmos electrónicos repetitivos"    Kristian Wilson, portavoz de Nintendo (1989)
#12  Enviado: 11:23 08/06/2011

Versión extendida de la demo del pájaro.

Calidad fullera.
De todas formas las tech demos siempre han sido fantasmadas.
#13  Enviado: 11:24 08/06/2011

Pues yo no me creo lo de un sólo mando por consola, lo he leído en algunos sitios sin encontrar la fuente original y todos dicen que las declaraciones venían de un representante de Nintendo.

Vale ¿QUE representante?

Resulta absurdo desde el mismo momento en que al menos una demo permite el multijugador con 4 wiiumandos.

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Los Hermanos Nintendo
#14  Enviado: 11:25 08/06/2011

Yo creo que no se ha mostrado nada exclusivo porque todavía no tienen clara la potencia de la nueva consola. Están esperando reacciones por parte de prensa y foros para tomar un camino, petar un poco mas o un poco menos. De momento está claro que va  a ser superior a la actual, pero si la gente se conforma se quedará así.

Saludos!
m0st0
Lugar: Vigo · 3393 mensajes · Colección
#15  Enviado: 11:27 08/06/2011

Si nintendo limititase a un  umote por consola sería seguro por cuestiones técnicas.

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