Time With The Revolution 86
IGN managed to get their hands on a Revolution Developer's Kit, and have put up a tantalizing hands-on impressions article. Folks who are very much looking forward to Nintendo's entrance into the next-gen war may find things of interest here. From the article: "One thing is crystal clear from the controller-based development kits, though: Revolution will definitely operate as an extension of the GameCube hardware. These preliminary kits include only a wired Revolution controller, a wired nunchuck attachment and a wired motion bar, which some studios have labeled the 'wand.' So the obvious question is, how can developers possibly hope to test any of this gear out? The answer is simple: the controller and its attachments plug into existing GameCube development hardware."
Drawing specious conclusions... (Score:5, Insightful)
Game formats (Score:2, Insightful)
Now that I think of it, what format are Revolution games going to be in? Certainly they won't use the mini-discs again.
Re:Drawing specious conclusions... (Score:3, Insightful)
I'm a bit of a nintendo fanboy and look forward to the Revolution coming out. The article may be jumping to conclusions, but they may not be that far off. Does it really matter if the Revolutions is just an updated GC? Other than the new controllers, Nintendo is just intergrating alot of existing technology.
I think if they can keep the core of the Revolution similar to the GC, then Nintendo might get third party developers on board a bit easier. They're keeping the learning curve low.
Re:Drawing specious conclusions... (Score:2, Insightful)
MS needed to emulate intel on powerpc, which is a much harder proposition.
l4h
Re:Microsoft Odd Console Out? (Score:4, Insightful)
Replace "XBox 360" with "Nintendo DS", "Revolution and PS3" with "PSP", and "pc" with "console", and you're getting pretty close to the general feelings of the DS when it launched.
Re:Drawing specious conclusions... (Score:3, Insightful)
Re:Drawing specious conclusions... (Score:2, Insightful)
While I'm not saying Nintendo is all about the graphics, the fact that they don't support/require HD means the Revolution can output significantly more polygons per frame - it's not going to be spending all its power creating higher resolutions that won't even be used by most setups.
Re:Drawing specious conclusions... (Score:2, Insightful)
Re:get it right (Score:1, Insightful)
(Although XIII was a pretty crappy game, it would work well as a test for a FPS because it maintained pretty standard FPS controls and suffered [more than most] for this inelegant control setup)
I'm skilled enough at wasting time w/o this trash (Score:3, Insightful)
"Uh, we agreed not to take pictues, but, like, it's 'surprisingly' smaller than we expected. So, you know, in case you didn't see all those pictures at E3 showing it being held by hands, this article might be worth a shit".
But since it's about the Revo and they use the term "hands-on", every gaming blog in the Universe has to link to it and give IGN undeserved ad revenue.
Re:Drawing specious conclusions... (Score:2, Insightful)
For the armchair developers out there, this is a good thing. The more similarity between the Gamecube and the Revolution in terms of architecture, the more quickly development studios can get the hang of it and start putting out some really interesting games.
Every time a new console with a different architecture comes out, the studios have to start back at square one, and learn the intricacies of the new hardware. After a couple years of working with the system, the studio has built up their own custom library/engine to handle the basics, and they have learned several tricks for squeezing that extra "oomph" out of the hardware. This is why games that come out several years after the console often look, sound, and feel much better than lauch titles, even though they are using the exact same hardware. Compare, for example, Ocarina of Time with Majora's Mask on the N64: They both use the same hardware, and MM is obviously based on OoT's engine. But because MM didn't have to reinvent the wheel, the developers were freed to create an intriguing, even beautiful, experience.
So if the Revolution's architecture is mostly a beefed-up Gamecube, studios should be able to quickly adapt their libraries to work on the Revolution, so they can spend less time worrying about memory management and polygon-pushing, and more time creating interesting ways to use the new controller. Nintendo, by using the Gamecube architecture as a base, has essentially given studios 5 retroactive years of experience with the Revolution devkits, and the launch titles should be must more interesting as a result.