Revolution Controller – In Depth – High Res Pics

Source: IGN
Hands-on-the-revolution-controller-20050915054852879

It was a rare opportunity. Yesterday, just outside of Tokyo, Japan, Nintendo invited us to experience the Nintendo Revolution controller for ourselves. Joined only by Shigeru Miyamoto and a few executives, we attended a sort of schooling on the controller, the centerpiece of the Big N’s next-generation platform. It has long been speculated on, but now it’s actually something tangible that we can understand — or, try to understand anyway.

Hands-on-the-revolution-controller-20050915054927691

For months, years even, we’ve been hearing Nintendo reiterate that it does not want to be part of the same battle that Sony and Microsoft are deeply entrenched in. However, with a system like GameCube, the comparisons are inevitable. With Revolution and its one-of-a-kind approach to the controller, drawing these parallels just became a lot more difficult. This was an important message from Nintendo in our meeting. It wants to explore uncharted waters, be a blue ocean company, and not find itself sailing the bloody waters where the competition resides.

Hands-on-the-revolution-controller-20050915054930644

Revolution guarantees this. The main source of input is nothing short of unexpected and untraditional. It is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it’s moving in there. Now you’re getting the idea.

Hands-on-the-revolution-controller-20050915054945878

Main Controller Features

  • 3D Pointing. Sensors understand up, down, left, right, forward and backward.
  • Tilt Sensitive. Controller can be rotated or rolled from side-to-side.
  • Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad.
  • Multifunctional. Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
  • Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
  • Rumble Built-in. Included as a standard in all the controllers.

Hands-on-the-revolution-controller-20050915054952269

To show off its features, Nintendo designed a series of crude gameplay demos. Since it did such a good job of helping us understand how the controller works, we’ll describe them in detail in the following paragraphs. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features.

Read more at IGN [here].

Thanks to Etch-A-Sketch Clock for the news!

Source: IGN
Hands-on-the-revolution-controller-20050915054852879

It was a rare opportunity. Yesterday, just outside of Tokyo, Japan, Nintendo invited us to experience the Nintendo Revolution controller for ourselves. Joined only by Shigeru Miyamoto and a few executives, we attended a sort of schooling on the controller, the centerpiece of the Big N’s next-generation platform. It has long been speculated on, but now it’s actually something tangible that we can understand — or, try to understand anyway.

Hands-on-the-revolution-controller-20050915054927691

For months, years even, we’ve been hearing Nintendo reiterate that it does not want to be part of the same battle that Sony and Microsoft are deeply entrenched in. However, with a system like GameCube, the comparisons are inevitable. With Revolution and its one-of-a-kind approach to the controller, drawing these parallels just became a lot more difficult. This was an important message from Nintendo in our meeting. It wants to explore uncharted waters, be a blue ocean company, and not find itself sailing the bloody waters where the competition resides.

Hands-on-the-revolution-controller-20050915054930644

Revolution guarantees this. The main source of input is nothing short of unexpected and untraditional. It is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it’s moving in there. Now you’re getting the idea.

Hands-on-the-revolution-controller-20050915054945878

Main Controller Features

  • 3D Pointing. Sensors understand up, down, left, right, forward and backward.
  • Tilt Sensitive. Controller can be rotated or rolled from side-to-side.
  • Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad.
  • Multifunctional. Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
  • Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
  • Rumble Built-in. Included as a standard in all the controllers.

Hands-on-the-revolution-controller-20050915054952269

To show off its features, Nintendo designed a series of crude gameplay demos. Since it did such a good job of helping us understand how the controller works, we’ll describe them in detail in the following paragraphs. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features.

Read more at IGN [here].

Thanks to Etch-A-Sketch Clock for the news!

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