Earlier quoted context omitted.
>full backwards compatibility with a prior console (Wii) Wasn't the Wii, at least initially, compatible with gamecube? Mine even has gamecube controller and memory card slots.
Yes, the Wii contained full GameCube components inside, so it was able to natively play GameCube games. I think the later Wii Mini model removed that capability, but the regular Wii model was backwards compatible.
Wii U Architecture
121–130 of 160 posts
Re: Wii U Architecture
#122Earlier quoted context omitted.
Asynchronous game design is something that holds a lot of promise. Traditionally, that was something reserved for online multiplayer in PC games. But suddenly it was possible to design local coop around one player interacting with the game in a different way than the others. The idea is still really cool, but I think most devs are unwilling to experiment with such a niche product.
I think you meant "Asymmetric" instead of "Asynchronous". I think Asynchronous games would be something like Travian
Re: Wii U Architecture
#123I loved and still do love my Wii U and still use it semi regularly to this day. There was something about the Wii and Wii U that was lost on the Switch. They just had that special Nintendo "feel" and vibe
Re: Wii U Architecture
#124Earlier quoted context omitted.
Another example of the two-screen mode I liked was asymmetrical local multiplayer like Nintendo Land. It's not that it's impossible now, with two switches, but I haven't seen any games do it (with 4 players on a single switch, and 1 on the other).
The Wii U's model doesn't really open up that many interesting asymmetrical multiplayer game designs, compared to multiple individual devices. There's a psychological effect of everyone being in the "same space" when most people are on one screen, but mechanically most of the time you'll want the opposite of what the Wii U can do - one person can see everything but everyone else can only see some limited view (c.f. P…
Re: Wii U Architecture
#125Earlier quoted context omitted.
No you can’t. This comment is wrong. The Wii U is actually closing its shop and you can’t add funds to an account anymore. https://en-americas-support.nintendo.com/app/answers/detail/...
The parent comment isn't wrong, but it's referring to piracy. The Wii U has been blown wide open such that tools exist that allow you to pirate games by downloading them directly from Nintendo's servers, essentially giving you free eShop downloads. Every game that's available for the Wii U digitally, is available for a pirated download. Straight from Nintendo.
Oh wow, how did Nintendo manage to be this stupid?
Re: Wii U Architecture
#126Earlier quoted context omitted.
I really liked the Wii U pad and used it a lot. The Switch is a more fully realized version of the concept, but it has its downsides -- it's not as comfortable to hold and play for long periods, and the lack of a two-screen mode makes certain concepts less effective. Mario Maker, for instance, worked perfectly with the Wii U and feels compromised on the Switch in comparison. The battery life was completely irrelevant…
Zelda Wind Waker was also great. You could assign weapons or items to the buttons whilr you were walking , or scroll through the map.
Re: Wii U Architecture
#127The Wii U had a rich feature set. Firsts for a Nintendo home console: - OTB web browser - OTB audio and video chat with friends, native support for 3rd party headsets - real-time direct messaging (via Miiverse) notifications and other friend notifications via the home button LED - Ability to view online status of friends - High definition graphics - 5+ player synchronous local multiplayer - built-in Nintendo TVii ser…
>full backwards compatibility with a prior console (Wii) Wasn't the Wii, at least initially, compatible with gamecube? Mine even has gamecube controller and memory card slots.
Otherwise, all Wii models had GCN game, controller; and memory card support.
Fun fact: the Wii was a modified GameCube for a bit of its development cycle. Prototypes of the Wiimote with a GCN have been found.
Re: Wii U Architecture
#128Earlier quoted context omitted.
It also promoted the pad beyond the console. Many weren't sure if it was a new pad for the original Wii.
I didn't know that until this post lol. And it was released when I was 12 and actually into gaming. Now I find it weird that the "controller" is so weak that it can't do anything but stream from the console, it kind of make the portability useless.
It's not actually portable, it's purely a controller.
Re: Wii U Architecture
#129Earlier quoted context omitted.
The number of people who say 'I thought the Wii U was a handheld?', made me realise how badly they messed up. Home console buyers didn't realise it was a console. Handheld buyers realised quickly it wasn't a handheld.
It also shows in the switch how much they learned their lesson.
Re: Wii U Architecture
#130The Wii U was unfortunately not a very successful console, but I feel that it had plenty of power to make fantastic looking games and great experiences. It came out in a weird time for technology and Nintendo always uses slightly older hardware. As a homebrew device it is amazing. There are still exploits being found with a new, safe, simple method out now thanks to some crazy dedicated modders. There’s a whole homeb…
It came out in a weird time for technology and Nintendo always uses slightly older hardware. I had a Playstation 2 and 3 before, but since we became parents, we wanted something family-friendly. We seriously considered a Wii U, but were totally put of by the Wii U controller, which seemed clunky, annoying, and expensive to replace in case it breaks. It was the primary reason we went for the XBox One that generation.…
clunky
I thought it was totally fine. I spent a lot of hours gaming on that thing. I did not find it too heavy and anecdotally my friends' kids didn't either.However, I can certainly understand that it looked massive and heavy. That was my assumption as well. Bit of a marketing issue there.
annoying
It was more useless than annoying. Some games used it in slightly awkward ways, sort of like the early DS days when devs were experimenting (and being forced/encouraged by Nintendo to experiment with) new forms of control. expensive to replace in case it breaks
It was very durable in my experience. The screen is plastic, and ultimately I'd say it's just about exactly as durable as a DS or 3DS... after all, Nintendo knows how to build such things.But, once again, your assumption totally made sense. Another marketing issue.
It was the primary reason we [passed on it]
Me too. Then, a few years back, a friend gifted me one and I had a blast with it. Most of the best games wound up on the Switch though, so ultimately you did not miss out.