Wii U Architecture
copetti.org
Wii U Architecture
1–10 of 160 posts
Re: Wii U Architecture
#2It's good that they basically built a product that was impossible to market badly with the switch, it probably sells itself, considering the form factor and all of the first and third party support they have now.
Re: Wii U Architecture
#3As 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 homebrew sdk. The Wii U can also run Wii and GameCube games by reconfiguring the hardware (or some other sort of firmware voodoo). That’s three generations of video game libraries that can be explored on one console!
Always felt like it deserved more popularity, but it couldn’t compete with the ps3/4 and Xbox 360/one.
Re: Wii U Architecture
#4The Wii U was such a fun console with so many great games, it's a shame that it was relatively inaccessible due to horribly bodged marketing and weird choices - luckily they're porting most(but not all) of the gems. I actually think that the gamepad screen did contribute a lot to a lot of games, especially if there was a lot of action and you were able to use it as a map/for quick actions. It's good that they basical…
Splatoon— second player without split screen.
New SMB U— gamepad player can spawn blocks to help you reach secrets.
Wind Waker— map and inventory.
But an awful lot of titles just mirrored the TV or had a button to enable off-TV play.
Re: Wii U Architecture
#5The 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 did, and it shows in that many of the top-selling games on Switch are ports of Wii U games.
Re: Wii U Architecture
#6The 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…
Re: Wii U Architecture
#7The game didn't age as gracefully as other StarFox games.
Re: Wii U Architecture
#8The 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…
Re: Wii U Architecture
#9The Wii U was such a fun console with so many great games, it's a shame that it was relatively inaccessible due to horribly bodged marketing and weird choices - luckily they're porting most(but not all) of the gems. I actually think that the gamepad screen did contribute a lot to a lot of games, especially if there was a lot of action and you were able to use it as a map/for quick actions. It's good that they basical…
Which games really used the secondary screen in an interesting way? The main ones I can think of are: Splatoon— second player without split screen. New SMB U— gamepad player can spawn blocks to help you reach secrets. Wind Waker— map and inventory. But an awful lot of titles just mirrored the TV or had a button to enable off-TV play.
Re: Wii U Architecture
#10At some point, if someone buys a ps5 or xbox for power only. Then they just get a pc, those consoles takes years to design. By the time they're released, it's already outdated