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3Dude

Member Since 09 Jun 2012
Offline Last Active Apr 08 2015 08:08 PM

#300048 Brand new Wii U frozen on logo screen, cannot sync gamepad

Posted by sunstonekey on 09 October 2014 - 08:41 AM

Whelp that is exactly that I did.  A Best Buy employee gave me a hard time and was very rude but I got an even exchange.  When I powered it and the gamepad on it immediately had a dialogue after the logo screen before I even pressed Sync!

 

If anybody else has this issue just return it!!!

 

Thanks a lot. :)




#299894 Ubisoft FORCING Assassin Creed Parity for PS4 and X1

Posted by magiciandude on 06 October 2014 - 05:20 PM

http://nintendoevery...o-run-on-wii-u/

On why no AC for Wii U lol

Yeah shame we won;t have more Wii U games with these wonderful moments.

iboyalTb4y9YfB.gif

♫ I believe I can fly. I believe I can touch the sky. I think about it every night and day. Spread my wings and fly away. 

 

Sorry, I couldn't resist!




#299880 Ubisoft FORCING Assassin Creed Parity for PS4 and X1

Posted by NintendoReport on 06 October 2014 - 02:47 PM

Come to think of it, Bayonetta 2 has parity on both PS4 and Xbone. 




#299876 Just how badly CPU bottlenecked is the PS4/XBox One?

Posted by NintendoReport on 06 October 2014 - 12:56 PM

Thought I would put this here, Ubisoft quote regarding Assassin's Creed Unity for PS4 and X1

 

 

 

"Technically we're CPU-bound," he said. "The GPUs are really powerful, obviously the graphics look pretty good, but it's the CPU [that] has to process the AI, the number of NPCs we have on screen, all these systems running in parallel."




#299870 Ubisoft FORCING Assassin Creed Parity for PS4 and X1

Posted by Raiden on 06 October 2014 - 09:30 AM

http://nintendoevery...o-run-on-wii-u/

On why no AC for Wii U lol

I don’t think that would be fair to fans, to sell the same game but with different levels of experience.

 

Yeah shame we won;t have more Wii U games with these wonderful moments.

ibrrjwvdgogGgU.gifiboyalTb4y9YfB.gifi0jRUnDiwdkN4.gifiRkRK1kKYBIBn.gif




#299867 Satoru Okada retired from Nintendo

Posted by NintendoReport on 06 October 2014 - 07:32 AM

http://wiiudaily.com...eloper-retires/

 

 

 

Alongside Gunpei Yokoi, Okada is considered to be one of the creators of the original Game Boy, which launched the handheld gaming platform into success after success and what we now have as the Nintendo 3DS. Aside from directing projects and helping out in the handheld division, Okada served as the general manager of Nintendo’s Research & Engineering department, which was directly responsible for creating new handhelds. Under Okada’s supervision, the Game Boy Color, Advance, Advance SP and the Nintendo DS all were released.

 

 




#298399 Time for Skyward Sword

Posted by Atticus on 01 October 2014 - 01:20 PM

My thoughts so far: Right off the bat I was impressed with the control in terms of the added precision of the sword swiping. Even just Link holding the sword the same way/angle you're holding the Wii-mote was novel and neat. To me, being able to run and step jump up walls gives a ever slightly more freeing experience than previous 3D Zeldas w/o going overboard. I remember playing TP a month ago and was underwhelmed with the control (though just at the beginning). I was pretty surprised with how fairly story heavy the beginning was. It was a nice change having a completely different opening relationship with Zelda. Thankfully the art style saves it from looking terribly dated as well.

 

But since leaving Skyloft... meh. (Not a fan of the Kikiwis).

 

Saved and quit for now just outside the first temple. Will pick up again soon.



 


and music cd... nice :)

Oh yes indeed! :)

 

 


Some advice for maximum enjoyment and quick adaption to motion controls:


Highly suggest you properly set up your play area for 'anti wiimote interference'.

http://en-americas-s...ter-sensitivity

When you follow these directions, you will see a black screen showing the 'dots' the wiimote camera sees. Any glare, light sources, reflextions etc will show up as additional dots, (The wiimote can only track 4 at a time, so make sure new ones dont 'appear after you get rid of others). Close shades, move interfering lightsources, adjust wiimote ir sensitivity etc, until you get rid of all 'dots' except the sensor bar. Make sure you check to the left of you, and the right of you, as any lightsource picked up over there for whatever reason (swinging, resting your hand) if seen long enough (around a second) will recalibrate the 'fast reference point' from the sensor bar, to over there, leading to shenanigans.

Tips to avoid confusion:

Skyward sword constantly assigns a new reference point every time you pull out a gyro motion control object/mechanic such as the Beetle, bow and arrow etc. It also recalibrates everytime a choice prompt comes up (Like the save menu). This means if you are pointing at the ground when the choice menu appears, the system will think the ground is the TV.

You do not need to recalibrate through the wiimote menu or options to fix this. Simply point to a comfortable nuetral position (point at the center of the tv for most people) and press down on the dpad. Insta fix.

Once you 'get' how this reference system works you can easily start gaming it, ie purposefully referencing the ground so you can say use the bow and arrow with one hand pointed at the ground and the other ehind your head.

The beetle and the bird riding uses the sensor bar for dextrous control contrary to misinformed belief. WIthout sight of the sensor bar, or with ir interference flying straight or steering with nuance becomes ranges from a swerious pain to practically impossible.

Developing a 'slip grip' using your fingers to allow the wii remote to dip towards the ground while keeping control for bird diving or bomb bowling is highly encouraged, as most wrists dont bendperpindicular to the arm (ouchies occur).

You dont need to point at choices to select them, you can use tha analog stick, dpad, or simply flick your wrist in the desired direction to highlight choices.

You literally never need to recalibrate skyward sword after starting the game. If anything feels off, simply point at the center of the screen, and press down on the dpad.

Skyward sword is an actual motion control game, waggle wont get you very far.

Thanks, that was thorough!



Update (*SPOILERS BELOW*)

 

 

So I believe I’m not too far from the end. It's not my favorite Zelda game but I really appreciate that it did a lot of things differently. Mainly the story: How you actually grew up with Zelda and who she becomes. Even though it wasn't that hard to see coming it was fun to roll along with and the whole scene where she revealed who she remembered she actually was, Goddess sacrifice, etc. was captivating. The story from the beginning has been pretty engaging for me and I'm looking forward to the conclusion.

 

 

Motion controls... I fully believe Nintendo pushed Wiimote motion control capability to its limit for the game and at the beginning I was really surprised at the precision and novelty of the sword swiping vs. Twilight Princess. It was as good as it could possibly get. But throughout the game I think it was more so an annoyance more times than it was fun. Sometimes it just wouldn't swing the way I wanted it to on multiple tries and made some fights/tasks needlessly difficult. Honestly though for the most part it could have been my fault as most of the time I probably wasn't sitting with the ideal Wiimote swiping posture (slouching on the couch) but If Nintendo never uses this Wiimote motion control style of game play for Zelda again I won't be disappointed.

 

 

"WTF! No Boomerang?? No compasses??" I'm sure the game being different probably irked a lot of people with a few minor things and less locales (sorta) but it doesn't feel like THAT short a game to me really. I guess it was with all the running around back and forth between the same locations (but with new areas). Personally, I like my Master Swords pulled out of the ground Excalibur style rather than having your sword evolve into it... Like I said though I appreciate that it was different.

 

 

Overall though I think I liked Twilight Princess better. I just remember being so much more impressed with the boss battles, content and the game overall.

 

 

Hoping to finish this soon so I can crack open HW. My goal was to catch up on and finish a couple of major Zelda titles before playing it.



LAST UPDATE:

 

Just finished the game with 50+ hours and story-wise everything from what I thought was close to the end leading up to and the final battle/ending itself was magnificent. I dare say this was the most rewarding 3D Zelda game I've ever played.

 

I thought I liked Twilight Princess more but I don't know now. SS was just so unique and different but just as epic as any other Zelda title (but maybe the best at story telling imo).

 

This was NOT a short game and I'll finally crack open Hyrule Warriors now but I'm going to miss SS (running and diving into sky and landing on your Loftwing's back mid-flight never got old).




#299537 FFXV Trailer does it's best Xenoblade impression

Posted by Raiden on 02 October 2014 - 02:20 PM

Haha they perfected it in FFX so thought the best next move would be to just completely ditch the concept that they'd invented and perfected.

Grandia series perfected Turn Based. FFIV took it to ATB. CT polished it. Grandia revitalized and perfected it.



NIS0niV.png




#299592 Fast Racing Neo Screens and Discussion

Posted by NintendoReport on 02 October 2014 - 04:01 PM

Yes! Cars on the track is what we really need to see.


Yep. Of course a video would be nice.. but I would settle for seeing the cars on the track in mid race. I want to see how the scenery/ environments we have been show thus far mix with their car design.

Here is a compilation of tweets from shinen regarding tech used for the game.


Yeah, streets took a lot of resolution. Tho biggest textures are used for the shadows.

60fps (with minimal dips here and there that we try to iron out)

Cinematic Tonemapping, Motionblur, SSAO, HDR Bloom, Atmospheric Scattering, Godrays etc

Smoke and mirrors all over the place, otherwise we would be at 20fps.

No, we use realtime soft shadows. So we can have dynamic weather and the games size is much smaller.

(TOD feature) It's realtime. As a race is just a few minutes there are not much visible changes, beside some clouds moving.

SSAO is by definition dynamic, tho it's (almost) impossible to get working in 60fps ;) Technically: Every console is outdated


#299341 An ACTUAL Bayonetta Wii U/360 Comparison

Posted by KeptMyWiiUAndLeftTheForums on 27 September 2014 - 10:59 PM

Video and full article: http://www.eurogamer...-wii-u-face-off

A tldr from Reddit:

"A short summary for those not wishing to read the article or watch performance tests:

In terms of visual quality, the Wii U version is generally on par with the 360 version. In some areas visual quality is noticeably better (namely smoother shadows and the elimination of screen tearing, thank God) while not quite as good in others (bloom effects have been pared back a bit and in very rare occasions textures may appear somewhat garbled).

In terms of performance, the Wii U version runs almost exactly like the 360 version and runs miles better than the PS3 version. One noted advantage over the other two is that loading times are way faster on the Wii U version, even if the other two versions are installed onto the hard drive. The frame rate/stability is also comparable to the 360 version, though a 1:1 comparison is hard to make because both versions have variable frame rates. Some similar sequences actually suggest that it runs slightly better on Wii U overall, and the elimination of screen-tearing makes for a smoother visual experience as well.

The overall verdict is that the Wii U version is actually one of Platinum Games' fastest-performing console releases to date, and is also one of the best Wii U ports to date. Overall, the Wii U version is the definitive version of the original Bayonetta, and it coming packaged alongside Bayonetta 2 is one hell of a bonus."

 




#299202 Which games should Nintendo fund to add software to the Wii U.

Posted by Raiden on 25 September 2014 - 01:48 PM

The Last Story II

NOA should Publish Fatal Frame V

New Sin & Punishment

A new Clock Tower

Another Action game from Platinum

Monster Hunter 5

Dragon Quest XI

Get some Saturn/Dreamcast games on VC

Publish a few indie games that have big potential. Nintendo publish the next rain or rime.

Street Fighter V

Tatsunoko vs Capcom 2

Darksiders III

Ninja Gaiden 4

EX Troopers II or a new Lost Planet(as long as it's more like 1 or 2. 3 was garbage)

A full 3D reboot to Shinobi. No not the 3DS game.

 Fire Emblem Warriors

new Shining Force

new Golden Axe

Phantasy Star Online 2

new console IP from Level-5

retail Mega Man

work with Shin'en on a new retail game or publish physical discs of some indie games like Sony does.

Dead or Alive 6




#299035 FFXV Trailer does it's best Xenoblade impression

Posted by Raiden on 23 September 2014 - 05:50 PM

No rails is terrible for a RPG. KH is kinda bad and FF X wasn't very good and FF13 was putrid garbage. No in a RPG you need to explore the world. It's one of the fundamentals in a RPG. Now you can sorta deviate in a 2D side view. Putting huge fields in a game just to be on rails is counterproductive. Like a racing game you can't steer the car or a Platformer that auto jumps.




#299020 Hajime Tabata wants to make Final Fantasy XV "more casual, one button act...

Posted by Chrop on 23 September 2014 - 01:02 PM

I'm a casual gamer. I'm getting Final Fantasy XV.

 

Go ahead, fight me. 

*Calls himself casual, is a mod on a gaming fourm site*




#299005 Hajime Tabata wants to make Final Fantasy XV "more casual, one button act...

Posted by Raiden on 23 September 2014 - 07:16 AM




#298860 Best Wii U Indie Titles?

Posted by NintendoReport on 20 September 2014 - 05:11 AM

I would add these to 3dude's list:

 

Trine 2

Toki Tori

Tokie Tori 2






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