Controllers and Controls: Why Wii U Doesn’t Click

The Wiimote does what every other controller does in that it uses the player’s physical movement to execute virtual actions, except it’s just on a greater bodily scale. Instead of using your thumb to press A and swing, you use your whole arm. For people new to gaming, this is more intuitive than a controller, and it takes even less thought to perform an in-game action than with a “conventional” controller. That’s part of what made the Wii so successful, and that’s part of what damns the Wii U now.

Read Full Story >>
The story is too old to be commented.
mewhy321711d ago

I'm afraid that the Wii-U's days are numbered.

1711d ago Replies(3)
Reeze1711d ago

I did a quick search through your past comments...

"The redesign, the remote play feature for PS4, great new games, yeah I think that it's the Vita's time."

I agree that the Vita's looking pretty good from here on out. What I don't understand, though, is how you think the Vita's going to do well but the Wii U's not...

They're both struggling systems with great games. The Vita's getting a redesign, compatibility with the PS4, and the Vita TV.

The Wii U is getting a price cut, great bundles (the Wind Waker Wii U looks great), and lots of new games for the holiday season.

They're both going to do better, but I just find it a bit narrow-minded that you think the Vita's just glowing and the Wii U's a pile of dust, even though they're both facing the same predicament.

herbs1711d ago (Edited 1711d ago )

Love how your profile pic is a PS4 whyme lol.

Also in regards to the article both the Wii motes + and Gamepad have the potential to bring more immersion to games (when utilized properly) over a standard controller not that there is anything wrong with a regular dual stick controller, it's nice to have options and that's one of the Wii U strengths.

Neonridr1711d ago

I tend to disagree with this article. I find that games that only use the Wii U's gamepad as a simple map or inventory screen are not using the gamepad for what it was intended. Games like ZombiU or Lego City I feel actually engage the player more because they are required to utilize skills or think outside of the normal. It enables new ways of interacting with the game that a simple button click cannot do. In ZombiU, the player must utilize the gamepad and its functionality all while the game continues to play out. This requires a constant awareness of your surroundings, much like it would be in real life. There is no pause button in real life, so why should you be able to do that in a game.

The best part of the gamepad for me is the off screen play. I don't always have use of the TV as I have a wife to compete with, so having this feature is a fantastic addition.

I love how the gamepad for the Wii U is useless, but a sensor pad on the front of the PS4 controller is revolutionary.. give me a break.

iplay1up21711d ago (Edited 1711d ago )

I agree with you. Even games like Assassins Creed and BOPS2 utilize no pause weapons switch etc. I am sorry but I like not pausing the game to make a switch. I also like my screen nice and clean.
Too many haters have just dismissed Wii U without even fully trying it. A store demo does nothing for the Wii U. You have to have it at home and really sit down with it for a couple of hours to see how cool it really is.
That said I am still looking forward to PS4. It is going to be a great Holiday season for gamers.

BigDuo1711d ago (Edited 1711d ago )

The concept of Off-TV play and utilizing the GamePad for displaying inventory/map/HUD is actually a big part of Nintendo's strategy. It is primarily designed to make traditional-style games more convenient to play. That is its main purpose. This is also important because third party exclusives are a dying bread, so Nintendo cannot realistically expect a lot of third parties to take the risk of making creative use of the GamePad, and to do so, would mean it would need to be an exclusive title. Unfortunately, most people don't seem to appriciate the value of Off-TV play and/or using the GamePad touchscreen for displaying content because they think it doesn't provides enough incentive to own a Wii U when it doesn't offer other things like noticeably improved graphical fidelity when comparing its current-gen multiplatform tiles to those of the Xbox 360 and PS3. Then when you look at what Xbox One and PS4 have to offer, it is easier for the platform holder to show off the significance of better graphics (even though this is ironically going to be the smallest leap in graphics technology to date compared to previous generations). So Nintendo needs to find a better way to demonstrate the value of the Gamepad to consumers because while it is a pocket knife of controller options, people still need to be convinced of what makes it compelling.

Asymmetric gameplay is the other half of Nintendo's strategy with the Wii U's capabilities for gaming applications. However, if you take a look at the Wii, DS and 3DS games Nintendo and third parties have made for them, you'll notice that not every game uses those hardware features in big ways. Some do that, but many use them in more subtle ways, while others ignore them completely. Can someone name me a 3DS game that innovative using the same old DS two-screen concept? Has the 3D effect been used in a lot of games that enhance the experience, and not necessarily just visually, but also in terms of how it is applied to gameplay mechanics and/or level design ?

The point is, like those other platforms, Wii U isn't going to have every game utilize asymmetric gameplay in big ways. Nintendo doesn't force its own developers or third parties to make games that make strong use of its hardware features. Nintendo only chooses to do this if its teams can come up with a compelling idea for its use. We will see more games use asymmetric gameplay and use the GamePad in other clever ways like with the upcoming holiday release of Wii U Party. Also, it is important to acknowledge that one does not need a innovative controller to make innovative games. That can also be done just through software design alone.

Ironically, most of the games Nintendo's been working on for Wii U have been traditional-style games that feel like safe sequels because don't really try to do anything truly innovative either with the GamePad or through software design perspective. This and the lack of ineffective marketing have contributed to Nintendo's inability to effectively communicate the value of the GamePad.

truechainz1711d ago

I would agree that the gamepad isn't as easy to get as the wiimote, but it is not so bad that it is an issue. I don't like how the author used Zombie U as an example. I mean if anything that is one of the best implementations of the gamepad so far. I mean you see a group of zombies that are too many to fight coming for you, but you have to hack the code for the door to get away. You see them lurking on the top screen and rush the hack on the gamepad. Everytime you look up they get closer and closer...I mean it is the best use of tension building that I have ever seen in a survival horror. But unfortunately the game had other issues which took away from that experience. The Wii U is working through a number of problems, but I really don't think the gamepad is one of them.