Posted on Monday, June 11 @ 12:49:03 PST by Anthony Severino
Wii U Gamepad
Nintendo made the right decision redesigning the Wii U Gamepad since E3 2011. The addition of analog sticks makes it feel more like a controller than a tablet, while keeping the touchscreen features intact. Unfortunately, it isn’t multi-touch—something that is commonplace with tablets and smartphone screens. Lacking this could be a hindrance or at least a missed opportunity for Nintendo, but I do understand the need for Nintendo to keep costs in check.
The analog sticks themselves are tight and give just the right amount of rotation. They also have that L3, R3 click. The added triggers in the rear are especially helpful for shooting and other things. All of the buttons are located ergonomically for comfort. You never have to reach far, unless you want to power off the Gamepad or hit the home button.
In addition to all of the buttons, like the Wii-mote, there are some tilt and point features with the built-in accelerometer and gyroscope. And it must be using some form of MotionPlus, because it was much more accurate than the Wii-motes I use at home. Also like the Wii-mote, the Wii sensor bar is required.
The Wii U Gamepad is capable of replacing a TV remote, but that wasn’t on display at E3. The idea is a good one, and if Nintendo adds more features like this, I can see the Wii U finding a home in the living room more often. Plus, having the ability to play Wii U games on the screen while the TV is off is incredibly appealing. And it looks great, too. There’s also near field communication tech in the Gamepad, allowing for experiences similar to the smash-success Skylanders, but alas, Nintendo had nothing to show at this time.
Two Wii U Gamepads are supported per console, and one will come bundled with the console when it releases later this holiday season.
Page 3: Wii U Pro Controller Hands-On Preview>>