The 3DS eats a mushroom. Perhaps two.
I can't help but feel that the
Nintendo 3DS XL was created for gamers like me. It's certainly not a
free upgrade to Nintendo fans who have owned a 3DS since launch day, with some reluctantly convincing themselves to trade in their 3DS for (an unsatisfactory pittance at a retail store for) the 3DS XL. At any rate, it's about time this game critic made the jump from the regular DS world to the 3DS world, and now's as good a time as any.
As the name implies, the
3DS XL's main selling point is the enlargement of the standard-sized screens for the regular 3DS, by 90% in fact, with a 4.88" top screen that comfortably rivals the
Vita's 5" screen. The resolution, however, remains within the same ballpark and still creates moments where a user might notice the faint jagginess of the graphics.
The
3DS XL by and large has a similar design to the
3DS with minor differences. The shell is no longer covered in plastic, instead coated with a blue or red matte texture that should prevent most fingerprints from appearing. The three buttons for Select, Home, and Start have been given separate tiles for a better feel, the non-telescoping stylus falls back to the right side, and the headphone jack has been scooted slightly over to the left away from the center.
Despite being thinner than the
3DS, the
3DS XL weighs approximately four ounces heavier for a more solid core and feel. The 3DS battery life has been extended from its original 3-5 hours to around an average of 5.5 hours (up to around 7 hours) on a full charge. The entire pacakge comes with the unit, a pre-loaded 4GB SD card, a large instruction manual, a pack of AR cards, and an AC charger (an extra one for those who don't already have a charger for the
DSi XL or
3DS). There's no dock this time around, but that's negligible.
The
3DS XL's touted ability to view the top screen in 3D without glasses is about the same as the original
3DS's—sometimes hard to find at the start and somewhat easy to fall out of. It's still difficult for me, a guy with glasses, to see it properly unless I'm dead-on center with the top screen (either that or take off my glasses, which defeats the purpose). That said, I'm perfectly comfortable sliding the 3D effect off.
The glaring disappointment, however, is the mind-boggling lack of a right circle pad which Nintendo had plenty of time to design into this 3DS iteration. If they wanted to make me recall the obnoxious left circle stick with the PSP, they've done a remarkable job. Imagining the would-be 3DS XL Circle Pad Pro attachment is laughable; in fact, if the accessory ever comes out, I won't be purchasing it out of principle. Spite for spite.
Transferring content from the original
3DS to the
3DS XL, allowable once a week and only up to five times, can be done within about a half an hour. Any downloadable titles will need to be re-downloaded.
With a much broader screen size and a more ergonomic design, the
3DS XL can only be faulted for the lack of the right circle pad and still slightly iffy 3D effect. Though the number of must-have titles is still on the low side on the 3DS systems and the lineup is fairly bare this holiday season, the $199.99 price point is still affordable and there are just enough titles to warrant a purchase of a 3DS system. It might as well be a
3DS XL.
Console not provided by publisher.
thedarkstar
Joined: Feb 2011
Also, for Gamestop PowerUp Rewards members, they are offering $100 trade in credit on a 3DS XL if you trade in your original 3DS.
Nick_Tan
Joined: Jul 2006
thedarkstar
Joined: Feb 2011
danielrbischoff
Joined: Nov 2009
ShadeTail
Joined: Nov 2006
thedarkstar
Joined: Feb 2011
TheJx4
Joined: Jun 2011
Sourdeez
Joined: Feb 2012
Chunibrow
Joined: Mar 2010
Alex_Osborn
Joined: Jan 2012
ShadeTail
Joined: Nov 2006
Because a) it doesn't need one; b) people who don't buy the upgrade would be pissed off because they wouldn't be able to play the games that would inevitably be made for the two-stick model.
Seriously, this complaint never made sense before because of reason (a), and it makes even less sense now due to reason (b). Dividing the customer base by offering them different tech would be an incredibly stupid move. If they ever add a second stick, it will be after a good four or five years, when reason (b) isn't such a big deal anymore. At that point, adding exclusive new features or removing obsolete ones wouldn't piss off a large part of the customer base, because people expect major revisions after several years have gone by. See also: introduction of the DSi.
Chunibrow
Joined: Mar 2010
Sourdeez
Joined: Feb 2012
BigTruckSeries
Joined: May 2006
The mere fact the circle pad pro exists IN THE FIRST PLACE proves that it was necessary - even though I recognize it was a knee jerk reaction to the release of the Vita. YES WE DO NEED IT. That's why PSP never had a first person shooter worth a damn.
Just about every single game on the market that claims to be "3D" requires a right stick for "looking". The 3DS might have claimed you use the stylus for that, but the mere fact it even has a stylus and NOT A TOUCH SCREEN is proof of how out of touch Nintendo continues to be. It's no wonder apple iPod Touch OWNS the market and is cutting profits for both Nintendo and Sony.
THEY DESERVE IT.
I give this P.O.S 5/10.
ShadeTail
Joined: Nov 2006
Learn what you're talking about *before* you go on a tear about it.
BigTruckSeries
Joined: May 2006
Almost 99% of all games on the market require 2 analog pads. You mean to tell me they couldn't have put one in the gigantic space there?
damo_rox619
Joined: Jan 2007
Nick_Tan
Joined: Jul 2006
Including the right circle stick within the 3DS XL model wouldn't hurt much. Games that don't use the right circle stick won't need it (or the developers would then have the option to patch their game with right-circle stick controls). I would also say that doing so would be THE incentive for 3DS owners to upgrade to the 3DS XL; from a business standpoint, that would have been the smart play for Nintendo.
BigTruckSeries
Joined: May 2006
It's no wonder the gaming industry is dying off. Apple took it over. Why should I pay $40-$60 for games that aren't fun, have little replay value and don't offer enough control to play it without being awkward when I could just get a game for $1 on app store?
maca2kx
Joined: Jul 2002
BigTruckSeries
Joined: May 2006
maca2kx
Joined: Jul 2002
maca2kx
Joined: Jul 2002
spartan317
Joined: Dec 2005
Chunibrow
Joined: Mar 2010
maca2kx
Joined: Jul 2002
maca2kx
Joined: Jul 2002