[Definitive] Nintendo Wii Thread


Recommended Posts

Remember this is from the mouth of Nintendo's President. I think this is a first for Nintendo, a release in N.A. before Japan. Although I'm not quite sure if that part is accurate (but it does seem to be certain that at the very least it will be released here before the next holidays).

nope... this is the second time, the first time Nintendo luanched a console first in the N.A than Japan was when they lauched the Nintendo DS. :)

At least this means the PS3 will definitely launch this year as well. Even though the Revolution is not in direct competition with the PS3, this will be another reason for Sony to get the PS3 out as soon as possible.

That doesn't really mean PS3 WILL launch this year...it SHOULD but it is Sony after all so who knows?

Back on topic,

I can't wait to hear some more info about Rev. Sounds pretty damn good so far.

Too bad it wasn't Canadian Thanksgiving as it's a month earlier.

That doesn't really mean PS3 WILL launch this year...it SHOULD but it is Sony after all so who knows?

Well ok that's what I meant - it'd be stupid for Sony not to release the PS3 this year.

But yes, back on topic...

Hopefully we'll see it fully in action at E3.

That was Nintendo's goal, and it seems to be catching on in this poll.

84% of the people participating in that poll have said they will purchase a revolution. If this is even anywhere remotely near what might actually happen. Well, it might just be a revolution in gaming :shifty:

Edited by Erich

That was Nintendo's goal, and it seems to be catching on in this poll.

According to that poll, out of 5900 gamers:

4882 will get a Revolution

2962 will get a 360

2917 will get a PS3

So being the second console in the end really makes it the first :D Unless Joystiq's visitors are mostly Nintendo fans, which would make the poll unfair.

I couldn't find another post about it, so I hope this isn't "old news":

To date, Nintendo has been rather stingy with details about its next-generation console, the Revolution. So far, the Kyoto-based game giant has only unveiled a mock-up of the console and its new controller. It has also vaguely mentioned that several of its popular franchises, such as Super Smash Bros. and Metroid Prime, are going next gen.

Given the lack of information, speculation has mounted that the Revolution may not actually launch until 2007. Today, though, the company's head man debunked all rumors, stating that the console will make it in time for Christmas 2006.

In an interview featured in today's edition of Japanese newspaper Sankei Shinbun, Nintendo president Satoru Iwata stated, "We can't disclose the Revolution's release period yet, but we have no plans to miss out on the year-end sales battle. As for North America, we need to release it by Thanksgiving, or otherwise we won't receive support from the retail industry. So the Revolution will be released prior to that period."

Iwata avoided any specific comments about how much the Revolution would cost. However, he reiterated that the console will be reasonably priced. "The amount of money that people are willing to spend on videogames is getting less every year," he said. "Even if it's a superb machine, it's not going to sell if it's 50,000 yen ($434). We plan to make [the Revolution] an affordable price."

To date, Nintendo has never released a console above the price of 25,000 yen ($217) in Japan. Iwata also told the Sankei Shinbun that a working model close to the final form factor of the Revolution will be shown at E3 in May.

Source

Edit: I forgot to check the Definitive Revolution thread (it's too hard to keep up with) - it's in there as well. :blush:

Edited by dnast

I couldn't find another post about it, so I hope this isn't "old news":

Source

Um I posted the exact same thing, and it's on the first page.

Nevermind they merged my thread on the topic into the big revolution thread.. Kinda dumb though, it's impossible to find it there.

I agree. I have been wondering why there are always tons of X360/PS3 topics (even before the 360 was released), but most everything that has to do with the Revolution is kept in one thread. Makes the discussion very difficult to keep track of and, besides, it's looking like the Rev might be released outside of Japan before the PS3.

I agree. I have been wondering why there are always tons of X360/PS3 topics (even before the 360 was released), but most everything that has to do with the Revolution is kept in one thread. Makes the discussion very difficult to keep track of and, besides, it's looking like the Rev might be released outside of Japan before the PS3.

There weren't. We cleaned up a multitude of thread and consolidated them into the official one ages ago. Once the 360 was released, all bets were off.

I wonder more why people totally blow off the official Revolution thread and decide their's is worthy of being separate. I've merged that Iwata announcement twice, because it was posted first in this thread, as it should have been.

I've merged that Iwata announcement twice, because it was posted first in this thread, as it should have been.

Make that three times: https://www.neowin.net/forum/index.php?showtopic=422752. Pretty bad considering it is on the front page of the game section.

I'm totally for Making seperate forums for each console... Biggest problem is When a thread get 150 pages long. Most people don't want to read it or post anything in there (finding a needle in a hay stack). So by merging more and more things into your just making it more and more convoluted. Alteast if there was a new topic for each minor detail, people would see it in the list of topics and add their opinion in that specific topic vs. adding their comment to a thread they don't think will be read.

Make a seperate forum for it, and anything slightly related can have it's own topic. Much easier to find info - ESPECIALLY the lastest information that's just been released that joe-poster is eager to share with everyone cuz he just found it on ign or whatever.

There weren't. We cleaned up a multitude of thread and consolidated them into the official one ages ago. Once the 360 was released, all bets were off.

I wonder more why people totally blow off the official Revolution thread and decide their's is worthy of being separate. I've merged that Iwata announcement twice, because it was posted first in this thread, as it should have been.

Yeah, it was my mistake about the announcement I posted. I thought a major annoucement like that would have it's own thread on the main page. I went to this thread right after and realised my err. ;)

If I was wasn't such a forum ###### I would've never made it through the various definitive threads when I first started regularly visiting the Console Gamer forum sometime this past summer. I think it really hinders discussion.

It's only a minor gripe, though. I've been on Neowin for years (I lurked for quite some time even before I got this screen name) and really haven't had much to complain about. That's an accomplishment in itself. :yes:

But to get back on topic. Correct me if I'm wrong, but isn't this the first time that the major consoles of a generation will be released within a year's timespan? Pretty sweet if you ask me.

I'm totally for Making seperate forums for each console... Biggest problem is When a thread get 150 pages long. Most people don't want to read it or post anything in there (finding a needle in a hay stack). So by merging more and more things into your just making it more and more convoluted. Alteast if there was a new topic for each minor detail, people would see it in the list of topics and add their opinion in that specific topic vs. adding their comment to a thread they don't think will be read.

Make a seperate forum for it, and anything slightly related can have it's own topic. Much easier to find info - ESPECIALLY the lastest information that's just been released that joe-poster is eager to share with everyone cuz he just found it on ign or whatever.

My biggest problem with further separating the consoles into sub-forums is this; people can't even manage to post in the correct ones now. Do you know how many threads are moved from Gamers to PC or Console forums every day? Imagine the chaos after giving those people 3 MORE forums to choose from (or ignore, depending on how you look at it).

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Trailer park trash “sport “, fits the current White House
    • KataLib 5.3.0.0 by Razvan Serea KataLib is more than just a music player — it's a complete audio suite designed for music lovers and creators alike. It combines a powerful audio player, a flexible metadata editor, a capable audio converter, and a music library manager into one streamlined application. Core Features: Audio Player Enjoy seamless playback of virtually any audio format or even streaming video files. DJ Mode lets you mix tracks with manual or automatic crossfades. You can also load and save WinAmp-style playlists for quick access to your favorite sets. Audio Converter Convert between a wide range of audio formats effortlessly. Trim or normalize your output automatically, and even extract audio from streaming video sources. Ideal for preparing files for different devices or platforms. Metadata Editor View and edit ID3v2 tags and other metadata. Batch edit multiple files at once, and fetch missing information directly from the MusicBrainz database. You can also apply or update album art with ease. Music Library Manager Organize your entire audio collection, search across tracks instantly, and download cover images from the internet — or use your own custom artwork. KataLib makes it easy to keep your library tidy and enriched with useful info. Supported Formats: KataLib supports a wide range of both lossy and lossless audio formats: Input: OPUS, AAC, FLAC, M4A, MP3, MP4, MPC, APE, AIF, MKV, AVI, MOV, FLV, WEBM, Ogg Vorbis, WAV, WAVPack, WMA, AC3, OGA, MP2, MPGA, MPEG, DTS, M4B, DSD (DFS) Output: OPUS, FLAC, M4A, MP3, Ogg Vorbis, WAV Under the hood, KataLib uses the trusted FFmpeg engine for audio conversion and media playback, ensuring compatibility with virtually all mainstream media formats. KataLib 5.3.0.0 changelog: Added Option to select the Zoom level of the Oscilloscope visualizer. The taskbar button of the app now displays the progress of its processing tasks. The metadata text of the Visualization Video can now be aligned by the user. We can now reorder the order of the Visualizers and Metadata, in the Visualization Video Setup dialog, by removing any item and adding it again. It will be added at the end. Changed The font size of the Visualization Video can now be more than 30 points. Updated yt-dlp library to version 2026... Fixed Opening the Visualization Video Setup dialog could fail if the settings were wrong. Sometimes there were false duplicates in the Rename Tracks dialog. Tracks without metadata appeared without title in the Recent menu. Download: KataLib 5.3.0.0 | 90.0 MB (Open Source) Links: KataLib Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • EA Sports UFC 6 review: Brutal, satisfying, and surprisingly accessible to newcomers by Pulasthi Ariyasinghe EA’s UFC series of fighting games has been putting out games for over 10 years now, but it’s a series I have never spent any time with. As a PC guy, the series being console-exclusive is the primary reason for that. The latest entry to the series, EA Sports UFC 6, is still not coming to PC, but I have an Xbox now. When EA reached out to see if I could have a crack at the game and give my opinion about it, I finally got the chance to see what this franchise is about. I have spent about a week playing UFC 6 on the Xbox Series X. Despite my lackluster skill with fighting games, I still have fun with entries like Street Fighter and Tekken. I quickly came to realize this is a different kind of fighting game, not the arcade titles I am usually dabbling with. Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      486
    2. 2
      +Edouard
      173
    3. 3
      PsYcHoKiLLa
      138
    4. 4
      ATLien_0
      94
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!