Wii U GamePad: Difference between revisions
Citation bot (talk | contribs) Alter: template type. Add: magazine, date, authors 1-1. Removed parameters. Some additions/deletions were parameter name changes. | Use this bot. Report bugs. | Suggested by Summerslam2022 | Category:Wii U | #UCB_Category 13/15 |
Fabrickator (talk | contribs) rescue a broken link; miscellaneous copyedits |
||
Line 47: | Line 47: | ||
}} |
}} |
||
The '''Wii U GamePad''' is the standard [[game controller]] for [[Nintendo]]'s [[Wii U]] [[home video game console]]. Incorporating |
The '''Wii U GamePad''' is the standard [[game controller]] for [[Nintendo]]'s [[Wii U]] [[home video game console]]. Incorporating features from [[tablet computer]]s, the GamePad has traditional input methods (such as buttons, dual [[analog stick]]s, and a [[D-pad]]), [[touchscreen]] controls, and motion controls. The touchscreen can be used to supplement a game by providing alternate, [[second screen]] functionality or an [[asymmetry#Other uses|asymmetric]] view of a scenario in a game. The screen can also be used to play a game strictly on the GamePad screen, without the use of a television display. Conversely, non-gaming functions can be assigned to it as well, such as using it as a television remote. |
||
The Wii U GamePad can be used in conjunction with other controllers compatible with the console, such as the [[Wii Remote Plus]], [[Nunchuk (controller)|Nunchuk]], [[Wii Balance Board]], and the more conventional [[Wii U Pro Controller]]. |
The Wii U GamePad can be used in conjunction with other controllers compatible with the console, such as the [[Wii Remote Plus]], [[Nunchuk (controller)|Nunchuk]], [[Wii Balance Board]], and the more conventional [[Wii U Pro Controller]]. |
||
Response to the Wii U GamePad was mixed. Critics praised the |
Response to the Wii U GamePad was mixed. Critics praised the comfortable feel of the GamePad, but criticized the battery life, and misuse of the GamePad in games. In 2015, Nintendo discussed the criticisms of the GamePad, admitting the misuse of the GamePads misuse in games. |
||
==History== |
==History== |
||
[[File:Wii_U_controller_E3_2011.png|thumb|left|The originally-unveiled Wii U GamePad prototype, featuring circle pads instead of analog sticks|159x159px]] |
[[File:Wii_U_controller_E3_2011.png|thumb|left|The originally-unveiled Wii U GamePad prototype, featuring circle pads instead of analog sticks|159x159px]] |
||
During development of the [[Wii]] console, video game designer [[Shigeru Miyamoto]] brought in mobile phones and controllers for [[automotive navigation system]]s for inspiration for the [[Wii Remote]], eventually producing a prototype that resembled a cell phone.<ref name="Miyamoto Speaks">{{cite web|url=http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|archive-url=https://web.archive.org/web/20061201013947/http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|url-status=dead|archive-date=December 1, 2006|title=The Big Ideas Behind Nintendo's Wii|access-date=August 30, 2007|work=BusinessWeek|last=Hall|first=Kenji}}</ref> Another design featured both an [[analog stick]] and a [[touchscreen]], but Nintendo rejected the idea of a touchscreen on the controller, "since [[Nintendo DS| |
During development of the [[Wii]] console, video game designer [[Shigeru Miyamoto]] brought in mobile phones and controllers for [[automotive navigation system]]s for inspiration for the [[Wii Remote]], eventually producing a prototype that resembled a cell phone.<ref name="Miyamoto Speaks">{{cite web|url=http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|archive-url=https://web.archive.org/web/20061201013947/http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|url-status=dead|archive-date=December 1, 2006|title=The Big Ideas Behind Nintendo's Wii|access-date=August 30, 2007|work=BusinessWeek|last=Hall|first=Kenji}}</ref> Another design featured both an [[analog stick]] and a [[touchscreen]], but Nintendo rejected the idea of a touchscreen on the controller, "since the [[Nintendo DS|portable console]] and living-room console would have been exactly the same".<ref name="Miyamoto Speaks"/> |
||
Nintendo's development team had determined that the Wii's notification light did not provide enough information to be useful beyond whether it had received content or not. With the complexity of modern televisions, Miyamoto believed that a monitor separate from the console would provide an easier way to check on the console's status without needing to use the television.<ref name=gamasutra-gamepad/> Its operation as a supplemental display was also inspired by the common use of a similar display at [[Karaoke#Asia|karaoke establishments in Japan]], which displays song information and also allows its users to select their next song.<ref name=gamasutra-e311/><ref>{{cite web |last=Kain |first=Erik |date=5 June 2012 |title=Nintendo's Smart Decision With Its Wii U Pro Controller |url=https://www.forbes.com/sites/erikkain/2012/06/05/nintendos-smart-decision-with-its-wii-u-pro-controller/ |access-date=28 July 2012 |work=Forbes}}</ref> |
Nintendo's development team had determined that the Wii's notification light did not provide enough information to be useful beyond whether it had received content or not. With the complexity of modern televisions, Miyamoto believed that a monitor separate from the console would provide an easier way to check on the console's status without needing to use the television.<ref name=gamasutra-gamepad/> Its operation as a supplemental display was also inspired by the common use of a similar display at [[Karaoke#Asia|karaoke establishments in Japan]], which displays song information and also allows its users to select their next song.<ref name=gamasutra-e311/><ref>{{cite web |last=Kain |first=Erik |date=5 June 2012 |title=Nintendo's Smart Decision With Its Wii U Pro Controller |url=https://www.forbes.com/sites/erikkain/2012/06/05/nintendos-smart-decision-with-its-wii-u-pro-controller/ |access-date=28 July 2012 |work=Forbes}}</ref> |
||
Line 61: | Line 61: | ||
[[Satoru Iwata]] explained that the controller's design is intended to allow players to "see games in a different way,"<ref name=gamasutra-e311/> a concept referred to as "[[asymmetry|asymmetric]] gaming" during Nintendo's E3 2012 press conference.<ref name=metro-nl>{{cite web|title=Nintendo Land preview: Zelda: Battle Quest and Luigi's Ghost Mansion|url=http://www.metro.co.uk/tech/games/901203-nintendo-land-preview-zelda-battle-quest-and-luigis-ghost-mansion|publisher=Metro|access-date=6 June 2012}}</ref><ref name="gamasutra-gamepad" /> With the Wii U's ''[[Miiverse]]'' social networking functionality, Iwata also likened the controller's screen to a "social window", which can allow users to remain connected even if they are not playing.<ref name=gamasutra-gamepad/> [[Gyroscopic]] capabilities were added by the team specifically to aid in aiming for first and third person shooter games.<ref name=Mashable>{{cite web|title=Nintendo Director Shigeru Miyamoto on Wii U's Future|date=June 14, 2014 |url=http://mashable.com/2014/06/14/shigeru-miyamoto-e3-interview/n|publisher=Mashable|access-date=14 June 2014}}</ref> |
[[Satoru Iwata]] explained that the controller's design is intended to allow players to "see games in a different way,"<ref name=gamasutra-e311/> a concept referred to as "[[asymmetry|asymmetric]] gaming" during Nintendo's E3 2012 press conference.<ref name=metro-nl>{{cite web|title=Nintendo Land preview: Zelda: Battle Quest and Luigi's Ghost Mansion|url=http://www.metro.co.uk/tech/games/901203-nintendo-land-preview-zelda-battle-quest-and-luigis-ghost-mansion|publisher=Metro|access-date=6 June 2012}}</ref><ref name="gamasutra-gamepad" /> With the Wii U's ''[[Miiverse]]'' social networking functionality, Iwata also likened the controller's screen to a "social window", which can allow users to remain connected even if they are not playing.<ref name=gamasutra-gamepad/> [[Gyroscopic]] capabilities were added by the team specifically to aid in aiming for first and third person shooter games.<ref name=Mashable>{{cite web|title=Nintendo Director Shigeru Miyamoto on Wii U's Future|date=June 14, 2014 |url=http://mashable.com/2014/06/14/shigeru-miyamoto-e3-interview/n|publisher=Mashable|access-date=14 June 2014}}</ref> |
||
The [[Nintendo Entertainment Analysis and Development|Nintendo EAD]] development team created two controller prototypes: a monitor with two [[Wii Remote]]s glued to the sides, and a display attached to a [[Wii Zapper]].<ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/wiiu/nintendo-land/0/0|title=Iwata Asks – Nintendo Land: Development Started at the Same Time with Wii U |publisher=Nintendo|access-date=7 December 2012}}</ref> In a prototype shown at E3, the controller had featured circle pads similar to those of the [[Nintendo 3DS]]. On May 19, 2012, a photograph of a near-final version of the controller was leaked on [[Twitter]] by an employee of [[TT Games]], revealing a wider build with ergonomic grips, a redesigned button layout, and analog sticks instead of circle pads.<ref name=wiiu-redesign>{{cite web|last=Mallory|first=Jordan|title=Redesigned Wii U tablet shown off by TT Games QA guy|url=http://www.joystiq.com/2012/05/19/redesigned-wii-u-tablet-shown-off-by-tt-games-qa-guy/| |
The [[Nintendo Entertainment Analysis and Development|Nintendo EAD]] development team created two controller prototypes: a monitor with two [[Wii Remote]]s glued to the sides, and a display attached to a [[Wii Zapper]].<ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/wiiu/nintendo-land/0/0|title=Iwata Asks – Nintendo Land: Development Started at the Same Time with Wii U |publisher=Nintendo|access-date=7 December 2012}}</ref> In a prototype shown at E3, the controller had featured circle pads similar to those of the [[Nintendo 3DS]]. On May 19, 2012, a photograph of a near-final version of the controller was leaked on [[Twitter]] by an employee of [[TT Games]], revealing a wider build with ergonomic grips, a redesigned button layout, and analog sticks instead of circle pads.<ref name=wiiu-redesign>{{cite web |last=Mallory |first=Jordan |title=Redesigned Wii U tablet shown off by TT Games QA guy |url=http://www.joystiq.com/2012/05/19/redesigned-wii-u-tablet-shown-off-by-tt-games-qa-guy/ |url-status=usurped |archive-url=https://web.archive.org/web/20120521232237/http://i.joystiq.com/2012/05/19/redesigned-wii-u-tablet-shown-off-by-tt-games-qa-guy |archive-date=May 21, 2012 |website=[[Joystiq]]|access-date=4 September 2023}}</ref> On June 3, 2012, Nintendo officially unveiled the final version of the controller, named "Wii U GamePad", in a video presentation preceding [[Electronic Entertainment Expo 2012|E3 2012]]. The presentation confirmed the leaked changes, and unveiled other features making use of the screen.<ref name=gamasutra-gamepad>{{cite web|title=Nintendo Unveils Wii U, Controller With Built-In 6.2" Touchscreen|date=June 3, 2012 |url=http://www.gamasutra.com/view/news/171695/Nintendo_reveals_Wii_Us_Miiverse_new_hardware_specifics.php|publisher=Gamasutra|access-date=4 June 2012}}</ref> |
||
Although never sold separately |
Although never sold separately anywhere else, the Wii U GamePad could be sold separately only in Japan, costing ¥13,284.<ref>{{Cite web |last=Life |first=Nintendo |date=2015-11-24 |title=You Can Now Buy A Replacement Wii U GamePad On Its Own |url=https://www.nintendolife.com/news/2015/11/you_can_now_buy_a_replacement_wii_u_gamepad_on_its_own |access-date=2023-09-03 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |last=Copeland |first=Wesley |date=2015-11-24 |title=Nintendo Now Selling Wii U GamePad on Its Own in Japan |url=https://www.ign.com/articles/2015/11/24/nintendo-to-sell-wii-u-gamepad-on-its-own-in-japan |access-date=2023-09-03 |website=IGN |language=en}}</ref> ([[United States dollar|USD]]$108) It was only sold online and was released on November 24, 2015.<ref>{{Cite web |title=周辺機器 {{!}} Wii U|任天堂 |url=https://www.nintendo.co.jp/hardware/wiiu/accessories/index.html |access-date=2023-09-03 |website=任天堂ホームページ}}</ref><ref>{{Cite web |date=2015-11-24 |title=Starting November 24, Nintendo will sell Wii U GamePads as stand-alones. |url=https://kotaku.com/starting-november-24-nintendo-will-sell-wii-u-gamepads-1744361534 |access-date=2023-09-03 |website=Kotaku |language=en}}</ref> In 2013, [[Hacker|hackers]] reverse engineered the Wii U GamePad, connecting it to a computer playing an emulated version of [[The Legend of Zelda: The Wind Waker|The Legend Of Zelda: The Wind Waker]].<ref>{{Cite web |title=Hackers reverse engineer Wii U GamePad to stream from PC (video) |url=https://www.engadget.com/2013-12-29-hackers-reverse-engineer-wii-u-gamepad.html |access-date=2023-09-03 |website=Engadget |language=en-US}}</ref> |
||
==Features== |
==Features== |
||
[[File:Nintendo Wii U GamePad Detail.jpg|thumb|Wii U GamePad (pictured) showcasing the new pressable [[Analog stick|analog stick button]] and [[D-pad|D-pad.]]]] |
[[File:Nintendo Wii U GamePad Detail.jpg|thumb|Wii U GamePad (pictured) showcasing the new pressable [[Analog stick|analog stick button]] and [[D-pad|D-pad.]]]] |
||
The GamePad's primary feature is its {{convert|6.2|in|cm|abbr=on}}, [[Graphics display resolution#FWVGA (854x480)|FWVGA]] (854x480), [[resistive touchscreen]] display, which can be controlled with either fingers or an included stylus. The screen can be used as a supplement to gameplay to provide additional functionality that can be controlled using the screen, or to stream gameplay from the console in lieu of a television display ([[Off-TV Play]]) depending on each game. The controller also features a front-facing camera (usable for [[Videotelephony|video chat]]), dual [[analog stick]]s, nine-axis [[motion detection]] via a three-axis [[accelerometer]], three-axis [[gyroscope]] and a three-axis [[magnetometer]], rumble support,<ref>{{cite web|url=https://venturebeat.com/2012/11/27/forget-six-axis-gamepad-nine-axis/|title=Wii U's GamePad has nine-axis controls|publisher=Venturebeat.com|first=Jeffrey|last=Grubb|date=November 27, 2012|access-date=November 27, 2012}}</ref> and an [[infrared]] array that can emulate the [[Wii Sensor Bar]].<ref name=gamasutra-e311>{{cite web|last=Caoili|first=Eric|title=Nintendo Unveils Wii U, Controller With Built-In 6.2" Touchscreen|url=http://www.gamasutra.com/view/news/35102/Nintendo_Unveils_Wii_U_Controller_With_BuiltIn_62quot_Touchscreen.php|publisher=Gamasutra|access-date=4 June 2012}}</ref> The GamePad also supports [[Near field communication|NFC]], which allows developers to create [[figurine]]s (such as Nintendo's [[Amiibo]] figures) or cards that can wirelessly interact with the controller, and allowed Japanese users to pay for software on the Nintendo eShop using prepaid [[FeliCa]]-based transit cards such as [[Suica]].<ref name="Briefing">{{cite web |url=https://www.nintendo.co.jp/ir/en/library/events/120127/04.html |title=Corporate Management Policy Briefing/Third Quarter Financial Results Briefing|date=27 January 2012|publisher=[[Nintendo]]|access-date=11 February 2012}}</ref> In a special presentation preceding [[Electronic Entertainment Expo 2012|E3 2012]], Nintendo unveiled more details about the GamePad |
The GamePad's primary feature is its {{convert|6.2|in|cm|abbr=on}}, [[Graphics display resolution#FWVGA (854x480)|FWVGA]] (854x480), [[resistive touchscreen]] display, which can be controlled with either fingers or an included stylus. The screen can be used as a supplement to gameplay to provide additional functionality that can be controlled using the screen, or to stream gameplay from the console in lieu of a television display ([[Off-TV Play]]) depending on each game. The controller also features a front-facing camera (usable for [[Videotelephony|video chat]]), dual [[analog stick]]s, nine-axis [[motion detection]] via a three-axis [[accelerometer]], three-axis [[gyroscope]] and a three-axis [[magnetometer]], rumble support,<ref>{{cite web|url=https://venturebeat.com/2012/11/27/forget-six-axis-gamepad-nine-axis/|title=Wii U's GamePad has nine-axis controls|publisher=Venturebeat.com|first=Jeffrey|last=Grubb|date=November 27, 2012|access-date=November 27, 2012}}</ref> and an [[infrared]] array that can emulate the [[Wii Sensor Bar]].<ref name=gamasutra-e311>{{cite web|last=Caoili|first=Eric|title=Nintendo Unveils Wii U, Controller With Built-In 6.2" Touchscreen|url=http://www.gamasutra.com/view/news/35102/Nintendo_Unveils_Wii_U_Controller_With_BuiltIn_62quot_Touchscreen.php|publisher=Gamasutra|access-date=4 June 2012}}</ref> The GamePad also supports [[Near field communication|NFC]], which allows developers to create [[figurine]]s (such as Nintendo's [[Amiibo]] figures) or cards that can wirelessly interact with the controller, and allowed Japanese users to pay for software on the Nintendo eShop using prepaid [[FeliCa]]-based transit cards such as [[Suica]].<ref name="Briefing">{{cite web |url=https://www.nintendo.co.jp/ir/en/library/events/120127/04.html |title=Corporate Management Policy Briefing/Third Quarter Financial Results Briefing|date=27 January 2012|publisher=[[Nintendo]]|access-date=11 February 2012}}</ref> In a special presentation preceding [[Electronic Entertainment Expo 2012|E3 2012]], Nintendo unveiled more details about the GamePad, including its ability to be used as a [[remote control]] for a television with the [[Nintendo TVii]] app and the ability to send handwritten messages and other content.<ref name=gamasutra-gamepad/> |
||
The GamePad communicates with a Wii U console over a modified [[Wi-Fi]] protocol designed for low-[[latency (engineering)|latency]] transmission, establishing its connection with the console by using a variant of the [[Wi-Fi Protected Setup|WPS]] process, with proprietary transfer protocol and software co-developed with [[Broadcom]].<ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/wiiu/gamepad/0/0|title=Iwata Asks: WiiU Gamepad|publisher=Nintendo|first=Iwata|last=Satoru|date=September 2012|access-date=November 27, 2012}}</ref><ref>{{cite web|last1=Totilo|first1=Stephen|title=All The Wii U Specs You Could Dream Of, Except The Ones You Want To Know|url=http://www.kotaku.com.au/2012/11/all-the-wii-u-specs-you-could-dream-of-except-the-ones-you-want-to-know/|website=Kotaku|date=November 27, 2012 |publisher=Kotaku Australia|access-date=July 19, 2014}}</ref> The GamePad's display contents are streamed as video from the console using a custom protocol and the [[H.264]] video codec, for which the GamePad contains a hardware decoder.<ref name="polygon-wiiuwireless"/><ref name=eurogamer-secrets>{{cite news|title=Secrets of the Wii U GamePad|url=http://www.eurogamer.net/articles/digitalfoundry-secrets-of-the-wii-u-gamepad|work=Eurogamer|date=May 15, 2013 |access-date=6 December 2013}}</ref> |
The GamePad communicates with a Wii U console over a modified [[Wi-Fi]] protocol designed for low-[[latency (engineering)|latency]] transmission, establishing its connection with the console by using a variant of the [[Wi-Fi Protected Setup|WPS]] process, with proprietary transfer protocol and software co-developed with [[Broadcom]].<ref>{{cite web|url=http://iwataasks.nintendo.com/interviews/#/wiiu/gamepad/0/0|title=Iwata Asks: WiiU Gamepad|publisher=Nintendo|first=Iwata|last=Satoru|author-link=Satoru Iwata|date=September 2012|access-date=November 27, 2012}}</ref><ref>{{cite web|last1=Totilo|first1=Stephen|title=All The Wii U Specs You Could Dream Of, Except The Ones You Want To Know|url=http://www.kotaku.com.au/2012/11/all-the-wii-u-specs-you-could-dream-of-except-the-ones-you-want-to-know/|website=Kotaku|date=November 27, 2012 |publisher=Kotaku Australia|access-date=July 19, 2014}}</ref> The GamePad's display contents are streamed as video from the console using a custom protocol and the [[H.264]] video codec, for which the GamePad contains a hardware decoder.<ref name="polygon-wiiuwireless"/><ref name=eurogamer-secrets>{{cite news|title=Secrets of the Wii U GamePad|url=http://www.eurogamer.net/articles/digitalfoundry-secrets-of-the-wii-u-gamepad|work=Eurogamer|date=May 15, 2013 |access-date=6 December 2013}}</ref> |
||
Nintendo's first presentation of the controller in 2011 led to confusion upon whether the Wii U would support the use of multiple GamePads. A Nintendo spokesperson stated that the GamePad would not be sold individually from a Wii U console,<ref name=gm-2controllers/> and Shigeru Miyamoto had not ruled out the possibility of using multiple GamePads with a single console—but also felt that it might be more convenient to use the [[Nintendo 3DS]] as a controller in this scenario as well—implying potential compatibility.<ref name=gm-2controllers>{{cite web|last=Rose|first=Mike|title=Nintendo: Wii U Controllers Not Sold Separately, 3DS May Work As Controller|url=http://www.gamasutra.com/view/news/35137/Nintendo_Wii_U_Controllers_Not_Sold_Separately_3DS_May_Work_As_Controller.php|publisher=Gamasutra|access-date=4 June 2012}}</ref> During Nintendo's E3 2012 presentation, it was confirmed that Wii U games could theoretically support up to two GamePads simultaneously.<ref>{{cite web|title=Nintendo: two Wii U Gamepads will work on one system|url=https://www.engadget.com/2012/06/05/nintendo-two-wii-u-gamepads-will-work-on-one-system/|last=Fingas|first=Jon|date=June 5, 2012|publisher=Engadget|access-date=June 5, 2012}}</ref> However, this feature was ultimately never supported by any official software, alongside an unused accessory port at the bottom of the unit. According to former Nintendo president [[Reggie Fils-Aimé]], due to the console's install base "never getting large enough that that type of implementation made sense" and because "the company didn't create a game where you needed another GamePad in order to have a great experience. From Nintendo's perspective, there needs to be a game that drives that implementation, that enables the player to see why you would need a second GamePad".<ref>{{cite web|title=Why The Wii U Never Supported Dual GamePads|url=https://www.gamespot.com/articles/why-the-wii-u-never-supported-dual-gamepads/1100-6505400/|last=Williams|first=Hayley|date=July 12, 2022|publisher=GameSpot|access-date=June 18, 2023}}</ref> |
Nintendo's first presentation of the controller in 2011 led to confusion upon whether the Wii U would support the use of multiple GamePads. A Nintendo spokesperson stated that the GamePad would not be sold individually from a Wii U console,<ref name=gm-2controllers/> and Shigeru Miyamoto had not ruled out the possibility of using multiple GamePads with a single console—but also felt that it might be more convenient to use the [[Nintendo 3DS]] as a controller in this scenario as well—implying potential compatibility.<ref name=gm-2controllers>{{cite web|last=Rose|first=Mike|title=Nintendo: Wii U Controllers Not Sold Separately, 3DS May Work As Controller|url=http://www.gamasutra.com/view/news/35137/Nintendo_Wii_U_Controllers_Not_Sold_Separately_3DS_May_Work_As_Controller.php|publisher=Gamasutra|access-date=4 June 2012}}</ref> During Nintendo's E3 2012 presentation, it was confirmed that Wii U games could theoretically support up to two GamePads simultaneously.<ref>{{cite web|title=Nintendo: two Wii U Gamepads will work on one system|url=https://www.engadget.com/2012/06/05/nintendo-two-wii-u-gamepads-will-work-on-one-system/|last=Fingas|first=Jon|date=June 5, 2012|publisher=Engadget|access-date=June 5, 2012}}</ref> However, this feature was ultimately never supported by any official software, alongside an unused accessory port at the bottom of the unit. According to former Nintendo president [[Reggie Fils-Aimé]], due to the console's install base "never getting large enough that that type of implementation made sense" and because "the company didn't create a game where you needed another GamePad in order to have a great experience. From Nintendo's perspective, there needs to be a game that drives that implementation, that enables the player to see why you would need a second GamePad".<ref>{{cite web|title=Why The Wii U Never Supported Dual GamePads|url=https://www.gamespot.com/articles/why-the-wii-u-never-supported-dual-gamepads/1100-6505400/|last=Williams|first=Hayley|date=July 12, 2022|publisher=GameSpot|access-date=June 18, 2023}}</ref> |
||
Line 77: | Line 77: | ||
The Wii U GamePad received mixed reviews from critics. Stephen Totilo, from [[Kotaku]] praised the GamePad, stating "There is little to fear about the Wii U GamePad's controller screen. It doesn't make the controller too heavy." Totilo also mentioned "The connection between screen controller and console is superb. The GamePad screen's ability to stay in constant sync with the [[Television|TV]] screen is as welcome as it was necessary for the Wii U version of multi-screen gaming to work."<ref>{{Cite web |date=2012-11-18 |title=Wii U: The Kotaku Review [UPDATE] |url=https://kotaku.com/wii-u-the-kotaku-review-update-5961536 |access-date=2023-09-03 |website=Kotaku |language=en}}</ref><ref>{{Cite web |date=2013-11-25 |title=A Year In, The Wii U Is Still Not a Must-Own |url=https://kotaku.com/a-year-in-the-wii-u-is-still-not-a-must-own-1471395507 |access-date=2023-09-03 |website=Kotaku |language=en}}</ref> |
The Wii U GamePad received mixed reviews from critics. Stephen Totilo, from [[Kotaku]] praised the GamePad, stating "There is little to fear about the Wii U GamePad's controller screen. It doesn't make the controller too heavy." Totilo also mentioned "The connection between screen controller and console is superb. The GamePad screen's ability to stay in constant sync with the [[Television|TV]] screen is as welcome as it was necessary for the Wii U version of multi-screen gaming to work."<ref>{{Cite web |date=2012-11-18 |title=Wii U: The Kotaku Review [UPDATE] |url=https://kotaku.com/wii-u-the-kotaku-review-update-5961536 |access-date=2023-09-03 |website=Kotaku |language=en}}</ref><ref>{{Cite web |date=2013-11-25 |title=A Year In, The Wii U Is Still Not a Must-Own |url=https://kotaku.com/a-year-in-the-wii-u-is-still-not-a-must-own-1471395507 |access-date=2023-09-03 |website=Kotaku |language=en}}</ref> |
||
Criticism |
Criticism of the GamePads battery life was also common, such as this criticism from Andrew Hayward of [[TechRadar]], who criticized the battery life stating "but with the [GamePad's] brightness on max which we found essential for getting the best-quality play experience, we struggled to push past that three-hour mark." Hayward also criticized the range of the GamePad, which reportedly works up to 25 feet away from the console.<ref>{{Cite web |author1=Andrew Hayward |date=2015-12-01 |title=Nintendo Wii U review |url=https://www.techradar.com/reviews/gaming/games-consoles/nintendo-wii-u-1084120/review |access-date=2023-09-03 |website=TechRadar |language=en}}</ref> However, [[Nintendo]] provided a solution by releasing a 2550mAh battery<ref>{{Cite web |title=Official 2,550mAh Wii U GamePad battery announced in Japan, promises up to 8 hours of gameplay |url=https://www.engadget.com/2013-05-30-official-2550mah-wii-u-gamepad-battery-announced-in-japan-promi.html |access-date=2023-09-03 |website=Engadget |language=en-US}}</ref> with over 8 hours of battery life,<ref>{{Cite web |date=2013-12-23 |title=The official high-capacity battery for the Wii U GamePad is now available in the U.S. |url=https://kotaku.com/the-official-high-capacity-battery-for-the-wii-u-gamepa-1488561736 |access-date=2023-09-03 |website=Kotaku |language=en}}</ref><ref>{{Cite magazine |last=Kohler |first=Chris |title=Nintendo's Semi-Secret Upgrade to Extend Wii U's Crappy Battery |language=en-US |magazine=Wired |url=https://www.wired.com/2014/10/wii-u-extended-battery/ |access-date=2023-09-03 |issn=1059-1028}}</ref><ref>{{Cite web |title=Wii U GamePad high-capacity battery now available, promises 8 hours of use |url=https://www.gamespot.com/articles/wii-u-gamepad-high-capacity-battery-now-available-promises-8-hours-of-use/1100-6416842/ |access-date=2023-09-03 |website=GameSpot |language=en-US}}</ref> comparing to the original 3-5 hour battery life on the original 1500mAh battery that released with the system.<ref>{{Cite web |title=Nintendo clocks Wii U controller life in at three to five hours on a charge |url=https://www.engadget.com/2012-06-05-nintendo-clocks-wii-u-controller-life-in-at-three-to-five-hours.html |access-date=2023-09-03 |website=Engadget |language=en-US}}</ref> |
||
One of the other main criticisms of the Wii U GamePad was the misuse of the Wii U GamePad's potential in [[List of Wii U games|games and software]]. One of |
One of the other main criticisms of the Wii U GamePad was the misuse of the Wii U GamePad's potential in [[List of Wii U games|games and software]]. One of the games criticized was Minecraft: Wii U Edition, which did not have any Wii U GamePad features, leaving fans disappointed.<ref>{{Cite web |title=Minecraft Wii U Doesn't Support GamePad Inventory Management |url=https://www.gamespot.com/articles/minecraft-wii-u-doesnt-support-gamepad-inventory-m/1100-6432963/ |access-date=2023-09-03 |website=GameSpot |language=en-US}}</ref><ref>{{Cite web |last=Cooper |first=Dalton |date=2015-12-09 |title=Minecraft: Wii U Edition Doesn't Use GamePad for Inventory Management |url=https://gamerant.com/minecraft-wii-u-gamepad/ |access-date=2023-09-03 |website=Game Rant |language=en}}</ref> Many critics felt Nintendo wasn't using the Wii U GamePad properly in games. [[Nintendo|Nintendo of America's]] Executive VP of Sales, Scott Moffitt admitted this, stating "We've proven time and time again, we make great games, they get great users scores as well as critical scores. With games like Star Fox and Mario Maker, we are continuing to show the promise of the Gamepad and, candidly, early on we probably didn't showcase the promise of the Gamepad as well as we could have."<ref>{{Cite web |date=2015-08-11 |title=Nintendo: Wii U GamePad Is The Only Real Innovation This Console Cycle, But We Didn't Showcase It Well Enough |url=https://www.nintendolife.com/news/2015/08/nintendo_wii_u_gamepad_is_the_only_real_innovation_this_console_cycle_but_we_didnt_showcase_it_well_enoughn |access-date=2023-09-03 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |title=Nintendo: The Wii U Is The Only Innovation In This Console Cycle |url=https://gamingbolt.com/nintendo-the-wii-u-is-the-only-innovation-in-this-console-cycle |access-date=2023-09-03 |website=GamingBolt |language=en-US}}</ref> |
||
Rob Crossley from [[GameSpot]] heavily criticized the controller comparing it to the [[Virtual Boy|Virtual Boy controller]], and stating that games such as [[Super Mario 3D World]], [[Super Smash Bros. for Nintendo 3DS and Wii U|Super Smash Bros for Wii U]], and [[Mario Kart 8]] does not employ the GamePad in a meaningful way. Crossley also called the GamePad a "chubby and clumsy touch-screen controller". He also criticized the Off-TV Play feature for being "not a system seller" stating that "most people will not use it with any regularity, and only a few will swear by it."<ref>{{Cite web |title=Wii U: The Year Two Review |url=https://www.gamespot.com/articles/wii-u-the-year-two-review/1100-6423304/ |access-date=2023-09-03 |website=GameSpot |language=en-US}}</ref> |
Rob Crossley from [[GameSpot]] heavily criticized the controller comparing it to the [[Virtual Boy|Virtual Boy controller]], and stating that games such as [[Super Mario 3D World]], [[Super Smash Bros. for Nintendo 3DS and Wii U|Super Smash Bros for Wii U]], and [[Mario Kart 8]] does not employ the GamePad in a meaningful way. Crossley also called the GamePad a "chubby and clumsy touch-screen controller". He also criticized the Off-TV Play feature for being "not a system seller" stating that "most people will not use it with any regularity, and only a few will swear by it."<ref>{{Cite web |title=Wii U: The Year Two Review |url=https://www.gamespot.com/articles/wii-u-the-year-two-review/1100-6423304/ |access-date=2023-09-03 |website=GameSpot |language=en-US}}</ref> |
Revision as of 12:32, 4 September 2023
Wii U GamePad (pictured) with a 6.2 inch touchscreen. | |
Developer | Nintendo IRD |
---|---|
Manufacturer | Nintendo |
Type | Gamepad |
Generation | Eighth |
Release date |
|
Lifespan | 2012–2017 |
Discontinued |
|
Display | 6.2 inch (15.7 cm) 854 x 480 (FWVGA) 16:9 @ 158 ppi |
Sound | Stereo speakers, headphones |
Input |
|
Camera | 1.3 MP front-facing camera |
Touchpad | Single-touch LCD |
Connectivity | Proprietary wireless based on IEEE 802.11n,[1] NFC, FeliCa, infrared |
Power | LiPo 3.7 V DC 1500 mAh (WUP-012; 3–5 hours use) LiPo 3.6 V DC 2550 mAh (upgrade WUP-013; 8 hours use) |
Dimensions | 5.3 in × 0.9 in × 10.2 in (13.5 cm × 2.3 cm × 25.9 cm) |
Mass | 491 g |
Predecessor | Wii Remote Plus |
Successor | Joy-Con and Nintendo Switch Pro Controller |
Related | Wii U Pro Controller |
The Wii U GamePad is the standard game controller for Nintendo's Wii U home video game console. Incorporating features from tablet computers, the GamePad has traditional input methods (such as buttons, dual analog sticks, and a D-pad), touchscreen controls, and motion controls. The touchscreen can be used to supplement a game by providing alternate, second screen functionality or an asymmetric view of a scenario in a game. The screen can also be used to play a game strictly on the GamePad screen, without the use of a television display. Conversely, non-gaming functions can be assigned to it as well, such as using it as a television remote.
The Wii U GamePad can be used in conjunction with other controllers compatible with the console, such as the Wii Remote Plus, Nunchuk, Wii Balance Board, and the more conventional Wii U Pro Controller.
Response to the Wii U GamePad was mixed. Critics praised the comfortable feel of the GamePad, but criticized the battery life, and misuse of the GamePad in games. In 2015, Nintendo discussed the criticisms of the GamePad, admitting the misuse of the GamePads misuse in games.
History
During development of the Wii console, video game designer Shigeru Miyamoto brought in mobile phones and controllers for automotive navigation systems for inspiration for the Wii Remote, eventually producing a prototype that resembled a cell phone.[2] Another design featured both an analog stick and a touchscreen, but Nintendo rejected the idea of a touchscreen on the controller, "since the portable console and living-room console would have been exactly the same".[2]
Nintendo's development team had determined that the Wii's notification light did not provide enough information to be useful beyond whether it had received content or not. With the complexity of modern televisions, Miyamoto believed that a monitor separate from the console would provide an easier way to check on the console's status without needing to use the television.[3] Its operation as a supplemental display was also inspired by the common use of a similar display at karaoke establishments in Japan, which displays song information and also allows its users to select their next song.[4][5]
Satoru Iwata explained that the controller's design is intended to allow players to "see games in a different way,"[4] a concept referred to as "asymmetric gaming" during Nintendo's E3 2012 press conference.[6][3] With the Wii U's Miiverse social networking functionality, Iwata also likened the controller's screen to a "social window", which can allow users to remain connected even if they are not playing.[3] Gyroscopic capabilities were added by the team specifically to aid in aiming for first and third person shooter games.[7]
The Nintendo EAD development team created two controller prototypes: a monitor with two Wii Remotes glued to the sides, and a display attached to a Wii Zapper.[8] In a prototype shown at E3, the controller had featured circle pads similar to those of the Nintendo 3DS. On May 19, 2012, a photograph of a near-final version of the controller was leaked on Twitter by an employee of TT Games, revealing a wider build with ergonomic grips, a redesigned button layout, and analog sticks instead of circle pads.[9] On June 3, 2012, Nintendo officially unveiled the final version of the controller, named "Wii U GamePad", in a video presentation preceding E3 2012. The presentation confirmed the leaked changes, and unveiled other features making use of the screen.[3]
Although never sold separately anywhere else, the Wii U GamePad could be sold separately only in Japan, costing ¥13,284.[10][11] (USD$108) It was only sold online and was released on November 24, 2015.[12][13] In 2013, hackers reverse engineered the Wii U GamePad, connecting it to a computer playing an emulated version of The Legend Of Zelda: The Wind Waker.[14]
Features
The GamePad's primary feature is its 6.2 in (16 cm), FWVGA (854x480), resistive touchscreen display, which can be controlled with either fingers or an included stylus. The screen can be used as a supplement to gameplay to provide additional functionality that can be controlled using the screen, or to stream gameplay from the console in lieu of a television display (Off-TV Play) depending on each game. The controller also features a front-facing camera (usable for video chat), dual analog sticks, nine-axis motion detection via a three-axis accelerometer, three-axis gyroscope and a three-axis magnetometer, rumble support,[15] and an infrared array that can emulate the Wii Sensor Bar.[4] The GamePad also supports NFC, which allows developers to create figurines (such as Nintendo's Amiibo figures) or cards that can wirelessly interact with the controller, and allowed Japanese users to pay for software on the Nintendo eShop using prepaid FeliCa-based transit cards such as Suica.[16] In a special presentation preceding E3 2012, Nintendo unveiled more details about the GamePad, including its ability to be used as a remote control for a television with the Nintendo TVii app and the ability to send handwritten messages and other content.[3]
The GamePad communicates with a Wii U console over a modified Wi-Fi protocol designed for low-latency transmission, establishing its connection with the console by using a variant of the WPS process, with proprietary transfer protocol and software co-developed with Broadcom.[17][18] The GamePad's display contents are streamed as video from the console using a custom protocol and the H.264 video codec, for which the GamePad contains a hardware decoder.[1][19]
Nintendo's first presentation of the controller in 2011 led to confusion upon whether the Wii U would support the use of multiple GamePads. A Nintendo spokesperson stated that the GamePad would not be sold individually from a Wii U console,[20] and Shigeru Miyamoto had not ruled out the possibility of using multiple GamePads with a single console—but also felt that it might be more convenient to use the Nintendo 3DS as a controller in this scenario as well—implying potential compatibility.[20] During Nintendo's E3 2012 presentation, it was confirmed that Wii U games could theoretically support up to two GamePads simultaneously.[21] However, this feature was ultimately never supported by any official software, alongside an unused accessory port at the bottom of the unit. According to former Nintendo president Reggie Fils-Aimé, due to the console's install base "never getting large enough that that type of implementation made sense" and because "the company didn't create a game where you needed another GamePad in order to have a great experience. From Nintendo's perspective, there needs to be a game that drives that implementation, that enables the player to see why you would need a second GamePad".[22]
Reception
The Wii U GamePad received mixed reviews from critics. Stephen Totilo, from Kotaku praised the GamePad, stating "There is little to fear about the Wii U GamePad's controller screen. It doesn't make the controller too heavy." Totilo also mentioned "The connection between screen controller and console is superb. The GamePad screen's ability to stay in constant sync with the TV screen is as welcome as it was necessary for the Wii U version of multi-screen gaming to work."[23][24]
Criticism of the GamePads battery life was also common, such as this criticism from Andrew Hayward of TechRadar, who criticized the battery life stating "but with the [GamePad's] brightness on max which we found essential for getting the best-quality play experience, we struggled to push past that three-hour mark." Hayward also criticized the range of the GamePad, which reportedly works up to 25 feet away from the console.[25] However, Nintendo provided a solution by releasing a 2550mAh battery[26] with over 8 hours of battery life,[27][28][29] comparing to the original 3-5 hour battery life on the original 1500mAh battery that released with the system.[30]
One of the other main criticisms of the Wii U GamePad was the misuse of the Wii U GamePad's potential in games and software. One of the games criticized was Minecraft: Wii U Edition, which did not have any Wii U GamePad features, leaving fans disappointed.[31][32] Many critics felt Nintendo wasn't using the Wii U GamePad properly in games. Nintendo of America's Executive VP of Sales, Scott Moffitt admitted this, stating "We've proven time and time again, we make great games, they get great users scores as well as critical scores. With games like Star Fox and Mario Maker, we are continuing to show the promise of the Gamepad and, candidly, early on we probably didn't showcase the promise of the Gamepad as well as we could have."[33][34]
Rob Crossley from GameSpot heavily criticized the controller comparing it to the Virtual Boy controller, and stating that games such as Super Mario 3D World, Super Smash Bros for Wii U, and Mario Kart 8 does not employ the GamePad in a meaningful way. Crossley also called the GamePad a "chubby and clumsy touch-screen controller". He also criticized the Off-TV Play feature for being "not a system seller" stating that "most people will not use it with any regularity, and only a few will swear by it."[35]
See also
- List of Nintendo controllers
- Off-TV Play
- Xbox SmartGlass
- Wii Remote
- Nintendo Switch
- PlayStation Portal
References
- ^ a b Crecente, Brian (November 16, 2012). "Wireless Tech Behind WiiU Gamepad". Polygon.com. Retrieved November 27, 2012.
- ^ a b Hall, Kenji. "The Big Ideas Behind Nintendo's Wii". BusinessWeek. Archived from the original on December 1, 2006. Retrieved August 30, 2007.
- ^ a b c d e "Nintendo Unveils Wii U, Controller With Built-In 6.2" Touchscreen". Gamasutra. June 3, 2012. Retrieved June 4, 2012.
- ^ a b c Caoili, Eric. "Nintendo Unveils Wii U, Controller With Built-In 6.2" Touchscreen". Gamasutra. Retrieved June 4, 2012.
- ^ Kain, Erik (June 5, 2012). "Nintendo's Smart Decision With Its Wii U Pro Controller". Forbes. Retrieved July 28, 2012.
- ^ "Nintendo Land preview: Zelda: Battle Quest and Luigi's Ghost Mansion". Metro. Retrieved June 6, 2012.
- ^ "Nintendo Director Shigeru Miyamoto on Wii U's Future". Mashable. June 14, 2014. Retrieved June 14, 2014.
- ^ "Iwata Asks – Nintendo Land: Development Started at the Same Time with Wii U". Nintendo. Retrieved December 7, 2012.
- ^ Mallory, Jordan. "Redesigned Wii U tablet shown off by TT Games QA guy". Joystiq. Archived from the original on May 21, 2012. Retrieved September 4, 2023.
{{cite web}}
: CS1 maint: unfit URL (link) - ^ Life, Nintendo (November 24, 2015). "You Can Now Buy A Replacement Wii U GamePad On Its Own". Nintendo Life. Retrieved September 3, 2023.
- ^ Copeland, Wesley (November 24, 2015). "Nintendo Now Selling Wii U GamePad on Its Own in Japan". IGN. Retrieved September 3, 2023.
- ^ "周辺機器 | Wii U|任天堂". 任天堂ホームページ. Retrieved September 3, 2023.
- ^ "Starting November 24, Nintendo will sell Wii U GamePads as stand-alones". Kotaku. November 24, 2015. Retrieved September 3, 2023.
- ^ "Hackers reverse engineer Wii U GamePad to stream from PC (video)". Engadget. Retrieved September 3, 2023.
- ^ Grubb, Jeffrey (November 27, 2012). "Wii U's GamePad has nine-axis controls". Venturebeat.com. Retrieved November 27, 2012.
- ^ "Corporate Management Policy Briefing/Third Quarter Financial Results Briefing". Nintendo. January 27, 2012. Retrieved February 11, 2012.
- ^ Satoru, Iwata (September 2012). "Iwata Asks: WiiU Gamepad". Nintendo. Retrieved November 27, 2012.
- ^ Totilo, Stephen (November 27, 2012). "All The Wii U Specs You Could Dream Of, Except The Ones You Want To Know". Kotaku. Kotaku Australia. Retrieved July 19, 2014.
- ^ "Secrets of the Wii U GamePad". Eurogamer. May 15, 2013. Retrieved December 6, 2013.
- ^ a b Rose, Mike. "Nintendo: Wii U Controllers Not Sold Separately, 3DS May Work As Controller". Gamasutra. Retrieved June 4, 2012.
- ^ Fingas, Jon (June 5, 2012). "Nintendo: two Wii U Gamepads will work on one system". Engadget. Retrieved June 5, 2012.
- ^ Williams, Hayley (July 12, 2022). "Why The Wii U Never Supported Dual GamePads". GameSpot. Retrieved June 18, 2023.
- ^ "Wii U: The Kotaku Review [UPDATE]". Kotaku. November 18, 2012. Retrieved September 3, 2023.
- ^ "A Year In, The Wii U Is Still Not a Must-Own". Kotaku. November 25, 2013. Retrieved September 3, 2023.
- ^ Andrew Hayward (December 1, 2015). "Nintendo Wii U review". TechRadar. Retrieved September 3, 2023.
- ^ "Official 2,550mAh Wii U GamePad battery announced in Japan, promises up to 8 hours of gameplay". Engadget. Retrieved September 3, 2023.
- ^ "The official high-capacity battery for the Wii U GamePad is now available in the U.S." Kotaku. December 23, 2013. Retrieved September 3, 2023.
- ^ Kohler, Chris. "Nintendo's Semi-Secret Upgrade to Extend Wii U's Crappy Battery". Wired. ISSN 1059-1028. Retrieved September 3, 2023.
- ^ "Wii U GamePad high-capacity battery now available, promises 8 hours of use". GameSpot. Retrieved September 3, 2023.
- ^ "Nintendo clocks Wii U controller life in at three to five hours on a charge". Engadget. Retrieved September 3, 2023.
- ^ "Minecraft Wii U Doesn't Support GamePad Inventory Management". GameSpot. Retrieved September 3, 2023.
- ^ Cooper, Dalton (December 9, 2015). "Minecraft: Wii U Edition Doesn't Use GamePad for Inventory Management". Game Rant. Retrieved September 3, 2023.
- ^ "Nintendo: Wii U GamePad Is The Only Real Innovation This Console Cycle, But We Didn't Showcase It Well Enough". Nintendo Life. August 11, 2015. Retrieved September 3, 2023.
- ^ "Nintendo: The Wii U Is The Only Innovation In This Console Cycle". GamingBolt. Retrieved September 3, 2023.
- ^ "Wii U: The Year Two Review". GameSpot. Retrieved September 3, 2023.