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First Impressions: Wii U Pro Controller - NintendoLife

"We go hands on with one of the most important Wii U accessories
With games like Bayonetta 2 and Call of Duty: Black Ops 2 blazing a trail to the Wii U very soon, the need for a decent 'traditional' joypad is obvious. Nintendo is making sure 'core' games will play as well as possible by producing the Wii U Pro Controller, a device which boasts an uncanny resemblance to the Xbox 360 pad.", writes NintendoLife.

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nintendolife.com
DivineAssault 4979d ago

That weak rumble pisses me off.. When i get a wii u, i know ill be using this more than the pad for the games i like.. Hows the rumble in the pad anyway? i hope its significantly more powerful than this..

PopRocks3594979d ago (Edited 4979d ago )

The Gamepad is larger so I assume the rumble is more powerful. The rumble thing is not that big of an issue anyway as long as it's there otherwise we'll have another retarded fiasco like the one involving rumble in the PS2 controllers. Yeah, that stupidity was fun.

DivineAssault 4979d ago

I hated the PS3 six axis controllers at first when there was no rumble in em.. I had to import a dual shock when they hit japan cuz it brings the games to life.. As long as its there, im sure it will be fine.. The wiimote rumble isnt too powerful & using the classic control doesnt even have it so its better than nothing i suppose

Fishy Fingers4978d ago

My main issue with the original PS3 pad was the weight. It was too light, the added rumble weights gave it a better feel.

Either way, I don't think it needs to be full on, as long as you get they get the sensation right.

metroid324978d ago

It dual rumble and very effective i think i read it somewhere ?

Quetzll4978d ago

I'm going to assume the low-rumble is for those people, like me, who constantly have to lay their controller down to do daddy/whatever stuff.

if its a multiplayer game and i can't pause it, i'll have to lay it down and i often forget to put my PS3 controller on a soft surface. the rumble scoots my controller off the table and the sound of a controller dropping is awful.

but that's just me justifying the low-vibe controller.

linkratos4978d ago

I agree, the DS3 was so much better than the sixaxis, and I don't even use rumble.
It just felt so much better in the hands with that extra weight.

+ Show (1) more replyLast reply 4978d ago
jacen1004979d ago (Edited 4979d ago )

Dosent bother me its not something i even use half the time anyhows couldent care less about rumble

FinalomegaS4978d ago

rumble? wtf... how will it play with 2D fighting games like street fighter.

the D-PAD is the real question

eferreira4978d ago

Too many good games coming out this holiday season for me to even consider buying a wii u.

GhostHero3334978d ago

I would like to know how it plays on FPS's.

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50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney32d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage33d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman32d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb32d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.