
The Wiimote does what every other controller does in that it uses the player’s physical movement to execute virtual actions, except it’s just on a greater bodily scale. Instead of using your thumb to press A and swing, you use your whole arm. For people new to gaming, this is more intuitive than a controller, and it takes even less thought to perform an in-game action than with a “conventional” controller. That’s part of what made the Wii so successful, and that’s part of what damns the Wii U now.

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

It's a step forward for Stop Killing Games.

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
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.
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.
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.
I'm afraid that the Wii-U's days are numbered.
I tend to disagree with this article. I find that games that only use the Wii U's gamepad as a simple map or inventory screen are not using the gamepad for what it was intended. Games like ZombiU or Lego City I feel actually engage the player more because they are required to utilize skills or think outside of the normal. It enables new ways of interacting with the game that a simple button click cannot do. In ZombiU, the player must utilize the gamepad and its functionality all while the game continues to play out. This requires a constant awareness of your surroundings, much like it would be in real life. There is no pause button in real life, so why should you be able to do that in a game.
The best part of the gamepad for me is the off screen play. I don't always have use of the TV as I have a wife to compete with, so having this feature is a fantastic addition.
I love how the gamepad for the Wii U is useless, but a sensor pad on the front of the PS4 controller is revolutionary.. give me a break.
I would agree that the gamepad isn't as easy to get as the wiimote, but it is not so bad that it is an issue. I don't like how the author used Zombie U as an example. I mean if anything that is one of the best implementations of the gamepad so far. I mean you see a group of zombies that are too many to fight coming for you, but you have to hack the code for the door to get away. You see them lurking on the top screen and rush the hack on the gamepad. Everytime you look up they get closer and closer...I mean it is the best use of tension building that I have ever seen in a survival horror. But unfortunately the game had other issues which took away from that experience. The Wii U is working through a number of problems, but I really don't think the gamepad is one of them.