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Home >Unlabelled > Nintendo Wii U review
Nintendo Wii U review
Posted on Saturday, November 17, 2012 by kusanag1
Nintendo Wii U review
More Info
- Nintendo's Wii U tablet controller and the death of your TV's remote control
- Editorial: Why America's most popular gaming genre likely won't work on Nintendo's new console
- Take a very, very close look at the round-edged Wii U proprietary discs
Nintendo's new console is an anomaly in the game console ecosystem, but not for Nintendo. The company that -- in just the last decade -- popularized stylus-powered gaming, microphone-powered gaming and motion-based gaming, is once again pushing game control inputs forward. And just like its previous consoles, lessons learned from past hardware build the foundation of its latest effort: the Wii U and its bizarre-looking, but conventionally named, "GamePad."
The Wii U console itself, for instance, looks almost exactly like the original Wii. It's longer (6.75 inches vs. 6 inches for the Wii), a bit rounder on the edges, and there's an HDMI port out back, but overall it's quite similar to its squatter predecessor. It's enough that you'd get the two confused if they were sitting in the same entertainment center. Naturally, the beefed-up internals and Wii backwards compatibility mean you'll likely be replacing the ol' virtual tennis machine should you choose to pick one up.
Of course, the GamePad is the real star of the show here, bolstered by Nintendo's ambitious "TVii" experiment. Everyone's favorite Italian plumber looks super in HD, no doubt, but how software employs the multifaceted touchscreen tablet / traditional game controller hybrid is what really matters. So, how does the Wii U fare? Find out below.
Note: Nintendo delayed TVii into December, and the majority of promised functionality was not made available to reviewers ahead of the console's November 18th release date (including crucial components like online infrastructure, the Miiverse social network, Nintendo Network, Nintendo TVii, and Wii backwards compatibility). As such, we're updating our review as we use those features, post-launch.
Hardware: The Console
The Wii U is a relatively quiet little box that slips easily into home media centers. Sure, there's a stand (at least in the deluxe set), but we opted to lay it on its side -- it takes up less space, and all the writing is geared toward it laying horizontally. How could we disobey the font? It'll take up yet another HDMI spot on your HDTV (a c able is thankfully included in the Wii U box), though component is also an option (sold separately). Think of the ports on the back of the Wii U box as identical to what you had on your original Wii, save for some very small tweaks. For one, the AC power port is slightly altered to account for the Wii U's new, larger adapter. Otherwise, the only difference is the addition of HDMI-in on account of the console's beefed up internals: an IBM Power-based multi-core processor and an AMD Radeon custom high-def CPU. You can directly plug in that old Wii sensor bar, should you choose to eschew the brand new one you'll get in the box.
There are two flavors of storage as well, with the $ 300 model getting just 8GB of internal flash memory while the $ 350 model gets 32GB. Not that any of that matters terribly, as both flash and full-on external HDDs are supported. The four USB ports situated around the long black rectangle should provide more than enough support. Should they no t be enough, an SD slot sits up front below the optical disc tray, tucked behind a slidable wall of shiny plastic with two of the aforementioned USB ports. Like the GamePad it supports, the Wii U console is glossy, fingerprint-loving plastic. The dust and cat hair in our test apartment love the exterior of the Wii U. We do not. Unless you live in a dust-less vacuum, there's no way your Wii U console won't exist in a state of perpetual shabbiness. We've had our black deluxe set for a week and it looks as though it's been sitting in an ancient tomb. Finish aside, it's a quiet, sleek black rectangle that takes up little of our precious entertainment center space -- you'll find no complaints here.Nintendo Wii U vs. Nintendo Wii ... fight!
Hardware: The GamePad
The Wii U's touch-based GamePad controller has its roots in the Nintendo DS, as evidenced by the GamePad's stylus concept, the aging resistive touchscreen (albeit larger at 6.2 inches, with an 854×480 resolution in a 16:9 ratio), and the microphone residing along the bottom. A player-facing camera -- no doubt borrowed from the DSi -- sits parallel to the mic, just above that enormous touchscreen. Two Nintendo Wii Nunchuk-esque convex, clickable analog sticks punctuate the left and right sides of the GamePad, and the plus and minus buttons (replacing start / select) from the Wiimote sit along the lower right. The SNES' hallmark four-button layout and d-pad line up on either side of the touchscreen just below the analog sticks. This sure is a Nintendo device, eh? Or is it every Nintendo device, all at once?
Of course, the GamePad is more than an homage to Nintendo's previous hardware, and there's plenty new to gawk at -- a volume slider controls how loud the GamePad's speakers are, a haloed Home button sits along the bottom (allowing for quick access to the GamePad's settings and the console's main menu) and a red battery light indicates when you'll need a recharge (solid to warn, blinking when death is imminent).Nintendo Wii U GamePad / Pro Controller vs. Xbox 360 / PlayStation 3 controllers
Digital triggers await your pointer fingers on each side around back, with a clickable shoulder button above each (similar to the Xbox 360 and PlayStation 3 controllers). A deep ridge allows you to comfortably hold the hefty, 1.1-pound controller for long periods -- not that you'll be using it for much longer than three hours if you don't plug it in. We pulled just under five hours out of it with brightness turned all the way down, the sound off and no rumble, but averaged around 3.5 hours in general use. There's also a power-saving mode which auto-adjusts the screen's brightness based on whatever it's disp laying, which seemed to do little in conserving battery life; turning down the sound and keeping brightness at the lowest setting is the best way to extend run time beyond the average, we found. Should you choose to give yourself a break and fully recharge the controller, it'll need around 2.5 hours to re-up.
We pulled just under five hours out of it with brightness turned all the way down, the sound off and no rumble, but averaged around 3.5 hours in general use.As for new functionality, there's a spot for NFC connectivity, but but we can't test it as no software supports it yet (not even Activision megahit series Skylanders). Of course, it's not hard to imagine, say, a Pokémon tie-in down the line, or something else similarly terrifying to parents' wallets. Perhaps the most novel non-gaming function of the tablet-esque controller is its IR-based universal remote control ability -- the GamePad can be used to control your HDTV (well, "most" HDTVs) in some basi c, but very important, ways. Rather than futzing with several remote controls to turn on your television and game console, the Wii U's built-in universal remote functionality -- which functions whether or not the Wii U itself is powered on -- streamlines everything down to just the game controller. Of course, this is no replacement for your Harmony One; in our experience, it was primarily used for powering on the Wii U, the television, and switching to the appropriate input / changing volume / etc., and thankfully had little to no impact on battery.
This functionality alone made a huge impact on how we approached the console as part of the entertainment center. It's also changed our game playing habits quite a bit, as many games on the GamePad screen a re mirror images of the TV -- we found ourselves indulging ADD and flipping to the evening news while trouncing goombas. It also helps the family dynamic of battling for control of one television. Little Sally can keep playing New Super Mario Bros. U while Dad watches Sunday football (or other such situations).
That won't work with all software, of course, such as featured launch title Nintendo Land -- a carnival-themed collection of 12 games spotlighting major Nintendo franchises, from Animal Crossing to Zelda. It employs all of the GamePad's gimmicks across its single and multiplayer games. That includes asymmetrical gameplay, wherein what you see on the GamePad isn't what you see on your television. As such, much-vaunted features like off-screen play work only on a case-by-case basis. (We were unable to test this feature with Netflix, Hulu Plus, Amazon Instant or any other non-game software ahead of launch, as none were available.)
Sadly, overall, the GamePad controller gives off a relatively low-grade impression; it looks and feels like a toy. The four main buttons resemble aspirin pills and aren't of the polish we expect from modern game consoles; glossy plus / minus buttons accentuate this tragedy even further. Shallow, squishy shoulder buttons akin to those on Sony's DualShock 3 compare poorly to those found on the current Xbox 360 controller as well as competent third-party equivalents (the Razer Onza, for instance). And the convex analog sticks had our thumbs easily slipping during long Mario sessions. The glossy, handprint-friendly, dust-magnet finish on the GamePad isn't helping its looks, either (we prefer the matte finish on the GamePad's rear). It's not all bad -- the d-pad is as solid as e ver, and the clicky digital triggers work beautifully (as long as you're not playing an FPS or a racing game, that is). The GamePad's comfy, too, despite its weight and size. If only it'd go further from its home base console than the 26 feet Nintendo's promising.
Yes, we tried bringing the Wii U GamePad everywhere, but Nintendo's (admittedly conservative) estimation is pretty spot-on -- the streamed video that the Wii U pushes to its GamePad wouldn't go very far at all without running into hiccups or cutting out altogether. That isn't to say we encountered issues within that estimated distance -- in fact, streaming worked flawlessly -- but don't expect to sneak in late night gaming from your bedroom while the Wii U sits quietly across the house. Though folks in more rural areas may fare better, our NY-based test apartment with three wireless devices (aside from the Wii U) wouldn't allow anything beyond 20 feet or so. Within that range, though, the Wii U magically str eams hiccup-free gaming to both the GamePad's screen and an HDTV -- no small feat, and one that opens up a Pandora's box of ideas for both game developers and media providers.
Hardware: The Pro Controller
The Pro Controller is a Nintendo-crafted hybrid of the PlayStation 3's DualShock and the Xbox 360's controller. It's got a good heft, but isn't too heavy, and sadly features the same glossy plastic and cheap buttons we've already complained about. Apparently Nintendo wants our consoles and their accessories constantly looking dirty? It rumbles as you'd expect and functions admirably in time-sensitive situations (such as Ninja Gaiden 3). Also expected: its battery lasts much, much longer than the GamePad, with ours holding charge anywhere from six to 10 hours before needing a plug in. Unlike t he GamePad, which requires an wall charge directly, you can simply plug in the controller into the console via USB and continue playing while charging.
Hardware: The Charging Cradle
Surprisingly, there's a lot to be said for the convenience of the Wii U's GamePad charging cradle. Rather than fussing with wires that connect to an otherwise wireless console, you simply place the GamePad in a comfy dock, no connection required (a la the 3DS charging cradle). It comes with its own AC adapter and doesn't actually require a physical plug into the GamePad -- the controller charges via touch points rather than a plug (again, in around 2.5 hours). If Nintendo Land's discounted price and the larger internal storage haven't already sold poten tial buyers on the deluxe Wii U version, the cradle (otherwise sold separately for $ 20) absolutely should. It's a small convenience, but quite a nice one.
SoftwareWe can't share the same positivity about the mostly unchanged UI -- it's a simplified version of the user interface we got to know in the original Wii. Movable, rounded square tiles (five across, three down) represent the entire experience, aside from the ability to swap between your user Mii walking around a (currently empty) plaza and the tiles. Nintendo plans to populate this plaza with your online friends (and news from its SpotPass feature), but we've been unable to use this feature ahead of launch -- as of now, it's a pretty, empty room with a very lonely Mii. Logging in with your Mii is a snap, and you can set a particular one to default login on boot. Logging out and switching users is as simple as tapping the user icon in the upper left corner of the UI and selecting another user -- simple, intuitive and quick.
Currently, pre-launch update, what little that is available in terms of non-game software loads surprisingly slowly for a brand-new console. Opening the Mii Maker, the System Settings, Daily Log or the Parental Controls requires a roughly 15-second wait while the application loads (yes, we timed it), and backing out takes about as long. When you do enter any of the applications, there's only so much to do -- the Mii Maker functions much like that of its 3DS equivalent, matching up a camera scan of your face with an approximation or allowing you to import one from other Nintendo consoles (3DS included). You can also create your own from scratch, should you be so inclined.
The Daily Log shows a breakdown of your daily actions on the Wii U, as well as per game, so you can find out exactly how much of your life you've spent trying to find various incarnations of the Triforce. Parental Controls mostly allow for enabling or disabling the Wii U's various features -- accessing non-game entertainment, or Miiverse, or the eShop -- as well as an ESRB-based blocking system for games. System Settings is where you'll go for data management (such as transferring your old Wii data over), but also where you'll go to tweak the settings you arranged in initial setup (wireless networks, date/time, etc. -- basic system level stuff). Most importantly, it's where you can recalibrate your GamePad and sensor bar should there ever be an issue.
Games
With 23 games to choose from this weekend and even more in the "launch window" (ending March 31, 2013), the Wii U's arriving at retail with a huge presence. Of course, only a small handful of those 23 are worth plunking down your $ 60 for -- they're sti ll launch titles, after all -- and we've got a few suggestions.
New Super Mario Bros. UObvious? Yes. Delightful? Also yes. New Super Mario Bros. U is Mario's first big HD outing, and he's looking incredible, as are Bowser's airships and Yoshi's big, goofy face. Beyond being a great showpiece for your new console, NSMBU is an excellent Mario game. It's nowhere near as innovative as series standouts like Super Mario World (an SNES launch title) or even Super Mario 64 (an N64 launch title), but it's a heck of a lot better than recent NSMB entries (we're looking at you, New Super Mario Bros. 2 on 3DS).
Nintendo LandIf you're wondering what the Wii Sports of Wii U is, Nintendo Land is it: the game serves as a glorious demonstration of the unique controller's many, many functions, and offers a preview of what other creative ideas will assuredly spring up over the next several years. More importantly, Nintendo Land helps prove that the GamePad's more than just a mix ed bag of legacy functionality and emerging tablet fads -- the tilt sensor shines in Captain Falcon's Twister Race, and the whole "second screen" idea works beautifully in Luigi's Ghost Mansion. It's easy to forget how cheap the overall build of the GamePad feels when you're enjoying totally new gaming experiences with it. Nintendo Land's demonstrative abilities are a necessity when buying the new console -- the game alone sells the deluxe set, as you'd pay more for the game and regular bundle separately.
ZombiU
Ubisoft Montpellier's long-in-development Wii U zombie shooter matured considerably since its initial unveiling as "Killer Freaks From Outer Space." The freaks are now the undead hordes of London, post-zombie apocalypse, and you're an unwittin g survivor struggling to hang on. Rather than gleefully taking to heavy weaponry, you'll be employing survival skills more than anything else -- weapons (and ammunition) are at a minimum, and the GamePad's second screen is employed smartly as a map / backpack (as well as lots of other neat tricks that you should really just see for yourself). ZombiU also serves as a showcase of the system's non-cartoon HD ability (some up-close textures reminded us this is still a launch game, sadly). Be warned that it is also relatively terrifying, though we scare easy.
PortsWii U's launching with a variety of ports from current Xbox 360 and PlayStation 3 games, such as Mass Effect 3 and Assassin's Creed 3. The vast majority of this holiday's big games are being ported (as well as some of last holiday's, like Batman: Arkham City Armored Edition). None of these are developed with the Wii U in mind, though some have additional content or new ways of interacting with existing content. If you're dead set on only playing Wii U games this holiday, then these might be your only way to check out some great games. That said, there's little benefit to playing them here over other consoles -- and if you're into multiplayer, there's an argument for existing consoles having more online players (based solely on install base).
Wrap-up
Nintendo promised consumers a modern HD gaming console, and the Wii U -- what's there of it thus far -- delivers on that promise. Games look gorgeous (HD Mario!), the risky controller is another successful control innovation and there's a ton of promise on the horizon. What's missing, sadly, is a huge part of the puzzle -- so huge, in fact, that it's impossible for us to pass judgment on the whole p ackage just yet.
Without Nintendo Network, Miiverse, Nintendo TVii, or any streaming / on-demand video content -- not to mention promised backwards compatibility -- the Wii U doesn't compete at all with even last-gen consoles (Xbox 360 and PlayStation 3 just became last-gen, in case that isn't clear). But Nintendo launched a patch just four hours ahead of launch containing at least some of that functionality, so we're reserving judgment until we've spent time with its post-update features.
Joseph Volpe contributed to this review.
Engadget