THQ: Only took 5 weeks with 3 people to port Darksiders 2 to Wii U.

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i3DS

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#1 i3DS
Member since 2011 • 445 Posts

Great interview with some Darksiders developers. Sounds like Nintendo hit a homerun in ease of development for the console.

LINK.

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deactivated-5d6bb9cb2ee20

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#2 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts
I'm not sure if this is a good thing or a bad thing...
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SaltyMeatballs

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#3 SaltyMeatballs
Member since 2009 • 25165 Posts
Cool they can port, but I hope they optimise games well. Not just port and be happy with 360 graphics, go beyond that.
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i3DS

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#4 i3DS
Member since 2011 • 445 Posts
Cool they can port, but I hope they optimise games well. Not just port and be happy with 360 graphics, go beyond that.SaltyMeatballs
Did you watch the interview? Sounds awesome what they're using the controller for.
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i5750at4Ghz

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#5 i5750at4Ghz
Member since 2010 • 5839 Posts
Meh, not interested in another gimmick from Nintendo.
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SaltyMeatballs

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#6 SaltyMeatballs
Member since 2009 • 25165 Posts
[QUOTE="SaltyMeatballs"]Cool they can port, but I hope they optimise games well. Not just port and be happy with 360 graphics, go beyond that.i3DS
Did you watch the interview? Sounds awesome what they're using the controller for.

No, watching now.
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deactivated-5d6bb9cb2ee20

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#7 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts
Meh, not interested in another gimmick from Nintendo. i5750at4Ghz
It's only a gimmick till everyone starts incorporating it into their own systems. See also: analog stick, rumble, touch screens and motion controls.
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#8 ChubbyGuy40
Member since 2007 • 26442 Posts

Meh, not interested in another gimmick from Nintendo. i5750at4Ghz

Have fun using Move and an overhauled Eyetoy next playstation.

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funsohng

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#9 funsohng
Member since 2005 • 29976 Posts
Meh, not interested in another gimmick from Nintendo. i5750at4Ghz
Yes because everything Nintendo does is a gimmick
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ChubbyGuy40

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#10 ChubbyGuy40
Member since 2007 • 26442 Posts

Seems like Nintendo carried over how easy it was to develop with the Wii, to the Wii-U according to these guys. They're obviously very, very excited about what they get to do :D

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Mario1331

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#11 Mario1331
Member since 2005 • 8929 Posts

veery pleased to hear this they did something right so far

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i5750at4Ghz

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#12 i5750at4Ghz
Member since 2010 • 5839 Posts
[QUOTE="i5750at4Ghz"]Meh, not interested in another gimmick from Nintendo. funsohng
Yes because everything Nintendo does is a gimmick

Pretty much, 3D, motion controls, balance boards ect. None of these things made for a better gaming experience. The fact everyone else is doing it as well, doesn't somehow make it better.
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bluelf

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#13 bluelf
Member since 2011 • 54 Posts
What Nintendo console hasn't been easy to develop for? Why is this news?
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deactivated-5d6bb9cb2ee20

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#14 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts
What Nintendo console hasn't been easy to develop for? Why is this news?bluelf
The N64 was quite eccentric. Wasn't it like the PS3 of its time?
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#15 Kashiwaba
Member since 2005 • 8059 Posts

Seems interesting both Nintendo and SONY are learning new things first SONY was showing us how easy it is to port gams to PSV and Now Nintendo I guess the era of the 3rd party exclusives has really gone forever.

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i5750at4Ghz

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#16 i5750at4Ghz
Member since 2010 • 5839 Posts
[QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?charizard1605
The N64 was quite eccentric. Wasn't it like the PS3 of its time?

N64 had limited ram if I remember correctly, which is true for both the PS3 and 360.
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deactivated-5d6bb9cb2ee20

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#17 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts
[QUOTE="charizard1605"][QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?i5750at4Ghz
The N64 was quite eccentric. Wasn't it like the PS3 of its time?

N64 had limited ram if I remember correctly, which is true for both the PS3 and 360.

Yes, and wasn't there an issue with latency and Z buffering too? I think I'll look it up and post it here.
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#18 Kiro0
Member since 2009 • 1176 Posts

[QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?charizard1605
The N64 was quite eccentric. Wasn't it like the PS3 of its time?

I remember reading somewhere that even Nintendo's first party had trouble developing for the 64, so I'm pretty sure you're right.

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#19 hakanakumono
Member since 2008 • 27455 Posts

That's good. What the Wii U needs is multiplats.

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#20 Ravensmash
Member since 2010 • 13862 Posts
What Nintendo console hasn't been easy to develop for? Why is this news?bluelf
3 people, 5 weeks? That's incredibly easy.
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#21 hakanakumono
Member since 2008 • 27455 Posts

[QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?charizard1605
The N64 was quite eccentric. Wasn't it like the PS3 of its time?

I think that would be the Saturn, if the Playstation wasn't hard to develop for. Sony has a history of making their consoles complicated just to discourage ports.

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Lto_thaG

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#22 Lto_thaG
Member since 2006 • 22611 Posts

How long does it normally take to port a game?

I don't know whether this is impressive or not.Although it seems like it's pretty impressive.

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deactivated-5d6bb9cb2ee20

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#23 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts

[QUOTE="i5750at4Ghz"][QUOTE="charizard1605"] The N64 was quite eccentric. Wasn't it like the PS3 of its time?charizard1605
N64 had limited ram if I remember correctly, which is true for both the PS3 and 360.

Yes, and wasn't there an issue with latency and Z buffering too? I think I'll look it up and post it here.

Yes, so it seems I was right.

From Wikipedia:

The Nintendo 64 had weaknesses that were caused by a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities. One major flaw was the limited texturecacheof 4KB. This made it difficult to load anything but small, lowcolor depthtextures into the rendering engine. This small texture limitation caused blurring due to developers stretching small textures to cover a surface, and then the console'sbilinear filteringwould blur them further. To make matters worse, due to the design of the renderer, ifmipmappingwas used, the texture cache was effectively halved to 2KB. Towards the end of Nintendo 64's lifetime, creative developers managed to use tricks, such as multi-layered texturing and heavily-clamped, small texture pieces, to simulate larger textures.Perfect Dark,Banjo-Tooie, andConker's Bad Fur Dayare possibly the best examples of this ingenuity, all of which were developed byRare. Games often also used plain coloredGouraud shadinginstead of texturing on certain surfaces, especially in games with themes not targeting realism (e.g.,Super Mario 64).[36]

There were other challenges for developers to work around.Z-bufferingsignificantly crippled the RDP's fill rate. Thus, for maximum performance,[37]most Nintendo 64 games were actually fill-rate limited, not geometry limited, which is ironic considering the great concern for the Nintendo 64's low polygon per second rating of only about 100,000;[38]however, some of the most polygon-intense Nintendo 64 games, such asWorld Driver Championship, frequently pushed past the Sony PlayStation's typical in-game polygon counts.

The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. TheRDRAMhad very high accesslatency,[39]which nearly negated its high bandwidth advantage. In addition, game developers commented that the Nintendo 64's memory controller setup was poor. The R4300 CPU was severely limited at memory access since it had to go through the RCP to access main memory,[40]and could not useDMAto do so.

One of the best examples of custom microcode on the Nintendo 64 was Factor 5's N64 port of theIndiana Jones and the Infernal MachinePC game. The Factor 5 team aimed for the high resolution mode (640×480)[41]because of the crispness it added to the visuals. The machine was taxed to the limit running at 640×480, so they needed performance beyond the standard SGI microcode. The Z-buffer could not be used because it alone consumed the already-constrained texture fill-rate. To work around the 4KB texture cache, the programmers came up with custom texture formats and tools to let the artists use the best possible textures. Each texture was analyzed and fitted to best texture format for performance and quality. They took advantage of the cartridge as a texturestreamingsource to squeeze as much detail as possible into each environment and work around RAM limitations. They wrote microcode for real-time lighting, since the SGI code was poor for this task and they wanted to have even more lighting than the PC version had used. Factor 5's microcode allowed almost unlimited real-time lighting and significantly boosted the polygon count. In the end, the game was more feature-filled than the PC version, and unsurprisingly, was one of the most advanced games for Nintendo 64.[42]

Factor 5 again used custom microcode with games such asStar Wars: Rogue SquadronandStar Wars: Battle for Naboo. InStar Wars: Rogue Squadron, the team tweaked the microcode for a landscape engine to create the alien worlds. ForStar Wars: Battle for Naboo, they used what they learned fromRogue Squadronand made the game run at 640×480, also implementing enhancements for particles and the landscape engine.Battle for Naboohad a longdraw distanceand large amounts of snow and rain, despite the high resolution.[43]

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deactivated-5d6bb9cb2ee20

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#24 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts

[QUOTE="charizard1605"][QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?hakanakumono

The N64 was quite eccentric. Wasn't it like the PS3 of its time?

I think that would be the Saturn, if the Playstation wasn't hard to develop for. Sony has a history of making their consoles complicated just to discourage ports.

Oh yes, I forgot about the Saturn and its two CPU architecture. The thing with the Playstation though is, companies eventually managed to max it out. Which is more than can be said for the N64 and Saturn, those two were so eccentric that companies never did manage to harness all their capabilities effectively.
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deactivated-5d6bb9cb2ee20

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#25 deactivated-5d6bb9cb2ee20
Member since 2006 • 82724 Posts

[QUOTE="charizard1605"][QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?Kiro0

The N64 was quite eccentric. Wasn't it like the PS3 of its time?

I remember reading somewhere that even Nintendo's first party had trouble developing for the 64, so I'm pretty sure you're right.

I still think that only Rare and Miyamoto's team ever truly got the hang of that console.
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#26 MasonLovak
Member since 2011 • 741 Posts
I'm not sure if this is a good thing or a bad thing...charizard1605
pretty much what i was thinking
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Heil68

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#27 Heil68
Member since 2004 • 60812 Posts
I really enjoyed the first Darksiders, don't think im gonna wait until late 2012 to play darksiders 2 on the wii u when I might be able to get it sooner. Curious to see how it will compare to 360/ps3 version. Theoretically it should be the superior version but I wonder if 3rd party developers will use the extra hardware capabilities of the Wiiu or just make one game that works on all 3 consoles.
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funsohng

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#28 funsohng
Member since 2005 • 29976 Posts
[QUOTE="funsohng"][QUOTE="i5750at4Ghz"]Meh, not interested in another gimmick from Nintendo. i5750at4Ghz
Yes because everything Nintendo does is a gimmick

Pretty much, 3D, motion controls, balance boards ect. None of these things made for a better gaming experience. The fact everyone else is doing it as well, doesn't somehow make it better.

Yes, we should always play the same games on same goddamn setup because every new things should be killed with fire.
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Heil68

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#29 Heil68
Member since 2004 • 60812 Posts
[QUOTE="funsohng"][QUOTE="i5750at4Ghz"][QUOTE="funsohng"] Yes because everything Nintendo does is a gimmick

Pretty much, 3D, motion controls, balance boards ect. None of these things made for a better gaming experience. The fact everyone else is doing it as well, doesn't somehow make it better.

Yes, we should always play the same games on same goddamn setup because every new things should be killed with fire.

I prefer using a Nato .223 round to kill new things. :P
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#30 AtariKidX
Member since 2010 • 7166 Posts
[QUOTE="i5750at4Ghz"]Meh, not interested in another gimmick from Nintendo. charizard1605
It's only a gimmick till everyone starts incorporating it into their own systems. See also: analog stick, rumble, touch screens and motion controls.

What about the graphics...??They will better than the Darksiders 2 on the 360 or the same..??
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StrongDeadlift

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#31 StrongDeadlift
Member since 2010 • 6073 Posts

Have fun using Move and an overhauled Eyetoy next playstation.

ChubbyGuy40

Unlike Nintendo, Microsoft and Sony dont force their ridiculous gimmicks on their userbase ;).

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Bujikan92

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#32 Bujikan92
Member since 2011 • 214 Posts
DS2? WOW..................... Im sure we where all hyped for that game
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i5750at4Ghz

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#33 i5750at4Ghz
Member since 2010 • 5839 Posts

[QUOTE="i5750at4Ghz"][QUOTE="funsohng"] Yes because everything Nintendo does is a gimmickfunsohng
Pretty much, 3D, motion controls, balance boards ect. None of these things made for a better gaming experience. The fact everyone else is doing it as well, doesn't somehow make it better.

Yes, we should always play the same games on same goddamn setup because every new things should be killed with fire.

Pretty much, keyboard and mouse has been around since forever and nothing has topped it yet imo.

Until I play a good game with a motion controler that couldn't be played any other way I'll pass.

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Mario1331

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#34 Mario1331
Member since 2005 • 8929 Posts

[QUOTE="charizard1605"][QUOTE="i5750at4Ghz"]Meh, not interested in another gimmick from Nintendo. AtariKidX
It's only a gimmick till everyone starts incorporating it into their own systems. See also: analog stick, rumble, touch screens and motion controls.

What about the graphics...??They will better than the Darksiders 2 on the 360 or the same..??

SUPPOSE to be better

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AtariKidX

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#35 AtariKidX
Member since 2010 • 7166 Posts

[QUOTE="AtariKidX"][QUOTE="charizard1605"] It's only a gimmick till everyone starts incorporating it into their own systems. See also: analog stick, rumble, touch screens and motion controls.Mario1331

What about the graphics...??They will better than the Darksiders 2 on the 360 or the same..??

SUPPOSE to be better

Who do you know that...??It is hard for me to believe that.
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PAL360

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#36 PAL360
Member since 2007 • 30574 Posts

I'm not sure if this is a good thing or a bad thing...charizard1605

Good thing: This proves Wii U is easy to develop for and more powerfull than 360/PS3.

Bad thing: Darksiders 2 wont take full advantage of Wii U´s hardware.

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Mercenary848

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#37 Mercenary848
Member since 2007 • 12143 Posts

This is good, but please dont flood it with ports.

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Videodogg

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#38 Videodogg
Member since 2002 • 12611 Posts

I have a 360, PS3 and a gaming PC. DarkSiders 2 will be on those platforms. Why would i really care about using the WiiU tablet for playing that game or any other 3rd party multiplatform game? I very seriously doubt that tablet will add much to the game play experience.

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#39 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="bluelf"]What Nintendo console hasn't been easy to develop for? Why is this news?charizard1605
The N64 was quite eccentric. Wasn't it like the PS3 of its time?

not really. it was actually quite easy to develop for, the problem was its limited cache.

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theuncharted34

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#42 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="charizard1605"][QUOTE="i5750at4Ghz"] N64 had limited ram if I remember correctly, which is true for both the PS3 and 360.charizard1605

Yes, and wasn't there an issue with latency and Z buffering too? I think I'll look it up and post it here.

Yes, so it seems I was right.

From Wikipedia:

The Nintendo 64 had weaknesses that were caused by a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities. One major flaw was the limited texturecacheof 4KB. This made it difficult to load anything but small, lowcolor depthtextures into the rendering engine. This small texture limitation caused blurring due to developers stretching small textures to cover a surface, and then the console'sbilinear filteringwould blur them further. To make matters worse, due to the design of the renderer, ifmipmappingwas used, the texture cache was effectively halved to 2KB. Towards the end of Nintendo 64's lifetime, creative developers managed to use tricks, such as multi-layered texturing and heavily-clamped, small texture pieces, to simulate larger textures.Perfect Dark,Banjo-Tooie, andConker's Bad Fur Dayare possibly the best examples of this ingenuity, all of which were developed byRare. Games often also used plain coloredGouraud shadinginstead of texturing on certain surfaces, especially in games with themes not targeting realism (e.g.,Super Mario 64).[36]

There were other challenges for developers to work around.Z-bufferingsignificantly crippled the RDP's fill rate. Thus, for maximum performance,[37]most Nintendo 64 games were actually fill-rate limited, not geometry limited, which is ironic considering the great concern for the Nintendo 64's low polygon per second rating of only about 100,000;[38]however, some of the most polygon-intense Nintendo 64 games, such asWorld Driver Championship, frequently pushed past the Sony PlayStation's typical in-game polygon counts.

The unified memory subsystem of Nintendo 64 was another critical weakness for the machine. TheRDRAMhad very high accesslatency,[39]which nearly negated its high bandwidth advantage. In addition, game developers commented that the Nintendo 64's memory controller setup was poor. The R4300 CPU was severely limited at memory access since it had to go through the RCP to access main memory,[40]and could not useDMAto do so.

One of the best examples of custom microcode on the Nintendo 64 was Factor 5's N64 port of theIndiana Jones and the Infernal MachinePC game. The Factor 5 team aimed for the high resolution mode (640×480)[41]because of the crispness it added to the visuals. The machine was taxed to the limit running at 640×480, so they needed performance beyond the standard SGI microcode. The Z-buffer could not be used because it alone consumed the already-constrained texture fill-rate. To work around the 4KB texture cache, the programmers came up with custom texture formats and tools to let the artists use the best possible textures. Each texture was analyzed and fitted to best texture format for performance and quality. They took advantage of the cartridge as a texturestreamingsource to squeeze as much detail as possible into each environment and work around RAM limitations. They wrote microcode for real-time lighting, since the SGI code was poor for this task and they wanted to have even more lighting than the PC version had used. Factor 5's microcode allowed almost unlimited real-time lighting and significantly boosted the polygon count. In the end, the game was more feature-filled than the PC version, and unsurprisingly, was one of the most advanced games for Nintendo 64.[42]

Factor 5 again used custom microcode with games such asStar Wars: Rogue SquadronandStar Wars: Battle for Naboo. InStar Wars: Rogue Squadron, the team tweaked the microcode for a landscape engine to create the alien worlds. ForStar Wars: Battle for Naboo, they used what they learned fromRogue Squadronand made the game run at 640×480, also implementing enhancements for particles and the landscape engine.Battle for Naboohad a longdraw distanceand large amounts of snow and rain, despite the high resolution.[43]

guess it was more than just limited cache. :P

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Arbiterisl33t69

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#43 Arbiterisl33t69
Member since 2009 • 2542 Posts
[QUOTE="Mario1331"]

[QUOTE="AtariKidX"] What about the graphics...??They will better than the Darksiders 2 on the 360 or the same..??AtariKidX

SUPPOSE to be better

Who do you know that...??It is hard for me to believe that.

Why, because its Nintendo? It was easy for developers to port DS2, that and it has been said many times Wii U will be stronger than PS3.
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theuncharted34

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#44 theuncharted34
Member since 2010 • 14529 Posts

*Closes eyes and wishes* Please be $300 or less, please be $300 or less...getyeryayasout

don't count on it. Iwata said it would be... "expensive."

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theuncharted34

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#46 theuncharted34
Member since 2010 • 14529 Posts

[QUOTE="theuncharted34"]

[QUOTE="getyeryayasout"]*Closes eyes and wishes* Please be $300 or less, please be $300 or less...getyeryayasout

don't count on it. Iwata said it would be... "expensive."

*Continues wishing, now just a little harder*:P

and I'll wish with you man! :cry:

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Mercenary848

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#47 Mercenary848
Member since 2007 • 12143 Posts

[QUOTE="Mercenary848"]

This is good, but please dont flood it with ports.

getyeryayasout

Nintendo desperately needs 3rd party support though. Porting games is a cheap and easy way for 3rd parties to make inroads with the Ninty faithful.

Your right, I guess I just do not want the Wii U to go the early wii route and the only good 3rd party games were ports.(I still need to play manhunt 2).

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osan0

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#48 osan0
Member since 2004 • 18239 Posts
very good. using the controllers screen also seems trivial...at least for basic functions. so thats good also. 10 mins to get the screen moving from the TV to the controller screen is not too shabby. there will be a bit more to it in the future probably as devs may need to redo the UI a bit for a smaller screen but overall thats very kewl. if devs had to wrestle with that then any hope of wide spread usage would be written off except for nintys own games.
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Mercenary848

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#49 Mercenary848
Member since 2007 • 12143 Posts

[QUOTE="getyeryayasout"][QUOTE="Mercenary848"]

This is good, but please dont flood it with ports.

Mercenary848

Nintendo desperately needs 3rd party support though. Porting games is a cheap and easy way for 3rd parties to make inroads with the Ninty faithful.

Your right, I guess I just do not want the Wii U to go the early wii route and the only good 3rd party games were ports.(I still need to play manhunt 2).

This is the first time I have seen someone reply to another persons post in SW with "your right".

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Mario1331

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#50 Mario1331
Member since 2005 • 8929 Posts

[QUOTE="AtariKidX"][QUOTE="Mario1331"]

SUPPOSE to be better

Arbiterisl33t69

Who do you know that...??It is hard for me to believe that.

Why, because its Nintendo? It was easy for developers to port DS2, that and it has been said many times Wii U will be stronger than PS3.

why would it be hard to believe a stronger system would have better graphics?.....are you joking?