X Box 360
vs PS3 and Wii
An unending stream of next generation tech spec information
has been flowing from the West Coast of the US since last Thursday,
when the Xbox 360 team uncovered its insides to the MTV masses.
But what in the world does it all mean? If you could happily
die without knowing what a terraflop is, never fear, gamesblog
will breakdown the jargon and, with the help of some friends,
give you the details on what's really going on.
First up, the brains of the machines.
Much has been said on the difference between the two machines'
noggins, some biased towards the Microsoft and others towards
Sony. The CPU in the latter has more going for it in terms
of "core" hardware but the former's cores - while
fewer - are more powerful. According to game designer Nick
Harper,
"The cores really place the power in the hands of developers.
The Xbox 360 has 3 running at 3.2GHz each, the PS3 has seven
apparently. So theoretically the PS3 is faster, much faster,
which means it can do a lot more complex things. These days
complex things refer to physics calculations and graphics operations.
But it's all about how to use them as the power can only be
exploited by using the cores together. It's a bit like having
several complex puzzles to solve with several clever people
available. If you give each person one puzzle will they solve
it quicker than if you give all the people one puzzle at a time?
The better developers will make their code efficient, meaning
theoretically better games."
The PS3 will be more complex to develop for, which might mean
that the first wave of games will be better on the 360. Having
said that, the PS3 line up looks a lot more impressive right
now. We'll have to wait and see what Greg plays with on the
floor at E3. In terms of the active memory on access, the
PS3 is two times as powerful as the PS2 and the Xbox 360 is
twice that.
Nick says, "The reason memory speed is an issue is purely
for framerate. If you have a massive polygonal monster (err
literally) to display that's a lot of vertices to process,
on top of texture mapping, normal mapping, light mapping,
per pixel shading etc etc yawn. And you're trying to squeeze
all that data down a pipe to be processed and spat out at
the other end. The faster your memory the more you can squeeze
down the pipe at once, meaning the more data you can process.
So memory and processor speed are very connected."
Now for those teraflops. The more there are, the faster the
machine can do sums. In more high-tech speak, gamesindustry.biz
says: "a measurement of how many of the floating point
operations crucial to the graphics and physics in modern games
can be processed per second"
Sony wins in tech-talk on this crucial ground, with two times
the terraflopping of the Xbox 360. Says Nick, "Expect to
see this utilised for physics and world realism. The actual
core games probably won't change that much because we're still
using the same input devices - analogue stick joypads. But certainly
expect to see more going on. Some of it will be irrelevant to
a game but pretty - trees swaying, individual leaves being affected
by wind and so on; some of it will be much more relevant - armies
of bad guys swarming toward you, massive explosions, things
collapsing with true physics, etc."
With all the different processors added up, PS3 can perform
twice as many raw calculations per second. In practise though,
the different chips will need to wait for each other to catch
up, so it will never run at full tech speed.
Next, the graphics.
High-Definition, High-Definition, High-Definition. It's all
about HD. Both companies are "totally stoked" about
the HDTV revolution expected to take the US by storm (propelled
by the media, of course), which should saturate the market with
screens twice as detailed as current widescreen products. Of
course, because both Sony and Microsoft purport to be releasing
media centres, this means there'll be plenty of HD for non-gaming
applications. For interactive software, however, the PS3's announcement
suggests that the graphics in the machine are twice the current
market leader on PCs.
PS3 will be able to output a higher-resolution (i.e., more high
definition) signal, but there are very few TVs in existence
that can use this highest resolution. In a few years though,
who knows? Games will also have to be made in widescreen compatible.
In the meantime, I'm pleased that both companies will still
support my old televisual clunker.
Sony's machine is unique in that it offers two HD outputs,
for the ultimate in multitasking. Game on one, FAQ via the
Ethernet connection on the other. They don't want us to move
ever again, do they? Can I have fries with that?
Third, memory.
There is far far far more memory in both of these machines than
most people will be able to fill, but that's not stopping either
Sony or Microsoft from calculating for future profits from upgrade
sales on removable hard drives. Microsoft's will probably ship
with 20GB - a behemoth amount (think 5,000 songs on an iPod).
PS3 purchasers will have to buy their hard drive at the pay
point. Both machines support memory cards. Microsoft's will
be 8 times larger than PS2's current 8 MB card, but Sony's will
support their SD memory sticks. More memory will come from the
USB ports - a whopping six on Sony's machine and three on the
Xbox 360. That means I'll be able to save my draft PhD thesis
on my new console, as well as on computers strewn throughout
the UK and USA. Egad, the possibilities. More normal folk will
be able to view files and listen to tunes that they'll keep
on these removable memory devices.
Fourth, music.
The days of stereo are over; let's move on to surround sound.
As with the previous iterations of the consoles, both the 360
and PS3 will feature Dolby 5.1.
Fifth, controllers.
For some reason, Sony will support the odd number of seven
controllers on its PS3. A theory going around my house is
that they suddenly realised they had more Bluetooth-width
than expected and bumped up the number of possible controllers
to seven. An alternative view is that they oversubscribed
with eight and are now having to make the best of the limitations.
Whichever, the PS3 supports more players in the same room
than the Xbox 360 which only offers four. Really, though,
with internet access on both machines and the new HDTV taking
up most of the space in the living room why have so many friends
in person; just play with them online.
Sixth, online.
Both machines will release with out-of-the-box Ethernet capabilities.
Both will be WiFi enabled (but hopefully will be better than
my current provider whose "wireless" adaptor is attached
to my laptop with a very long wire and whose service is infuriatingly
sporadic) and both hope to corner the market on downloadable
content. Internet access, music downloads, movie downloads,
video and text chat (with the later-released video cameras):
this is the showdown space for the non-gamers, and this is where
Microsoft kicks butt. For gamers, Microsoft is also in the lead
with their profiling service which should offer a useful service
to folks who want to play hard-core online titles, meander through
the Final Fantasy MMOG or just play drafts.
Microsoft simply has more experience with the online medium,
so it's expected that their implementation of Live will be
better. From what I've heard on the inside, it's definitely
easier to design for.
Finally, release dates.
The Xbox 360 will be released everywhere by the end of the year,
and the PS3 will be out (for sure in Japan) in Spring 2006.
Just enough time to take the wind out of Microsoft's sails.
The pretty pictures on display at the Sony launch may have
wowed some of the gathered, but as others have already commented
earlier on this blog, Sony has a habit of showcasing amazing
video clips at their launches and the gameplay in the actual
products can leave much to be desired. Unfortunately there's
not one chunk of hardware that can make gameplay better or
worse; it's up to the designers to craft the interactive experience
in a suitable, engaging and balanced way.
Although graphics will improve with every generation, these
new consoles appear to be pushing processing power beyond
the point where it places limits on gameplay. Good games for
the next generation will depend purely on the imagination
of their creators rather than the raw power of the consoles,
while uninspiring games will continue to be disguised by ever
prettier visuals.
Final thoughts from Nick: "At the end of the day there's
very little that can be taken from either Sony or Microsoft's
presentations in relation to gameplay - these were pure graphical
demonstrations. None of the games show a particular leap in
terms of gameplay content, certainly not compared to the visual
leap. And primarily this boils down to the user interface.
We've pretty well reached the point of complexity with dual
analogue sticks, analogue triggers and four face buttons,
so while you can expect to see more content in terms of things
happening, not much originality was on display. Gameplay advances
will come from peripherals and Sony really showed that off
with their kooky EyeToy games. Nothing wrong with controlling
two bondage-clad Japanese spy chicks via videoconfering in
my mind :) "
There's a lot pulling for the hearts and minds of next generation
gamers. At this point, it's a battle between brand and multimedia
functionality. As Greg has remarked, the real test will be
the software. Take it away Howson!
The Nintendo Wii
Nintendo has ventured off the beaten path with its newest
system, and the company knows it. While the Sony PlayStation
3 and the Microsoft Xbox 360 both emphasize their impressive
graphical capabilities, Nintendo downplays the importance
of graphics on its new console. While the Sony and Microsoft
consoles keep the branding of their respective predecessors,
the oddly named Wii is a semantic departure from Nintendo's
more literally named 2001 console, the GameCube. And while
the PS3 and the Xbox 360 both use conventional gamepads bristling
with buttons, control sticks, and directional pads, the Wii
uses a device that looks more like a TV remote than a gamepad
to control its games.
These strange choices could have spelled failure for Nintendo's
newest endeavor. Underplaying processing power, using a strange
new controller setup, and giving the whole package an odd
name could have been major mistakes for Nintendo. (Consider
some of the company's earlier attempts to go against the grain:
the Power Glove and the Virtual Boy.) But if our early experience
with the Wii is any indication, this particular Nintendo gamble
seems likely to pay off. It's strange, it's new, and it's
not as powerful as its competitors, but the Nintendo Wii succeeds
in its primary mission: it's fun to play.
Opening the box
The Wii box includes everything you need to hook the system
up to a standard television: the Wii console, a wireless controller
with nunchuk adapter, the sensor bar, a cradle (for mounting
the console vertically), the Wii's modestly sized power adapter,
and a set of composite A/V cables. Unfortunately, composite
cables don't support the Wii's top resolution of 480p, so
HDTV owners will want to also purchase a set of Wii component
cables (sold separately).
The Wii console itself is downright tiny--easily the smallest
and lightest of the new generation of game machines. At 1.75
inches high by 6.25 inches wide by 8.5 inches deep (when oriented
horizontally), it is--as Nintendo promised--about the size
of three DVD cases. The initial model is available only in
iPod-white, but it's a safe bet that we'll see plenty of other
colors become available as the months and years progress.
Like with the PlayStation 3 and the Xbox 360, you can lay
the Wii horizontally or stand it vertically (either by itself
or, for added stability, in the included plastic cradle).
Like the PS3, the Wii uses a slot-loading mechanism; it accepts
the Wii discs (full-size 12cm) and older GameCube discs (mini
8cm), without the need for an adapter.
The Wii includes 512MB of internal memory for storing saved
games, downloaded Virtual Console titles, and other data.
If that half-gigabyte of onboard storage isn't enough for
you, the system has a standard Secure Digital card slot for
additional storage. SD cards are cheap and plentiful, and
the Wii's support of them is a refreshing change of pace from
the proprietary memory cards used by older game consoles.
While it doesn't come with a memory card or component-video
cables, the Wii does include one pleasant surprise in the
box. The system comes with Wii Sports, a simple but infectious
sports game that lets users get a feel for the Wii's capabilities
without investing in additional games. Wii Sports uses the
system's wireless controller as erstwhile sporting equipment,
letting users swing and mock-throw it to play baseball, tennis,
golf, bowling, and boxing. The different games can support
up to four players at a time, but most modes require more
than the system's single controller for multiplayer options.
Players can swap the remote back and forth for golf and bowling,
but players who would like to box or face each other in a
tennis match or a baseball game will need to purchase at least
one more controller. Wii Sports feels more like a collection
of five minigames than a fully fleshed-out title, but it lets
users have fun right out of the box and showcases the system's
potential.
Setup
The Wii's simple design makes it very easy to hook up. The
back panel of the console has only five ports: one for the
power adapter, one for the proprietary A/V cable, one for
the sensor bar, and two USB ports for future accessories.
Just plug in the sensor bar and put it either on top of or
under your television, plug the video cable into your TV,
and plug the power cable into the wall, and you're ready to
go.
Once everything is hooked together, just turn on the Wii
to go through the software setup. Settings such as time and
user name can be easily selected with the remote control's
pointer. The only remotely technical setting most users will
have to deal with is the network connection, and the menu
system practically walks users through the setup. The Wii's
Wi-Fi connection can work with secure WEP and WPA encrypted
Wi-Fi networks, so you don't have to make your network vulnerable
just to play online. We had no problem connecting to our open
wireless router, though we couldn't test the network connection
beyond that. If you don't have Wi-Fi at all, Nintendo is said
to be offering an Ethernet adapter that interfaces with one
of the USB ports.
Once the Wii's network settings are set up, the system is
designed to be constantly online through Nintendo's WiiConnect24
service. The Wii can use WiiConnect24 to automatically download
system updates, additional game content, and even weather
and news.
Wii Channels: Media and online capabilities
The Wii's navigation is done through a series of pages called
Wii Channels that take advantage of the WiiConnect24's always-on
design. Among the Wii's default channels are a weather forecast
channel, a news channel, a message channel, a photo channel,
and the cute avatar-generating Mii channel. The channel home
page is the system's default gateway, which also provides
access to the disc-based Wii/GameCube games and Virtual Console
titles.
The Mii Channel lets users create and modify Miis, cute little
avatars for use online and in certain games. The Miis are
cartoony and extremely simple, but the Mii Channel includes
enough customization features for users to create Miis that
look like themselves, their friends, or even celebrities.
(Our Wii is currently populated with characters from The Big
Lebowski.) Miis don't seem that useful, but they can be used
as characters in games such as Wii Sports, and as avatars
in the Wii's Message Channel. Since Miis are so simple, players
can use their Wiimotes' 6KB of storage to carry around as
many as 10 Miis and use them on their friends' Wiis.
The Photo Channel was a pleasantly useful surprise, though
a bit of a misnomer. The channel can display and edit photos.
Nintendo claims that the Wii can also play MP3 music files
and QuickTime videos, but these features feel like afterthoughts;
MP3s can be played only in a photo slide show, and we were
unable to load a QuickTime movie on our Wii. Fortunately,
the Photo Channel's emphasis is clearly on image viewing and
editing. Once up to 1,000 of your photos are loaded through
the SD card slot, you can view them individually, browse them
in an album view, or watch a slide show of them. The Photo
Channel also includes a basic image editor, though it's clearly
built more for fun than serious editing. With its upbeat background
music and some very cute image options, the editor feels a
lot like the old Super Nintendo classic Mario Paint.
While on the subject of media, it's worth noting that the
Wii does not play audio CDs or video DVDs, which is something
of a disappointment. Yes, everybody already has a DVD player,
but with DVD playback capability being standard-issue since
the last generation of game consoles, its omission here is
something of a conundrum. Nintendo claims it was to keep the
price down, and the company's last-generation console, the
GameCube, also lacked DVD playback. Nintendo also hasn't indicated
that it's going to launch any sort of downloadable video or
music store, and--with the Wii's lack of a built-in spacious
hard drive--that doesn't seem like it would be on the docket
anytime soon.
The Message Channel is the Wii's system message and online
communication center. It's used to send messages to other
Wii owners online using their systems' unique Friend Codes,
but we were unable to test that feature without Nintendo's
online service. The Message Channel can also give players
a variety of reports about changes in their Wii system settings,
how much time they spend on different games, and other interesting
pieces of information.
While unimpressive compared to the Virtual Console and its
own games, the Wii's various online channels offer some handy
and entertaining features. The Forecast, News, and Internet
Channels form the Wii's trinity of nongaming services. They're
not quite as impressive as the Xbox Live or PS3's online media
systems, but they're still fun and are occasionally useful
to have around.
The Forecast Channel turns your Wii into your own personal
weather report. It displays the local weather, a five-day
forecast, and even UV reports. If you want to know more than
what the weather's going to be like in your town, you can
zoom out to a global view, complete with recognizable weather
icons for nearly every major city. A quick drag with the Wiimote
can get a weather report for anywhere from San Francisco to
Tokyo. It won't replace the Weather Channel or more in-depth
online weather services, but for a quick glance at the forecast
in between games, the Forecast Channel is pretty neat.
The News Channel functions similarly to the Forecast Channel,
only with news instead of weather. It downloads stories from
the AP wire service, which are displayed in text that can
be resized and zoomed in for easier reading on large screens.
The stories come with either some form of accompanying photos,
or a map indicating where the news is taking place. By default,
the News Channel organizes the different stories in the manner
of a newspaper into sections such as national, international,
regional, and sports news. Besides the newspaperlike format,
stories can also be browsed through a slide show or a globelike
interface similar to the Forecast Channel's. Much like the
Forecast Channel, the News Channel offers a nifty service
that doesn't replace dedicated television or online news sources.
The Internet Channel is an Opera-based Web browser for the
Wii. New URLs are entered with the Wiimote via the Wii's onscreen
keyboard, and favorite Web pages can be stored in the browser's
bookmarks. The browser is surprisingly full featured, and
can even load complex, Flash-heavy Web pages such as YouTube
and our own CNET.com. Much like the News Channel, the pages
can be zoomed in and out for comfortable reading on larger
screens. It occasionally chokes on some sites, but this might
be more due to the sites' browser-sensing scripts that automatically
assume the Internet Channel won't be compatible.
The Internet Channel is currently available for free as a
beta version, but that won't likely remain the case. When
Opera releases the final version of the Internet Channel software,
it will be available as a paid download from the Shopping
Channel, for the Wii Points equivalent of around $30. For
now, however, the Internet Channel is nice and free.
Virtual Console
Shopping for old-school games with the Virtual Console is
easy. If your Wii is online, just go to the Wii Shop channel
and browse. These games cost Wii Points, which can be purchased
in card form at stores such as Electronics Boutique, or with
a credit card directly through the Wii Shop. Regardless of
how you get your points, you'll need to enter them into your
account through the Wii Shop. If you have a Wii Points card,
you can redeem it by entering a code through your Wii. If
you want to buy the points directly online, you have to enter
your credit card information with the Wiimote through the
Wii's software keyboard.
Once you have your points, you can start shopping. Go into
the Wii Shop and select Virtual Console, then browse through
the various games available. Each game has a title screenshot
and a short description so that you can learn a bit before
you decide to buy. When you're ready, just click Download,
and you can confirm the purchase. The Wii will tell you exactly
how much space you'll have left on the Wii and how many Wii
Points you'll have left in your account after the download.
After you confirm the purchase, the Wii begins downloading
your chosen game automatically. The progress of the download
is shown by a cute animation of the 8-bit Super Mario Bros.
Mario chasing coins and hitting blocks. The downloads can
take less than a minute for NES games, or as much as 10 minutes
for Nintendo 64 games. Once the game is downloaded, the program
will boot you back to the Wii Shop's main menu.
Downloaded Virtual Console games appear as individual channels
in the Wii's main menu, and playing those games is as simple
as selecting their channel and pressing start. The VC emulator
loads the game, and your retro fun begins.
VC games are essentially perfect emulations of their original
versions, which is both good and bad for gamers. Classic purists
will be thrilled at the genuine, old-school gameplay experience,
but more casual players hoping for the enhanced graphics or
online play found in some XBLA retro games will be disappointed.
For extra old-school experience, the Wiimote itself can be
turned sideways and handled like a conventional controller
for NES and Turbographix-16 games. For SNES, Genesis, and
N64 games, however, you'll need either an old GameCube controller
plugged into one of the system's GC ports or the Wii Virtual
Console controller plugged into your Wiimote.
Wide-screen users will notice the one fatal flaw of the Virtual
Console: old-school games have no wide-screen support. If
you play on a wide-screen TV, your retro game will be stretched
noticeably. Though a firmware update may be in the system's
future, the only way to fix this issue currently is to set
your television to a 4:3 aspect ratio for Virtual Console
games and set it back to wide-screen for regular games.
The Wiimote controller
Wii Sports also doubles as a tutorial for familiarizing yourself
with the system's unique wireless controller, which is what
really sets it apart from competing consoles--and all the
game systems that have come before it. The Wiimote, as it's
been affectionately dubbed, is a sophisticated motion-sensing
controller that connects wirelessly to the Wii via the Bluetooth
wireless protocol.
This revolutionary design isn't completely wireless: to function,
it requires the placement of the Wii's sensor bar either on
top of or beneath your television screen. Fortunately, the
sensor bar is extremely unobtrusive, and we forgot it was
even there minutes after setting up the system. The sensor
bar is a small and light plastic rectangle about the size
of two pens laid end to end, and it connects to the Wii with
a very long cord (about eight feet), so its setup is simple
and flexible. The sensor bar comes with a tiny, clear plastic
base with adhesive squares on its feet, so you can stick it
securely on the top of your television, even if it's a narrow
flat-panel screen.
Accelerometers inside the remote sense how the device is
being held and if it's being moved in any direction. These
sensors control actions such as baseball bat and golf club
swings in Wii Sports, Link's sword slashes in The Legend of
Zelda: Twilight Princess, and even steering trucks in Excite
Truck. Moreover, you hold the Wiimote differently depending
on the game: grasp it like the hilt of a sword in Zelda and
Red Steel, as a baseball bat or tennis racket in Wii Sports,
or hold it horizontally as a steering bar for Excite Truck.
Because the Wiimote is so light, these controls and movements
can take some getting used to. Fortunately, a speaker and
a force-feedback module built into the Wiimote can provide
additional tactile and audio feedback for your actions and
add an extra bit of immersion to the Wii experience. For example,
the remote's tiny speaker makes an audible "Clang!"
when Link swings his sword, and it rumbles when Link strikes
an enemy. Even menu selections on the Wii are signaled by
helpful little vibrations of the Wiimote.
The Wiimote also uses a set of infrared sensors to determine
the remote's orientation in regard to the television. A set
of IR diodes in the Wiimote communicate with the Wii's sensor
bar to serve as a pointer for navigating menus and aiming
weapons in first-person shooters. Again, this control system
takes some getting used to, but once you adapt to the control,
pointing with the Wiimote feels much more natural than using
an analog stick. It doesn't quite replace the beloved mouse-and-keyboard
combination for FPS games, but--after getting acclimated to
it--we found it worked better than traditional console controllers.
While the new control system is both fun and innovative,
the pointer gets occasionally jerky or twitchy, and the tilt
controls require a light and subtle touch. Part of this can
be attributed to the Wii's learning curve, and after a few
hours we barely noticed those quirks. Unfortunately, the Wii
doesn't currently have a way to manually calibrate the Wiimote's
controls; you're forced to trust the Wii's generally accurate
automatic calibration.
The remote's stand-alone abilities are impressive enough,
but it also has a device port so that accessories can be plugged
directly into it. The Wii comes with a nunchuk attachment,
a small device that plugs into the remote and contains an
analog stick and two additional buttons. The nunchuk augments
the Wiimote in many games, such as controlling characters'
movements in Twilight Princess or Red Steel. The nunchuk also
contains motion-sensing equipment, so it can be shaken and
rocked to perform additional actions. For example, shaking
the nunchuk in Twilight Princess executes a spinning slash
attack.
The nunchuk will probably be the most commonly used Wiimote
accessory, but others will also be available. Currently, the
only other confirmed accessory is the Virtual Console controller,
a conventional gamepad with dual analog sticks. The VC controller
will most likely be used with the Wii's Virtual Console to
play older games, though some Wii games will support the pad's
more conventional controls. We also saw at E3 2006 a pistol
grip accessory that the Wiimote slides into to offer more
controls with shooter games. The pistol grip hasn't been confirmed
for retail release, but it offers an example of the flexibility
and potential the control configuration offers.
This wireless, motion-sensing goodness doesn't come without
a price. The Wiimote uses two AA batteries, which must power
the remote's accelerometers, IR sensors, Bluetooth radio,
speaker, rumble module, and any attachments you plug in (the
batteryless nunchuk draws its power from the Wiimote). The
Wii doesn't come with any sort of charger, so you'll almost
certainly want to pick up a set of at least four rechargeable
AA batteries and a battery charger. Another factor to consider
is that extra controllers a pretty pricey: $40 for additional
Wiimotes, plus another $20 for the nunchuk.
Gameplay and graphics
The Wii's biggest and most obvious appeal is the ability to
use its motion-sensing controller to play Wii-specific games.
The Wii's release lineup includes the highly anticipated Legend
of Zelda: Twilight Princess and the addictive pack-in party
game Wii Sports, as well as a variety of more traditional
third-party titles (many of which have been enhanced to use
the Wiimote control). But while you're waiting for some more
innovative Wii titles to arrive, there will still be plenty
of games to play. The Wii is fully backward compatible with
the Nintendo GameCube and includes four built-in GameCube
controller ports and two GameCube memory card slots for gamers
who want to enjoy their last-gen games.
If Wii and GameCube games aren't enough, the Wii also features
Nintendo's Virtual Console, a library of games from the Nintendo
Entertainment System (NES), Super NES, Nintendo 64, Sega Genesis,
and Turbografix-16 systems. Games can be purchased and downloaded
over Nintendo's online Wii Store, where they are stored on
the Wii's system memory or SD card. Virtual Console game purchases
are tied to the Wii's network ID, so you can't pop your Virtual
Console games onto an SD card and take them over to play them
on a friend's Wii. On the bright side, Nintendo is pledging
that already purchased games can be downloaded again free
if you accidentally lose or delete your data. Games are purchased
with Wii Points, which can be purchased via credit card or
gift card (100 Wii Points equals one U.S. dollar)--the system
is essentially identical to Microsoft's tried-and-true Xbox
Live Marketplace (Sony's fledgling PlayStation store will
denominate purchases in real currency, but is functionally
the same). NES games will cost the equivalent of $5 (500 points),
Turbografix-16 games $6, Super Nintendo and Sega Genesis games
$8, and Nintendo 64 games $10.
While the Wii's controller is very advanced and innovative,
its processing power is not. The system uses a more powerful
version of the Nintendo GameCube's processor, and it doesn't
have nearly as much polygon-pushing power as the Xbox 360
or the PlayStation 3. While Microsoft's and Sony's consoles
support high-definition outputs of up to 1080p, the Wii can
hit only the GameCube's ceiling of 480p, and even that mode
can't be used with the Wii's included composite A/V cables.
(Most if not all of the Wii's games will, however, be optimized
for wide-screen TVs.) The Wii also lacks advanced surround
sound, instead sticking with the GameCube's Dolby Pro-Logic
II matrixed surround (based on a stereo signal, not native
5.1). In other words, if you're looking for state-of-the-art
eye candy, you're going to want to opt for the PS3 or the
Xbox 360--either of which will take a significantly larger
chunk of your bank account.
Conclusion
Is the Wii worth picking up? It all depends on what you're
looking for. If you've been clamoring for an all-purpose next-generation
multimedia box with blinding HD graphics, the Wii will be
a disappointment. But Nintendo was never competing in that
arena anyway: the Wii is focused squarely on delivering fun
and innovative gameplay, leaving Sony and Microsoft to battle
it out at the high end. The Wiimote and its motion-sensing,
pseudo-virtual-reality controls are the biggest draws of the
console, and its online capabilities, Wii Channels, Virtual
Console, and GameCube backward-compatibility are just a thick,
sweet layer of icing on an already tasty cake. With a price
tag of just $250--far less than those of its competitors--and
the included Wii Sports disc that provides mindless fun out
of the box, the Nintendo Wii won't disappoint. Whether it
will be merely a short-lived novelty or a sea change in video
gaming, only time will tell.
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