Nintendo Wii U review
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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 (10.6 inches vs. 8.5 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
cable 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 an HDMI port on account of the console's
beefed up internals: an IBM Power-based multi-core processor and an AMD
Radeon custom high-def GPU. 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 not 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.
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).
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 displaying, 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 basic, 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 are
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 ever, 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 streams 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 the 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
potential 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.
Software
We 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 still launch titles,
after all -- and we've got a few suggestions.
New Super Mario Bros. U
Obvious? 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 Land
If 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 mixed 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 unwitting 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.
Ports
Wii 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 package 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.
By Ben Gilbert
posted Nov 18th 2012 12:00AM
Joseph Volpe contributed to this review.