A year and a half after it was first announced, the Wii U is finally here.
For Nintendo, the company's new home console represents the ultimate gamble by going all in on a console focused around a tablet
controller, the GamePad, and a launch library primarily composed of
titles that already or will be available on existing platforms like Xbox 360 and PlayStation 3. Competition seems to be coming in stereo for Nintendo, having to battle with the casual mobile crowd (iPad,
tablets, smartphones) and the hard-core consoles alike. With such a
volatile gaming market, does the Wii U have a legitimate place?
Perhaps. Because for the first time, a Nintendo console is not
only about the games. The Wii U promises to change the way we interact
with video content and our televisions. So how does it plan on doing so?
Through a series of partnerships and apps that will consolidate media
information and present it to users in a way that is supposedly easy to
understand and navigate. This initiative is Nintendo TVii, a highly ambitious free service that connects live TV, streaming services, and TiVo DVR into one package.
Unfortunately, the Wii U did not ship with Nintendo TVii
functionality in place, and it wasn't until a month later on December 20
that the feature hit U.S. consoles. By the end of the month, though,
all promised TV and video-streaming services were live.
Editors' note (January 17, 2013): This review has been
updated to completely reflect any and all additions made to the Wii U's
system software and TVii services. As of this writing, our review is
completely up-to-date.
Sarah Tew/CNET
Overview
The Wii U is available in two SKUs, a Basic Set ($300) and Deluxe Set
($350). For my review purposes, Nintendo sent me a Deluxe Set, which
includes all-black components. Here we have a 32GB (25GB usable)
console, a GamePad controller, a console stand, a GamePad stand, a
GamePad charging stand and cord, a sensor bar, an HDMI cable, and a copy
of Nintendo Land. The Deluxe Set also comes with a "frequent buyer"
rewards program that offers discounts the more you buy items from the
Nintendo eShop.
The Basic Set features all-white components, including an 8GB
(3GB usable) console, a GamePad controller and charger, a sensor bar,
and HDMI cable.
It shouldn't be hard to sniff out, but I highly recommend the
Deluxe Set over the Basic. The included game, charging stand, and larger
storage capacity make it a no-brainer.
Some Deluxe-only accessories.
The Wii U is the next step, and like its predecessor, it's something
different from the pack. A brand new standalone console, the Wii U may
initially offer graphics power comparable to the Xbox 360 and PlayStation 3, both of which have been on the market for several years, but that's not its main selling point.
What sets the platform apart is its focus on the new Wii U
GamePad, a large amalgamation of a traditional controller and a tablet,
featuring a 6.2-inch touch display that can work in tandem with what's
being shown on your TV. It's
the center of the Wii U experience – a single, wireless input device
that includes a bit of everything. In addition to the large screen, it
includes two analog sticks, a directional pad, eight input buttons, a
front-facing camera, and an NFC (Near Field Communication) sensor. It
can even control your television.
And much as the GamePad
is designed to supplement your big-screen games, whether as a standard
controller, a screen for map and inventory info, or one of many other
inventive uses, it can also work independently from the TV. Turn on the
GamePad (which likewise activates the console) and many titles can be
played entirely from the small screen, even in another room – though
range varies. The
Wii U ships with a single GamePad, and while future games may support
two, none do as of now – and they're not sold separately. Multiplayer
games still utilize the last console's wand-like Wii Remotes and Nunchuk
attachments, plus the new Wii U Pro Controller bears a striking
resemblance to an Xbox 360 controller.
Beyond
the innovative GamePad, the Wii U in many other ways seems intent on
rising to the level of the Xbox 360 and PlayStation 3. While the Wii was
a smashing success, its lack of high definition output – plus graphics
technology barely above that of the previous generation of consoles –
dated it quickly as HDTV sales surged and streaming media took off. Early
Wii U launch titles look very similar to current games on the other
home consoles – in part because many of the launch titles are
top games from other systems, albeit with modifications and
enhancements. For Nintendo's part, the company has finally ushered some
of its franchises into high definition with New Super Mario Bros. U and Nintendo Land.
And
the Wii U is positioned as the center of your digital universe, though
it's not quite ready to fill that role. Netflix is available, but apps
for Hulu Plus, Amazon Instant Video, and YouTube – visible on the home
screen – won't be activated for weeks,
and the big Nintendo TiVii feature that lets users track and find their
favorite media across services (as well as interact with TiVo boxes)
won't be out until December. At least you can control your TV and cable box with the GamePad. Considering
its myriad parts, the Wii U seems to offer a mix of the new and novel
and the old and familiar – but what is its worth to both owners of other
current game consoles as well as those looking to upgrade from the Wii?
And do its initial game offerings warrant early adoption, or should
curious parties wait and see how it takes hold in the market?
Design and specs
The Wii U console isn't much larger than the original Wii, measuring 1.8
inches tall, 6.8 inches wide, and 10.5 inches deep. It's considerably
longer than the Wii but is still much smaller than any of the other
current consoles. The unit's AC cord has a sizable power brick in-line,
but it shouldn't be much of a hassle to tuck away.
Around back is the first time you'll ever see an HDMI port on a
Nintendo console, as believe it or not, the Wii U is the company's first
HD system. There's also the same AV port for a component or composite
(gasp!) connection, as well as the same sensor bar slot. The Wii U can
output up to a 1080p picture signal.
Some familiar faces around back.
Sarah Tew/CNET
There
are a total of four USB 2.0 ports on the Wii U -- two up front and two
in the back. In front is also an SD card slot, and users can bring their
own USB flash drive to expand memory as well.
The GamePad boasts a 6.2-inch 16:9 wide-screen resistive touch
display with a resolution of 854x480 pixels. The pad itself weighs
around a pound and measures 10.2 inches wide, 0.9 inch tall, and 5.3
inches deep. Packed inside is almost every motion-sensing and mobile
technology under the sun. The GamePad has left and right analog sticks,
as well as left and right trigger and bumper buttons in addition to a
built-in accelerometer and gyroscope. There's a front-facing camera,
microphone, stereo speakers, headphone jack, infrared IR port (for
controlling TVs and cable boxes), some other mystery connection port,
and even an NFC chip. Just like the DS and 3DS before it, a stylus is
neatly tucked away around back.
Both the console and GamePad are total fingerprint magnets just
like most of these shiny black plastic encasings I see so often. It's
one thing if the console looks like that, but after just a few days
using the GamePad, it could already use a good wipe down.
There's no doubt the GamePad is an impressive piece of hardware,
but Nintendo has yet to explain how some of these features -- NFC
technology, for example -- will interact with the system. The Wii U can
eventually support up to two GamePads, but no software or games
currently utilize more than one, so Nintendo won't be selling them
separately any time soon.
The GamePad can be held a number of ways to play and doesn't seem
to interact with the sensor bar at all. From what I can tell, the bar's
only purpose is to work with older Wii remotes, which are fully
backward compatible with the Wii U. In fact, they're required for some
games, so you'll need to purchase a few if you don't already have any.
Sarah Tew/CNET
Because
the GamePad's touch screen is resistive -- rather than the capacitive
screen found on most modern tablets and smartphones -- it requires a bit
more pressure to register. The screen doesn't have as much wiggle room
as the DS did; a light swipe might not work. This is almost never an
issue when using the included stylus, though.
After a few weeks with the system, it's tough to get around just
how cumbersome the GamePad really is. It's not the type of controller
that you can just set down. It takes up a lot of room. I can only
imagine how a small child will perform with this enormous game
controller in his or her hands. I don't know any small children, so I
couldn't test this out. I have massive hands and find myself stretching
across the screen to tap specific locations with my thumbs.
During my time with the Wii U, I'd been keeping the GamePad on my nightstand to sneak in some New Super Mario Bros. U before bed, but placing the controller down on a
tight space like that can prove to be a challenge. Thankfully, the
included GamePad stand is a good docking station for it.
Under the Wii U's hood is an IBM multicore processor and an AMD
Radeon-based GPU. The Wii U uses flash-based storage technology and
supports 802.11 b/g/n Wi-Fi protocols. Any one of the four USB 2.0 ports
can also double as a wired Ethernet adapter, though you'll need to
purchase that accessory separately.
The Wii U's disc reader is a proprietary slot-loading drive that won't play DVDs or Blu-rays. The Wii U supports Dolby Digital encoding, but some of the games I tested only output Pro Logic II.
The Wii U is fully backward compatible with original Wii games,
Wii remotes, and nunchuk controllers. Even the Wii Fit Balance Board
works.
CNET
The Wii U's interface most closely resembles the UI on the 3DS,
a tiled set of icons that represent games or apps. Overall I found the
menu to be responsive, but when switching to and from apps or games, the
UI suffers from a notable amount of load time. Popping into System
Settings and then back out to the Wii U Menu shouldn't be a 20-second
affair. By today's standards, it's almost unacceptable. I've even had
instances where this delay goes as long as five minutes.
During my time testing the Wii U, I found a peculiar TV cut-off
issue that seems to be most apparent in the console's operating system.
The image displayed on the GamePad gets cut off a bit around the edges
when swapped to the TV screen. It doesn't seem to affect games, but it
does slice a bit of the image off in the Wii U OS. You see it for
yourself in the image below:
The X is cut off on the TV screen.
GamePad
The Wii U GamePad measures 10.2 inches wide, 5.3 inches
tall, and is 0.9 inches deep, and weighs just over a pound. For what
seems like a lap-centric device, it's actually remarkably comfortable in
the hands, thanks to contoured grips on the lower back, as well as a
ridge that sits between your middle and pointer fingers. At
the center of the experience is the 6.2-inch screen: a 16:9 widescreen,
854 x 480 (158 ppi) resistive touch display. Like the touch screens on
the Nintendo DS and 3DS,
it's a little muted in comparison to a standard screen, but at full
battery-powered brightness (plugging it in provides one more level of
brightness), it provides a clear image that is only occasionally
pixelated in parts.
The
screen will only recognize a single input, but like the DS and 3DS,
it's equally useable with your finger or a stylus, which is conveniently
stored on the top, to the left of the right shoulder button. Holding
and dragging can be an occasional issue in both games and the web
browser, though.
The
GamePad takes a kitchen sink approach to input devices, giving
developers a wide array of options for games. Traditional games can use
the dual analog sticks and face/shoulder/trigger buttons. Motion games
have the accelerometer and gyroscope, while the camera can be used for
video conferencing or augmented reality games. An NFC sensor is included
(but not currently used by any games) below the D-pad, plus there's an
infrared sensor on the top.
The button layout does take
some getting used to, though, especially for those used to controllers
from other modern platforms. Having the sticks aligned and so far apart
makes it an arrangement unlike that of any other input device. Fans of
action games ported from other systems may prefer the Wii U Pro
Controller, though the altered button layout can prove challenging to
adjust to.
Many games, including New Super Mario Bros. U and Madden NFL 13,
can be played entirely with the GamePad, letting you turn off your
television or cede control of that larger screen to a family member for
other purposes. With a large display and both external and
headphone-enabled sound options, it's almost like a handheld game
system, though the lower-resolution screen is a compromise you'll have
to make for the sake of portability. However,
range is an issue. The GamePad reportedly works up to 25 feet away from
the console, but walls and other sources of interference may well
interfere. In the home office we tested in, with the system nestled
between bookshelves, the GamePad worked perfectly from several feet
away. Taking a few steps outside the door, it quickly lost its
connection.
We moved the console to a much larger living
room setting, with the Wii U standing free from boxed-in furniture, and
tried again with better results. The GamePad then worked through one
wall, allowing us to walk about 15 feet away from the console, but
moving past a second wall killed the link. Others have reported
significantly longer distances, though, so your mileage will likely vary
here based on your surroundings and interference from other devices.
The
GamePad is wireless, but the rechargeable (and replaceable) Lithium Ion
battery doesn't last for long. Nintendo claims that it'll give you 3-5
hours of play on a full charge (which takes about 2.5 hours to
accumulate), but with the brightness on max – which we found essential
for getting the best-quality play experience – we struggled to push past
that three-hour mark. That's
a big problem. Traditional rechargeable controllers usually notch a
dozen or more hours per charge, making them ideal for lengthy play
sessions and party scenarios, but the Wii U GamePad won't go the
distance. While the GamePad can be used while it's plugged into the
wall, there's currently no way to charge it through the system during
gameplay via USB, akin to the Xbox 360's Play & Charge Kit.
It's
an odd omission, seeing as the Wii U Pro Controller (sold separately
from the console) does come with a USB charging cable, though it doesn't
plug into the GamePad. Then again, the Pro Controller won't accommodate
a headset jack for the multiplayer games it's designed for (you'll have
to plug it into the GamePad), so both neither controller feels fully
thought out.
Performance
Playing games on the Wii U is undeniably a unique experience, but that
doesn't necessarily mean it's always smooth. One of the first things I
noticed while playing is that I don't always know where to look.
Sometimes both screens display the same video and sometimes they don't.
Some games do a decent job at directing your attention while others
assume you'll figure it out. Call it what you will, but there's a
preliminary Wii U learning curve that will take gamers of any skill
level time to master. There's just something downright awkward about
having your eyes jump from TV to GamePad so often. This will have to
evolve as time goes on. I'd assume that developers will eventually
realize the most comfortable way to play and then implement that play
style into their software.
In terms of gaming I think the most potential lies in "off-TV"
play. This promising features place-shifts all the action to the GamePad
controller. It essentially gives you Wii U graphics and performance in a
tablet-size form factor, eliminating the need for a TV altogether.
Off-TV play is nothing short of fantastic.
CNET
On
paper, off-TV sounds great because it prevents the monopolization of a
TV while gaming -- something anyone who doesn't live alone can
appreciate. For those households where the main TV is in constant
demand, off-TV sounds like a godsend. However, it's completely in the
hands of developers to incorporate that functionality. This raises a lot
of questions. How tough is it to incorporate off-TV? Does doing so
compromise other aspects of the game?
All this considered, only a handful of launch titles support
off-TV play. It's tough to know which do because there's no iconography
on game boxes that highlights the feature. I can confirm that New Super
Mario Bros. U supports off-TV play and I'm told Call of Duty: Black Ops
2, Assassin's Creed III, Darksiders II, and a few others will allow for
it, too.
The GamePad graphical experience can't match the 1080p chops that
the console is capable of outputting, but visuals still look pretty
sharp on the screen, even if the resolution is taking a hit. I found
that some reds look a little pixelated on the GamePad screen, but it's
by no means a deal breaker. You'll probably want to make use of the
headphone jack so you don't disturb anyone around you.
CNET
How
far away you'll be able to play with the GamePad using off-TV varies.
As long as it was in line of sight of the console, I had the GamePad
work up to 25 feet away. Once you're playing through as little as one
wall, things can get dicey. My bedroom, which is adjacent to the room
the Wii U resides, can't maintain a signal farther than 10 feet away
(through the wall).
Aside from its size, the GamePad is mostly fun to use, but I do
think there's a lot of missed potential here. For starters, why can't we
use it to play Virtual Console games? Why can't we take the GamePad out
of the house and play it on the go? (Read Scott Stein's Why the next Nintendo portable needs to be a tablet.)
During my play time with the GamePad, battery life seemed to drop
out at the 3.5- to 4-hour mark. It takes about 2.5 hours to fully
charge, and is also playable while doing so via a direct connection to
the power cord. Depending on the type of gamer you are, 3.5 hours may
not be enough to get in a long session of play. It can be pretty
disappointing to see the GamePad's red light come on midplay, so make
sure you keep it charged at all times.
So far I've run into one bug with the system. If you attempt to
eject a game disc while the console is off (a handy LED glows whenever a
game is inserted), the system will eject the disc, turn on, but then
freeze up. The only way out of this is to actually pull the power cord
out.
Interface
If the GamePad's second screen makes the Wii U concept feel like a blown-up take on Nintendo's handheld ethos, the 3DS-esque interface and home screen only confirm that. Upon
loading up the console, by default the GamePad screen displays three
rows of five icons each, whereupon you'll find access to whichever game
is in the disc drive, settings, and installed apps and downloaded games.
Below those large icons are five smaller, permanent ones that include
access to Miiverse, eShop, the web browser, the incoming TiVii app, and
notifications.
Five
identical screens can be filled up with your games and apps of choice,
and all can be navigated either via touch or using the physical inputs
of the GamePad. It's a crisp, clean, and to-the-point approach that
works well for the system and looks great on the smaller screen. Meanwhile,
on your TV you'll see your created Mii character amidst friends'
creations and a mass of other random Miis standing near floating app and
feature icons in the sky. It's just another way of viewing the myriad
abilities of the Wii U – plus little dialogue bubbles suggest things to
check out – and you can swap the two screens at any point.
As
on the Nintendo 3DS, tapping the Home Button on the Wii U GamePad pulls
up a hub menu that includes a battery life indicator, date and time,
access to controller settings, and links to the Friend List and Download
Management screen. As with most Wii U menus, what you see on the
GamePad is also what appears on the TV. Also
a trend throughout the Wii U menu experience: sluggishness. It's
everywhere you turn, whether it's waiting 15 seconds for the settings
menu to load up or the same delay in getting back to the Wii Menu after
exiting an app. The interface is in clear need of optimization and
refinement in that regard, as getting from one place to another proves a
slow-paced venture.
Another awkward element of the Wii U interface is its handling of original Wii
games and content. Not only does that all take place on a separate
screen, but the hardware actually reboots and simultaneously shuts down
the GamePad, forcing you to use a Wii Remote with the sensor bar – and
what you'll get is a perfect facsimile of the Wii menu screen in all its
jagged, low-resolution glory.
Inelegant seems too kind a
description for what's essentially a closed-off console within a
console. Even getting content from your old Wii to the Wii U is a
drawn-out and cumbersome process requiring both being connected online
while using an SD card to transfer the actual content. It works, and the
step-by-step process is well explained, but not ultimately having that
content accessible with the GamePad and via the Wii U menu is
disappointing. While the Nintendo TiVii feature has been delayed until December,
one helpful TV-related ability is here on day one. You can use the
GamePad to control both your TV and cable/satellite box, and the setup
process is absolutely breezy. We simply tapped in the name of the TV
manufacturer and cable provider and it worked for both on the first try.
Once
that's done, simply tap the TV Control button on the lower right of the
GamePad to pull up a black remote overlay, which lets you input
channels, access the guide, change volume, and toggle the power of
either device. It could replace the standard channel surfing routine for
many heavy users; for others, it'll still be a helpful perk for when
the remote's too far away.
Launch Game
The Wii U launches with more than 20 retail games in North
America on day one, with many also sold as downloadable games in the
eShop. We've had a chance to play several of the more notable options,
and here are our impressions on how they perform and how they utilize
the system's unique tech. Nintendo Land
is included with the Deluxe Set, and it collects 12 mini-games based on
various classic Nintendo properties. It's a slick set of diversions
that collectively serve as a Wii U tutorial, introducing concepts like
asymmetric play (one GamePad user against up to four Wii Remote
wielders) along the way.
With unique mechanics in many of the games, Nintendo Land
doesn't have the breezy accessibility of something like Wii Sports, but
this light and amusing entry should have been a pack-in for all
systems. Sold separately at $60, it's a tougher recommendation aside
from wanting a token launch title or to take in the ample fan service. Nintendo Land may be the pack-in option (at least for one bundle), but the face of the company is well represented in New Super Mario Bros. U,
which like earlier "New" entries returns the series to its
side-scrolling roots – though this iteration makes good use of the
GamePad. It's also the first Mario game in high definition, and finally
seeing the colorful stages and characters in HD is really a blast.
Building off of the earlier Wii entry, up to four players can take part in New Super Mario Bros. U using Wii Remotes, plus a GamePad user can help compatriots by placing platforms in the world with a touch of the stylus. NSMBU
can also be played entirely on the GamePad in single-player. While much
of the template is familiar, it's hard to argue with a large and
beautiful new Mario platformer. Another Nintendo title is Sing Party,
which puts a new spin on the karaoke genre by having a
microphone-wielding singer read lyrics from the GamePad while friends
sing and dance around them. Meanwhile, the Team Ninja's Ninja Gaiden 3: Razor's Edge updates this year's ill-regarded violent action game with marginal polish.
Continuing on the third-party front, ZombiU
is one of the more interesting options designed around the GamePad, as
the deliberate, first-person survival horror game uses the second screen
to access inventory, hack doors, destroy barricades, and much more.
From what we've played so far, it's a very intriguing take on the horror
genre, and on a system headlined by many existing ports, it's a
standout release. Scribblenauts Unlimited
finds a perfect home on the Wii U thanks to the pairing of touch screen
mechanics and HD visuals. Originally bound to the dated Nintendo DS (with a bite-sized iOS 6 version coming last year), Scribblenauts
lets you solve puzzles by typing in words and interacting with the
items you spawn. Unlimited is adorably presented and brainy but
accessible, making it an easy early favorite. It also features classic
Nintendo characters, which can be spawned within the game. Both of EA Sports' launch titles have been upgraded and enhanced for the system. Madden NFL 13
uses the GamePad to let you flip through and choose plays, which is a
very natural-feeling use of the controller, plus you can play entire
games using only the GamePad screen. Overall, the presentation in the
Wii U iteration is a bit less fluid and polished, and it's lacking a
couple features from other versions, but Madden still delivers a great core football experience. And FIFA Soccer 13
is easily the best entry of the series to land on a Nintendo console,
carrying over much (but not all) of the action from this year's Xbox 360 and PS3
versions while adding a GamePad interface that allows a quick look at
the entire field, the ability to make defensive alignment changes, and
more. You can also raise it up to aim the ball at the goal, shake to
shoot, and tap the screen to tackle. They're optional controls, of
course; the button-based approach remains intact, as well. Perhaps the year's biggest release, Call of Duty: Black Ops II,
hits the Wii U less than a week after its debut on other platforms, and
from what we played, it's nearly identical to the Xbox 360 version.
Occasional texture loading issues seemed new, but the overall result is
still a huge first-person shooter experience that's a blast to play
online. And it features a separate-screen local two-player option, which
is a great perk. Even with a Pro controller, though, the revised button
assignments and analog stick placement in Black Ops II make for a tough transition between consoles.
Many of the launch games that we didn't play are enhanced ports of top titles from other platforms. Assassin's Creed III is available, while other big-name re-releases include Batman: Arkham City Armored Edition, Mass Effect 3: Special Edition, and Darksiders II – all glossy AAA experiences with added GamePad functionality. Even a game like Just Dance 4
uses the GamePad for creating playlists and having an extra player pick
moves on the fly for dancers, who still wield Wii Remotes while
dancing. Since
multiplatform games take up such a large chunk of the launch lineup,
its success depends a lot on player perspective. If you're upgrading
from a Wii,
you'll find a large number of fantastic HD experiences that simply
weren't possible on that dated hardware. For owners of Xbox 360,
PlayStation 3, or a capable PC, a lot of the lineup may seem like a
retread of familiar ground, with only a handful of titles beyond
Nintendo's really delivering fresh affairs.
The GoodThe Wii U
offers a unique two-screen gaming experience on a tablet controller
dubbed the GamePad. It's the first-ever HD Nintendo gaming system that
offers gameplay for up to five people on select games. The Wii U is also
fully backward compatible with old Wii games and controllers. Off-TV
play on select games allows for placeshifting play without the need for a
TV.
The BadSome OS
loading times are too long, and the GamePad has a very short battery
life. The built-in storage may not be enough for those who plan on
downloading a lot of games. The Wii U graphics are only just about on
par with current-generation games on Xbox 360 and PlayStation 3. Playing
some Wii U games can be awkward and requires getting used to in
general. Having to look away from the screen on some games can be
uncomfortable or disorienting. Nintendo TVii feels incomplete and
doesn't do a great job of organizing your TV viewing experience.
The Bottom LineDespite
some clever dual-screen gaming mechanics, the Wii U's lack of
compelling exclusive software and an overall unpolished user experience
make it tough to recommend in its current state.
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