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.
The Xbox 360 Slim is an All-New Console With The Latest Update
The Xbox 360 has changed since its launch in 2005.
That much is transparently clear from the updated version that debuted in 2010.
The
Xbox 360 S is smaller, sleeker and quieter than the previous model and
designed to banish the infamous 'Red Ring of Death' hardware failure
that forced Microsoft to extend its warranty on the system.
Likewise
the arrival of Kinect, which has gone on to sell over 10 million units,
has transformed the machine from solely the preserve of hardcore gamers
to a casual gamer friendly environment.
While some of
the novelty of Kinect may have worn off, if anything the games are
improving – finding new ways to take advantage of what is still
fascinating technology.
But Microsoft is and always has
been a software company first and foremost and, fittingly, that's where
the Xbox 360 has changed the most. The NXE update of 2008 binned the old
'blades' system for an interface that was more welcoming to multimedia
content and 2011 has seen another major update to the console's
operating system. One so substantial, we've felt it necessary to update
this review to reflect what a different machine it is.
Whether
it's the old model or the new one, the Xbox 360 has now comprehensively
changed from a machine primarily about playing games, with a modest
selection of online content attached, to a fully featured entertainment
and media hub.
The
majority of forms of digital entertainment are catered for, there are
extensive social networking features available and a new TV tab aims to
replace traditional digital boxes with IPTV and catch up services.
The
new dashboard, based around the Metro design language that also
features in Windows 8 and Windows Phone 7, is a far busier interface,
but it's reflective of the huge amounts of content now available within
the walled garden of Xbox Live.
Getting to it all has
always been the challenge and Microsoft has made admirable steps towards
making that a straightforward process.
You'd think that the most significant change for the new
widely touted 'Xbox 360 Slim' would be its size, but surprisingly, it's
not.
At 270mm in height, it's sufficiently shorter than
the 310mm tall old 360. But it's only a measly half-a-centimeter slimmer
(and fatter than the PS3 Slim) and, would you believe, it's actually
slightly deeper than the old 360, too.
The new 360 vs. the previous 360
A bit smaller than 2010’s Xbox 360 S (I'm talking millimeters here),
there's really only a few aesthetic changes to the design of the 360 E.
For starters, it's designed to fall in line with stylings of the Xbox
360's incoming successor, Xbox One. The 360 E shares a similar glossy
and matte mashup with angled grilles on top and on either side for
venting.
Three iterations of the Xbox 360
Sarah Tew/CNET
On
the back panel, the all-important HDMI connection is still there, but
there's no longer a multi-AV out port. Instead, what's left is a jack
for a 1/8-inch breakout AV cable. A cable for a composite connection
(yellow video plus red/white stereo audio) comes in the box, but you'll
need to find a component one for HD. The good news is that the cables
are no longer proprietary. The bad news? Still, to this day, you cannot
play Xbox 360 in HD right out of the box without supplying your own
cables.
Microsoft has eliminated some of the versatile connection
interfaces that were present on the 360 S -- which is actually kind of a
bummer. Gone is the dedicated optical audio-out found on earlier 360
models. That means the only way to get surround sound is through the
HDMI connection. If you're like me and have a slightly older AV receiver
that can't accept audio over HDMI, you might be in trouble.
There's less to love around back.
Sarah Tew/CNET
If
this wasn't enough, the Xbox 360 E actually removes a USB port as well.
You're probably not going to feel the impact of only having a total of
four ports (two in the front, two in the back) as opposed to five, but
when you're paying the same price as a 360 S, one would assume that all
the parts would be kept intact.
Another slight difference: the touch power and eject controls from
the 360 S have been replaced with more-traditional physical buttons.
There are, however, a few things that survived the trip from S to
E. The 360 E maintains the elusive infrared port (so, unlike the
IR-less PS3, you can still use standard remote controls) and a
replaceable hard drive (you'll still need to use the proprietary
Microsoft model, not just a standard laptop HDD).
Everything included in the Xbox 360 E box
Sarah Tew/CNET
What
else is different? Not a whole lot. The 360 E can stand horizontally or
vertically. The power slot is differently shaped, but the inline power
brick from the S is still present. Ethernet and Wi-Fi are still onboard
for online connectivity, and the dedicated Kinect port remains.
Microsoft debuted the E console saying it would run quieter and
cooler. During my few weeks with it I did notice those two things to be
true, but nowhere near the dramatic improvement going from a "classic"
white 360 (the 2005 version) to the 360 S (2010 version). If temperature
and noise are your two biggest reasons for seeking an upgrade, allow me
to talk you out of it.
The Xbox 360 is the top-selling game console of this generation with
good reason. The game library is top-notch, with all of the top
third-party games you'll also find on PS3 (Madden, Call of Duty, Grand
Theft Auto, Assassin's Creed, BioShock, Batman: Arkham Asylum, and so
forth), plus a handful of key Xbox exclusives, such as the Halo, Gears
of War, and the Forza series, as well as the upcoming Titanfall. There’s
also a great selection of smaller downloadable indie titles on Xbox
Live Arcade.
The Xbox 360 can still only play DVDs and CDs -- Blu-ray movies won't work, as they will on a PS3, and the upcoming PS4 and Xbox One.
Both the PS3 and Xbox offer online multiplayer games, but Xbox Live
is arguably a larger, more engaged community. The catch is that in order
to play online, you need to upgrade to the Xbox Live Gold plan, which
costs $60 per year (though you can often find deals for closer to $40).
Annoyingly, the Gold plan is also required to access any of the Xbox
entertainment apps. That’s unfortunate, because Xbox arguably offers
some of the best selection of nongaming apps out there, including
Netflix, Hulu Plus, Amazon Instant, ESPN, Fox Now, Crackle, YouTube, and
Vudu. (Full disclosure: there are also apps for CNET and many of its
sister CBS Interactive properties, including GameSpot and Last.fm). In
other words, you need to pay the annual "Xbox Live tax" to access any of
those services through the 360, including otherwise free ones like
Crackle and YouTube. Keep in mind that you can get many of those
services at no extra charge on a PS3, Apple TV, Roku, or Chromecast. Indeed, a Chromecast ($35) or Roku LT ($50) can be yours for less than the annual Xbox Live Gold subscription fee.
The Xbox One, so far as we know, will also require Xbox Live Gold for
online gaming and entertainment apps as well. The Sony PS4 will require
a similar PlayStation Plus subscription for multiplayer online gaming,
but PS Plus will not be required to access entertainment apps like Netflix. (Currently, the PS3 requires no extra fees for online gaming.)
Bottom line: if you want to do anything fun on the 360 beyond playing
single-player games, you'll want to budget the annual Xbox Live Gold
subscription into your plans -- or plan on getting one of those
alternatives instead.
Features
Console: Height/Width/Depth/weight
Xbox 360 250GB: 270mm x 75mm x 264mm, 2.9kg
Xbox 360 Elite: 310mm x 80mm x 260mm, 3.5kg
PS3 Slim: 290mm × 65mm ×290mm, 3.5kg
As
you can see, its profile is not much 'slim' but more 'light'. It's the
lightest of the current-gen consoles by a fair amount, although it's
worth noting right now that the PS3 Slim's extra heft also counts for
the system's internal power supply, which disappointingly remains
external (albeit smaller than the previous power brick) in the new Xbox.
Instead,
the more significant changes are in the console's aesthetics and
hardware configuration. First of all, that matte plastic has been
swapped for a super sexy gloss black.
Where
the old console's bubble-like roundness wouldn't look too out of place
on the Tomy Toys page of your Argos catalogue, the new console dons
sharp edges and harsh lines that almost resemble a stealth fighter
(fittingly so given its new quieter operating volume, but more on that
later).
And
then there's that grill on the side – a surprisingly large and
aggressive opening that's more like something you'd expect from a
third-party case mod than the usually reserved standard skin. Consoles
usually hide away their tightly-packed insides but the new Xbox flaunts
it, giving you a good look at the system's case fan.
Touch-buttons
The
power and disc eject buttons are no longer the clunky things they were
before. In fact you don't press them at all – they're capacitive touch
buttons that respond to no more than a gentle prod.
The
console makes a funky beep sound to acknowledge your touch, but it's
thankfully a more calming chime and not that horrible microwave-style
bleep of the PS3.
The console's cleaner appearance is
also partly thanks to the omission of the proprietary memory stick ports
– MS updated the 360 recently to accept any USB stick as usable memory;
a move which pretty much rendered the notoriously more expensive native
memory cards redundant anyway.
The two front-loading
USB ports remain, tucked neatly way behind a little flap which sits in
line with the new bigger and more responsive controller sync button.
The
console actually now has five USB ports total instead of the previous
three, but those additional ones have been tucked away on the back of
the console.
The new disc drive is considerably smoother
and quieter than before. Now, we know some of you will, right off the
bat, question MS' decision to stick with a disc tray rather than the
admittedly sleeker slot-loading drive like on PS3 and Wii. Honestly
speaking we would have preferred a slot loader too.
Anyhow,
the new drive has none of that Aiwa tape deck-like clunkyness to it. We
always wondered what part of the old Xbox could possibly make such a
loud 'ker-chunk' sound as the drive closed – that teeth-gritting sound
is no longer present here.
We tried moving the console
while a disc was spinning inside – something that resulted in a severely
scratched disc in the old console. The result? We're certain the result
was even worse!
Clearly Microsoft has been unable to
find a solution the intense centrifugal forces that bend the disc and
make it touch harmful nearby surfaces in the drive. The console does in
fact have a sticker on the front which warns against moving it while a
disc is spinning. Does this make up for the flaw in our eyes? Not a
chance.
On the backside
Flip
the console round and you're greeted by a few new ports, too. As we
said before, there are three USB ports back here instead of one. You'll
now be able to plug a digital optical audio lead directly into the
console for your 5.1 surround kits, instead of having to go through
external ports on the AV lead.
Most
interesting though is the 'Aux' port, which is basically where Kinect,
Microsoft's new motion-sensing gadget releasing in November, will be
plugged in. This port will both operate and power the device. Users of
the old console will plug Kinect in via a USB adapter and draw power
from a wall socket.
Video is delivered to your TV either
via standard HDMI or the proprietary Xbox AV port, which is the same
size as before so all your old AV cables will work, which is handy for
anyone upgrading from the old console because, ridiculously, the new
Xbox comes with no HD video leads whatsoever.
All you get
in the box is the standard composite lead, which only does SD – and
poorly at that. Everyone else will otherwise have to add the cost of an
HDMI lead to their bill before they can see the crisp HD resolutions
this machine is capable of.
There's an Ethernet network
port back here too, although we'd like to think anyone grabbing the new
console will make use of the now built-in Wi-Fi capability.
Finally,
Microsoft is no longer bending you over a table with its £70
proprietary Wi-Fi adapter necessary before. Just turn it on and you're
wireless right out of the box.
White noise
Perhaps the
biggest improvement over the older console is actually an intangible one
– the system's operating sound. The quieter disc drive is coupled with a
single larger internal cooling fan instead of three smaller ones as
before, resulting in a stealthier console.
This is made
possible by using a slimmer, more power efficient 45nm CPU with
integrated GPU. With less power being generated by the processing chip,
the console is able to run cooler, with a quieter fan. The difference is
night and day.
When
there's no disc in the tray the console is totally inaudible. Fire up a
game and the drive's rapid read speed still inevitably makes sound, but
it's more of a gliding 'whoosh' than the whirring sound of the motor.
Take
a look at the video clip above to get some idea of how the noise of the
new Xbox 360 compares against the original model and also the PS3 Slim.
Storage
Instead
of the fat top-loading hard drive of the old console, Microsoft has now
hidden a more compact hard drive case in a slot accessed on the
underside of the console (underside when stood vertically, that is).
To
extract it you must remove the hatch covering and pull on a flimsy tag
on the top of the drive, which does not seem like a good idea to us at
all. If there's one thing on this new Xbox we can see breaking, it's
this tag.
New controller
As
with the other Xbox 360 consoles, the new 250GB model comes with one
wireless controller. Aesthetically, it's slightly different to the one
that shipped with the 360 Elite.
The
grey trim is replaced with glossy black, while the round silver Xbox
button is now glossy silver rather than matte and the thumbsticks are
black instead of grey.
Interface
Connect your Xbox 360 to Xbox Live (and with wireless now
fitted as standard, you've no excuse not to) and you'll be prompted to
download an update to your console, which contains 2011's sweeping
dashboard refresh.
While the Metro-based design is too
busy to be considered truly handsome, it's borne of necessity. There is
an enormous amount of content available to connected Xbox 360 users and
the new dashboard does a great job of presenting it all in a logical
fashion.
We had gripes with the NXE system that debuted
in 2008, because of the jargon-heavy nomenclature of the various menu
options. But now you're presented with nine tabs across the top which
are visible at all times and have logical titles.
The
only potential confusion could come from the division between 'video'
and 'tv', the lines of which are being blurred with every passing day.
But while the 'tv' tab is the least populated at launch, as on-demand
services such as iPlayer, 4oD and Five On Demand arrive on the service,
that division will seem much more logical as another way to sort and
subdivide the astonishing amount of media available to you.
The 'video' tab is the preserve of movies and the forthcoming YouTube application.
Similarly
at launch the apps tab provides a number of redundant links to features
that can be accessed elsewhere, such as the Zune Video and Zune Music
marketplaces, both of which are also in their relevant tabs, and Sky Go
which sits in the 'tv' tab.
While
there's unlikely to ever be as wide a range as Apple's app store, if
Microsoft is canny it'll have apps that are cross platform compatible
with Windows Phone 7 equivalents. At the moment though, this is arguably
the biggest unknown on the Xbox 360 – less a case of anticipation as
just waiting.
Games
have actually been made more awkward to get to. While the disc in the
tray (still the priority for most users) can be accessed from the first
panel on the home screen, if you have an extensive selection of titles
downloaded from Xbox Live Arcade, you have to navigate four tabs over to
view them all.
Microsoft clearly feels that gamers will
be more prepared to explore the interface than casual users, but the
problem could easily be solved by a customisable home tab, something
that feels more and more like a glaring omission the longer you spend
with the dashboard.
Of course, the Guide button menu,
activated by pressing the silver Xbox motif on any controller, remains
largely the same as it always was and the savvier gamers may find that
this is the most efficient way to get at what the console was originally
designed for.
For
everyone else, it would be easy for the amount of available content to
become overwhelming and for that, Microsoft has included Bing-branded
search functions. As an attempt to promote its ailing search brand,
which currently claims less than four per cent of UK searches, it's
likely to be a busted flush, but as a means to sift through the movies,
games and music on Xbox Live it's a godsend.
If you're a huge Batman fan, simply searching for Batman will bring up all Batman related content available on Xbox Live.
That
means games, movies and even original soundtracks from the Zune Music
marketplace. If that scattergun approach is too much, searching
specifically for 'Batman games' will prioritise downloadable content
relating to those and even full games on demand. It's impressive stuff
and a brisk education in just how much there is for sale through your
Xbox.
If
you're not keen on navigating using the Xbox pad that, while brilliant
for twin-stick shooters or precise racing games, still suffers from a
doughy directional pad, you can use Kinect for either gesture or voice
control.
It's pleasing that it's no longer ghettoised in a
separate menu, but in practice, Kinect control largely feels like a
novelty. Sweeping between the different tabs and using a hand cursor to
select the various panels is absolutely as efficient and precise as
Kinect has ever been.
There has clearly been plenty of
time spent tuning it. But unless you don't have a controller to hand or
simply aren't as accustomed to their use, it's still a less efficient
way to navigate the dash.
It's
a similar story with voice. While you can bark the name of any of the
tabs and be whisked there, you can only 'say what you see'. Memorising
longer phrases in an attempt to dig into secondary and tertiary layers
of the interface bears no fruit, meaning you'll have to insert pauses
into your speech patterns.
Also, given that many Xbox
360s have a microphone in the shape of an Xbox Live headset, the fact
that voice control is limited to Kinect owners feels like a cynical,
artificial restriction.
Voice control's only real triumph
is when it comes to Bing searches. From anywhere on the dashboard,
saying 'Xbox, Bing' and then a search term will perform a near
instantaneous search. It recognises a remarkable number of phrases too,
meaning you can say actor names, obscure game titles and even the odd
profanity and it will do an impressive job of obliging.
What
the dashboard does offer you though is freedom of choice. Whether
you're most comfortable with controller, gesture, voice or some
combination of the three, the entire interface supports it and that's to
be applauded.
The GoodThe Xbox 360 Edelivers a fantastic library of media and games, along with slightly quieter operation than the previous 360 model.
The BadThe 360
E loses the optical audio output found on previous Xbox models; lacks a
Blu-ray drive; requires annual Xbox Live Gold subscription for nearly
all online gaming and entertainment apps; older 360 hardware/software
bundles remain a better value. The newer Xbox One is just around the
corner.
The Bottom LineThe
Xbox 360 remains a great video and gaming console, but fans will be
better served by older 360 bundles -- or waiting for the Xbox One.