http://cube.ign.com/articles/651/651304p1.html



Nintendo pulls back the curtain on its off-the-wall and yet oddly intriguing 
new controller. What do pubs and devs think?
by Matt Casamassina
September 15, 2005 - During the Tokyo Game Show 2005, Nintendo president 
Satoru Iwata unveiled the company's refreshingly original and slightly scary 
new Revolution controller, and likewise stated the philosophy behind it.


"Every gamer who plays. Every one who used to play. Even those who have yet 
to play. Nintendo is your bet."
The Revolution input mechanism, which is as far from a conventional 
controller as could be possible, more resembles a television remote with a 
touch of Apple style. The white, glossy device interacts with motion sensors 
on television to enable players unexplored full 3D freedom of movement in 
games. By pointing and manipulating the controller, gamers can do everything 
from run, jump, spin, slide, shoot and steer to accelerate, bank, dive, 
kick, throw and score in ". a way never experienced in the history of 
gaming," according to the Big N.

"The feeling is so natural and real, as soon as players use the controller, 
their minds will spin with the possibilities of how this will change gaming 
as we know it today," explains Satoru Iwata, Nintendo president. "This is an 
extremely exciting innovation - one that will thrill current players and 
entice new ones."

"Nintendo has long been a trailblazer, and this controller design reinforces 
that reputation," said Brian Farrell, president and CEO of THQ. "We 
enthusiastically support Nintendo's next console because we believe their 
approach of continual innovation is very much in line with our own strategy 
of creating unique and innovative games for the next generation of 
hardware."

"What we're seeing from this controller is the same thing we saw with 
Nintendo DS," said Chuck Huebner, Head of Worldwide Studios, Activision.. 
"It's a system that's designed with an eye on enticing new players to the 
video game industry, and that's something we firmly support."

"Game control is essential - it's the area where perhaps the most game-play 
improvement can be made," said John Schappert, Sr. Vice President and 
General Manager of Electronic Arts Canada. "While our portfolio represents a 
full array of titles across all genres, I think our sports titles might be 
the first to immediately take advantage of what this novel 'freehand' type 
of control has to offer."

"We were among the first publishers to see the control design in action," 
said Serge Hascoet, Chief Creative Officer of Ubisoft. "We're excited about 
the new controller and are looking forward to taking advantage of its 
innovative aspects."