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Nintendo Wii U - thread ufficiale

Aperto da Turrican3, 9 Giugno, 2011, 15:14:59

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MiiVerse web -->
Nintendo Network Premium -->
Catalogo Stelle --> (Termini e condizioni della promozione --> QUI)
Registrazione prodotti -->


UPDATE 22/07/2014

Aggiornamento di sistema 5.1, abilita trasferimento NNID/licenze tra due Wii U (3DS-style)


UPDATE 05/06/2014

Giappone: fuori produzione tutti i bundle Wii U tranne la Premium/Deluxe 32GB bianca con Wii Sports Club e (pare) la 8GB, sempre bianca



USA: dal 1 novembre nuovo Mario & Luigi Deluxe Set con NSMBU e NSLU, sempre a 299$ - i giochi risiedono su un unico disco; rimpiazza il "vecchio" Deluxe Set con NintendoLand (il gioco, a partire dalla stessa data, ha un prezzo suggerito di 29.99$).

Europa: nuovi bundle Basic / Premium a partire da novembre

Giappone: nuovi bundle Wii U 32GB bianco / nero dal 31 ottobre

Calo prezzo Wii U dal 20/09/2013: modello Basic in phase out (a quanto pare al momento solo in Occidente EDIT 10/10/2013 forse no: in arrivo Bundle natalizi europei tra cui c'è anche la Basic!? RI-EDIT 25/10/2013 ok sicuramente no, in arrivo in USA bundle Skylanders in cui la console è proprio una Basic), Premium/Deluxe a 299$ / 299€ / 249£

USA: 18 novembre - Basic Set 299.99$ / Deluxe Set 349.99$
Europa: 30 novembre - prezzi definiti dai rivenditori (orientativamente Basic Pack 299€ / Premium Pack 349€)
Giappone: 8 dicembre - Basic Set 26250 yen / Premium Set 31500 yen

sensor bar: non inclusa nei modelli giapponesi, di serie nei modelli USA, di serie solo nel Premium Pack in Europa


UPDATE 11 - reverse engineering GamePad (15/05/2013)


UPDATE 10 - foto del die della CPU (by Chipworks) pubblicata su NeoGAF (15/02/2013)


UPDATE 9 - foto del die della GPU e relativa analisi by NeoGAF/Chipworks (gennaio 2013)


UPDATE 8 - Leak frequenza di clock CPU/GPU by marcan - team twiizers (29/11/2012)

CPU 1.24 GHz - 3 PowerPC 750 type cores (similar to Wii's Broadway, but more cache), GPU 550 MHz


UPDATE 7 - Info varie & variegate post-lancio USA (18/11/2012)

Il GamePad utilizza tecnologia Miracast per lo streaming - EDIT forse non si tratta di Miracast!? vedi update 11
Primi teardown delle console
Niente codici amico (confirmed) e altro
Audio FAQ


UPDATE 6 - Nintendo Direct 14/11/2012

Storage USB, retrocompatibilità Wii e Nintendo Network Premium



Tutte le informazioni sul lancio WiiU 13/09/2012



"Nuovo" (?) leak specifiche tecniche:



Conferenza Nintendo a New York il 13 settembre


UPDATE 2 - E3 2012

Caratteristiche definitive ufficiali:

Leak specifiche tecniche (NON confermate)





LOS ANGELES, June 7, 2011 – At the E3 Expo, Nintendo introduced a new paradigm for video games and home entertainment: Wii U™, a new console that includes a controller with a 6.2-inch screen. Adding a second screen to the living room creates a multitude of new video game experiences while offering families a variety of options to customize their entertainment.

Previously, video games played on a home console have been confined to the TV and offered identical viewpoints to each player in a multiplayer environment. Furthermore, watching TV and playing console games have been completely separate experiences. The new controller removes these boundaries, creating a more dynamic and fluid gaming and entertainment experience. Visitors to the E3 Expo will see firsthand the type of gaming experiences made possible by Wii U and the new controller such as:

In single-player games:

    * The new controller can display information on its screen that does not appear on the TV.
    * The information and viewpoint can also change in the new controller based on the orientation of its gyroscope.

In multiplayer games:

    * The player using the new controller can have a different experience than those looking at the TV. This will offer a wide variety of competitive and cooperative opportunities.

In addition to the 6.2-inch screen, the new controller also features an accelerometer and a gyroscope, a rumble feature, an inward-facing camera, a microphone and speakers. Adding these features to the Classic Controller™ button scheme – two analog Circle Pads, +Control Pad, A/B/X/Y buttons, L/R buttons and ZL/ZR buttons – will enable a breadth of game-play experiences while appealing to both casual and dedicated video game players.

Wii U combines motion-sensing game play with the ability to support full HD graphics. Each Wii U console will be partnered with a new controller and can also use up to four additional Wii Remote™ or Wii Remote Plus controllers. The system is also backward compatible and can play all Wii games and use all Wii accessories. The Wii console has sold more than 86 million units globally and greatly expanded the overall audience for video games. Wii U aims to expand that audience even further. Developers worldwide are already working on new games and experiences for the console.

"Wii U redefines the structure of home entertainment by fundamentally changing how the TV, the game console and the Internet function and interact together," said Nintendo President Satoru Iwata. "The experience enabled by Wii U and the new controller takes players deeper into their games, while reaching out wider than ever before to be inviting to all kinds of gamers."
[segue parte 3DS]

CitazioneAMD and Nintendo Join Forces To Create A New Way To Enjoy Console Gaming Entertainment
AMD's custom HD graphics processor enables immersive HD multimedia gaming entertainment for Nintendo's new Wii U™ console

LOS ANGELES —6/7/2011

Today at E3, AMD (NYSE: AMD) announced its support for Nintendo's newly-announced Wii U™ system, as a new way to enjoy HD console gaming entertainment. The custom AMD Radeon™ HD GPU reflects the best characteristics of AMD's graphics technology solutions: high-definition graphics support; rich multimedia acceleration and playback; and multiple display support. As an industry leader, AMD has supplied the game console market with graphics expertise and ongoing support for more than 10 years.

"We greatly value our synergistic relationship with the AMD design team.  The AMD custom graphics processor delivers the best of AMD's world-class graphics expertise.  AMD will support our vision of innovating play through unique entertainment experiences," said Genyo Takeda, senior managing director, Integrated Research & Development of Nintendo Co. Ltd.

"AMD shares Nintendo's excitement for the new HD entertainment experience planned for the Wii U console," said David Wang, corporate vice president of Silicon Engineering, AMD. "We're proud to provide our leading-edge HD multimedia graphics engine to power the new entertainment features of the console. Nintendo is a highly-valued customer and we look forward to the launch in 2012."

AMD custom graphics enable the new Nintendo system to provide exciting, immersive game play and interaction for consumers around the world. The AMD custom graphics processor features a modern and rich graphics processing core, allowing the new console to shine with new graphics capabilities.

CitazioneIBM Microprocessors to Power the New Wii U System from Nintendo

Armonk, NY, USA - 07 Jun 2011: IBM (NYSE: IBM) today announced that it will provide the microprocessors that will serve as the heart of the new Wii U™ system from Nintendo.  Unveiled today at the E3 trade show, Nintendo plans for its new console to hit store shelves in 2012.

The all-new, Power-based microprocessor will pack some of IBM's most advanced technology into an energy-saving silicon package that will power Nintendo's brand new entertainment experience for consumers worldwide. IBM's unique embedded DRAM, for example, is capable of feeding the multi-core processor large chunks of data to make for a smooth entertainment experience.

IBM's state-of-the-art 300mm chip plant in East Fishkill, N.Y., will be the manufacturing facility for the new game chip the company is building for Nintendo's new game console due to hit store shelves in 2012.

IBM plans to produce millions of chips for Nintendo featuring IBM Silicon on Insulator (SOI) technology at 45 nanometers (45 billionths of a meter). The custom-designed chips will be made at IBM's state-of-the-art 300mm semiconductor development and manufacturing facility in East Fishkill, N.Y.

The relationship between IBM and Nintendo dates to May 1999, when IBM was selected to design and manufacture the central microprocessor for the Nintendo GameCube™ system. Since 2006, IBM has shipped more than 90 million chips for Nintendo Wii systems.

"IBM has been a terrific partner for many years.  We truly value IBM's commitment to support Nintendo in delivering an entirely new kind of gaming and entertainment experience for consumers around the world," said Genyo Takeda, Senior Managing Director, Integrated Research and Development, at Nintendo Co., Ltd. 

"We're very proud to have delivered to Nintendo consistent technology advancements for three generations of entertainment consoles," said Elmer Corbin, director, IBM's custom chip business. "Our relationship with Nintendo underscores our unique position in the industry -- how we work together with clients to help them leverage IBM technology, intellectual property and research to drive innovation into their own core products." 

Built on the open, scalable Power Architecture base, IBM custom processors exploit the performance and power advantages of proven silicon-on-insulator (SOI) technology. The inherent advantages of the technology make it a superior choice for performance-driven applications that demand exceptional, power-efficient processing capability – from entertainment consoles to supercomputers.


Related resources

IBM's embedded dynamic random access memory (test chip shown here) will help deliver a thrilling new game experience to Nintendo fans. The new memory technology, a key element of the new Power microprocessor that IBM is building for the Nintendo Wii U console, can triple the amount of memory contained on a single chip, making for extreme game play.

IBM's state-of-the-art 300mm chip plant in East Fishkill, N.Y., will be the manufacturing facility for the new game chip the company is building for Nintendo's new game console due to hit store shelves in 2012.

Rumour sulla CPU:

Un solo maxipad Wii U utilizzabile, forse due:

Info generiche sulle CPU POWER7:

Thread info su NeoGAF con tantissimi link:

Uscita della console prevista nel 2012.


pre-annuncio aprile 2011:

CitazioneApril 25, 2011

To whom it may concern:

Re: Wii's successor system

Nintendo Co., Ltd has decided to launch in 2012 a system to succeed Wii, which the company has sold 86.01 million unit on a consolidated shipment basis between its launch in 2006 and the end of March 2011.

We will show a playable model of the new system and announce more specifications at the E3 Expo, which will be held June 7-9, 2011, in Los Angeles.

Sales of this new system have not been included in the financial forecasts announced today for the fiscal term ending March 2012.

Press release dell'annuncio:

Per riferimento:
Link al topic unico dei rumour nextgen:
Link al vecchio topic dei rumour Nintendo:


Logo e tech-info:

UPDATE E3 2012



Autonomia del Gamepad 3-5 ore, tempo di ricarica 2.5 ore - è possibile continuare a giocare mentre il pad sta ricaricando la batteria:

Il sistema supporta due Gamepad attivi contemporaneamente ma in questo caso il framerate* scende a circa 30fps:
(* = potrebbe riferirsi al framerate sul singolo Gamepad, non a quello del gioco sulla TV - da verificare)

(originariamente da un Tweet di Iwata)

Immagini definitive console e pad


Immagini e informazioni originariamente diffuse (E3 2011)

Immagini dal press kit ufficiale:


Video vari: promo trailer, tech demo, ecc.



(NB: quasi tutti i video dei titoli terze parti sono delle versioni PS3/360)

Zelda HD tech-demo e prima immagine:


Megathread informativo su NeoGAF:


La versione integrale e interattiva della tech-demo mostrata durante la conferenza:


Secondo Engadget la GPU di Wii U sarebbe della famiglia Radeon R700, nello specifico un RV770.


Mio commento:
da questa comparativa si evince come il range di performance di questi chip sia estremamente ampio (e peraltro su NeoGAF facevano notare che l'RV770 è presente solo su 3/4 modelli, tra questi non ci sarebbe la 4890 menzionata da Engadget), quindi è un po' difficile capire con esattezza di cosa si tratti, senza tener conto del fatto che di mezzo ci sono pure altre incognite quali il livello di customizzazione, frequenza di clock, ecc. ecc.



Monolith Soft, autrice dell'imminente (in Occidente) Xenoblade, conferma di essere al lavoro su un titolo per Wii U:


Non ho letto tutto , ma il megapad non e' wireless ?



Citazione di: Turrican3 il 26 Giugno, 2011, 14:41:53
Monolith Soft, autrice dell'imminente (in Occidente) Xenoblade, conferma di essere al lavoro su un titolo per Wii U:


Rivoglio Baten Kaitos. O una roba completamente nuova.


CitazioneWhat Is Nintendo Planning With The Wii U? Reggie Fils-Aime Explains It All

Reggie Fils-Aime is president and chief operating officer of Nintendo of America, a division of the Japanese video game giant. Known to gamers as “the Regginator,” he’s the public face of the company in the U.S. I spoke to him last month following the debut of the Wii U, the company’s next video game console. The following excerpts from that conversation are edited for length and clarity.

David Ewalt: How do you explain the Wii U to people who haven’t had a chance to play with it?

Reggie Fils-Aime: What we are doing with Wii U is creating an ability for games to leverage two different screens; the big screen in your room, and the smaller handheld screen in front of you. By doing so it opens up all of these different experiences. The experience I use to describe it to someone is to imagine a first person shooter, where instead of constantly having to look at the screen, now I’ve got things happening all around me.

It’s a great experience. I don’t think it’s going to be a hard sell. I think that communicating to consumers through the magic of the second window, you can have a totally unique experience, with another player still in the room… I don’t think it’s a difficult sell.

The Wii and the Wii U are going to be on sale in stores at the same time. How will you market two consoles?

This is a device that will launch in 2012, after April 1st, so we will deal with that situation at the appropriate time. What I can tell you is when we launched the original Wii, there was an overlap with Gamecube. When we launched the original DS there was an overlap with the Gameboy Advance. I actually think maybe that one is more applicable, because Gameboy Advance was a tremendous, tremendous platform in its own right, and yet it sold side by side to the original DS, at least here in the US, for almost two full years.

So as long as the content is there, and as long as the way to differentiate the two is there, I think they can survive side by side for a period of time. Certainly we’re going to get to a point where [The Wii U] is the one standalone system, especially given all the backward compatibility.

You don’t think consumers will be confused by two Nintendo consoles on shelves?

They are different machines, and they’re going to have their own separate software. Even though the Wii software is backward compatible to Wii U, the branding will be a little bit different, the messaging will be a little bit different. I think we’ve had enough experiences separating out consoles in a transitional period to make that happen.

But isn’t your product line getting complicated? There’s a lot of different models of the DS handheld, and now two different Wii’s.

Well, first off, Wii U is an enlargement of our platform. If you look at our handheld space what I would tell you is we have a clearly differentiated line of products. We’ve got DS Lite, which I would argue is appealing to young kids as well as older consumers who play Brain Age and things of that nature… DSi and DSi XL users are playing that robust library of DS games, it really has a very broad footprint. And then we’ve got the 3DS, that right now is targeted toward that young adult gamer. So we think they’re differentiated enough. Certainly over time there’s going to be improvement to the product line. The way we do that is we let the consumer decide, and as we see some trends we’ll be preemptive and will look to improve product lines and move forward.

We’ve made it clear: This is not a tablet, it’s not meant to be a tablet. But having said that, yes, it has a screen, yes, it has a range of input buttons, and yes, you’re going to be able to have a great console experience right in the palm of your hand.

But as we at Nintendo often do, we’re essentially creating a whole new type of game. It’s not handheld, it’s not a tablet, it’s a different type of experience. It’s an experience that most consumers have said, wow, I’d love to do that. I’d love to be able to have my home console gaming experience while my spouse is watching something else, whether that’s live sports, whether that’s some other entertainment option. Once it’s described, people are tremendously excited about it.

Can a user consume content other than games on the controller? Could I watch a TV show on it?

The messaging comes right from the console. So the programming would need to originate off the console.

So if I’m connected to Netflix on my Wii, I could watch Netflix on the controller?

Theoretically, that’s possible.

If the console is not turned on does the controller do anything?

No. It’s got to be powered through the console.

Microsoft’s message at E3 was all about Kinect, how there will be no controller, you are the controller. It seems like Nintendo’s at the polar opposite; you’re putting even more in the controller. Is this indicative of a basic philosophical difference between the two companies?

Well, all I can say is that this is not the first time that Nintendo and our competitors have had dramatically different views on the future of gaming. When we launched the original DS everyone was saying the handheld competitor coming from Sony has more powerful graphics, that’s really the way to go. And we showed that no, two screens, a touch screen, a microphone, that actually led to better gaming experiences. With the Wii, again, at the time our competitors were all about high resolution graphics. We said we think that a motion controlled experience could be more fun. Eighty six million units later around the world, I think people would say we got that one right as well.

In this case we’re saying that this two screen experience –either two screens playing the same game or two screens doing fundamentally different things– is the future.

How will the Wii U inter-operate with Nintendo’s handheld game devices?

All we’ve said to date is that we see the opportunity for cross-platform playing. We have one key developer with a very strong relationship to Nintendo, the same developer who created Smash Brothers, that is envisioning a Smash Brothers experience that will be cross platform between Wii U and 3DS. So we’re certainly thinking about it. What I would say is our experience will likely be very different than what our competitors are doing.

Your online services are very different than what your competitors offer. Isn’t something missing, that you can’t offer the sort of experience I can get on Xbox Live?

I don’t think it is an issue for us, and here’s why. We’ve seen what our competitors have done, and we’ve acknowledged that we need to do more online, starting with the launch of our eShop on Nintendo 3DS, and we’re going to continue to build our online capability.For Wii U, we’re going to take that one step further, and what we’re doing is creating a much more flexible system that will allow the best approaches by independent publishers to come to bear. So instead of a situation where a publisher has their own network and wants that to be the predominant platform, and having arguments with platform holders, we’re going to welcome that. We’re going to welcome that from the best and the brightest of the third party publishers.

Would it be reasonable to expect there might be a new or significantly upgraded online presence when the new console comes out?

We’ve said that the Wii U will have an extremely robust online experience. There will be other publishers talking about that as well, and from our perspective, we think it’s much more compelling for that information to come from the publishers than to come from us.

You were first on the 3D bandwagon with the 3DS, now Sony’s selling a 3D monitor, and 3D gaming is becoming more mainstream. Does 3D come to the console at some point?

In our view, what’s key to the 3D experience is that there be nothing between you and the machine. So for us, 3D gaming without glasses is a key part of the proposition. Right now the TV’s that offer that… I would argue they’re overpriced.. and a fairly small screen. There may come a time when 3D without glasses becomes appropriate for console, but we don’t see that in the near future.

L'intervista a Reggie Fils Aime postata sul blog di Forbes tocca in alcuni punti anche il Wii U.

Per quanto mi riguarda la parte più importante al momento (dato che è totalmente avvolta nel mistero) è la componente online. Le vaghe informazioni fornite nell'intervista sembrano puntare su una struttura relativamente flessibile per gli sviluppatori: il che sarà certamente gradito alle Activision ed EA di turno, ma non so - chiaramente dando per scontato che siano spariti i codici amico... - fino a che punto gli utenti apprezzeranno un'organizzazione che, per quel che si può intuire, rischia di essere estremamente eterogenea. Ovvero l'opposto di Xbox Live.

Certo è che se il 3DS eShop è in qualche modo indicativo del rinnovato (?) interesse di Nintendo per l'online c'è ben poco da stare allegri: un recente aggiornamento lo ha un po' arricchito di contenuti, peccato che l'ho visitato ieri ed è un'accozzaglia di icone senza apparente nesso logico nella presentazione all'utente. Annamo bene... :doubt2: :tsk:


CitazioneIn the first half of 2009, the lack of software for the Wii became serious. How will the software releases for the Nintendo 3DS and the Wii U be from now? Also, are software publishers collaborating with Nintendo?


  I would like to explain about it in an organized way. First, in the first half of 2009, when the Wii lost its momentum, we could not offer new titles for a certain period of time. We ourselves have to reflect on this situation. We usually plan to release software in a way like, first we release this, then this and then that. But the development does not always proceed as it is planned. For example, if we feel that certain software will end up being boring if we continue to develop it in the same way, we will have to polish it. We sometimes change the content substantially, and in that case, the date of the release schedule has to be significantly changed.

  In order to avoid such a situation, there are two points. One is "how to develop a steady stream of software internally at Nintendo," and the other is "how to ask for the cooperation of other companies."

  As a matter of fact, at the times the Nintendo DS and the Wii were released, we could not make the software publishers appreciate our systems highly and count on them. At the time, Nintendo was driven to the edge of the ring, and it was said (in the industry), "It is a question of how long Nintendo can remain a hardware provider." Regarding home video game consoles, the Wii was referred to by its development codename "Revolution" at that time, but it was openly written in articles that "Revolution will be the very last home video game system for Nintendo," and reporters and analysts also said similar things to me directly. In such a situation, it is a fact that there were few developers outside of the company who were thinking "Let's bet our business on it." Both the Nintendo DS and the Wii were in such situations at the beginning, and the spread of the hardware proceeded mainly because of Nintendo software. After the hardware spread, in the case of the Nintendo DS, the software publishers started to move and said, "The Nintendo DS is selling well," and "Let's us join this stream," which lead to several hits in the relatively early stages of the Nintendo DS. This made the software publishers believe that they could do business on the Nintendo DS, and good teams from each company started to work on Nintendo DS software. Because of this, many titles from third-party software publishers could be seen for Nintendo DS software.

  Regarding the Wii, the lack of software was extreme only in Japan, and the situation is a little different in the overseas markets but, at first, we thought that time would solve the issues for the Wii just as it had done for the Nintendo DS, but this was not the case. As a result, the software publishers put some effort into creating some titles, but the sales did not reach their expectations on the Wii, which made them think that they could not have high expectations for business on the Wii. At that time, a title called "Monster Hunter Portable" was selling well on Sony's handheld gaming device, PlayStation Portable. Only one title changed the whole momentum of that hardware, and because this all happened at the same time, the software publishers who were considering developing software for the Wii changed their minds and decided to make it for the PlayStation Portable. Because of this, when Nintendo failed to seamlessly provide software, there were no other titles to fill up the gaps.

  In that sense, and this is common to both the Nintendo 3DS and the Wii U, we think that it is important to encourage the software publishers to think "This is a platform on which we can perform our business" in the very first stage of the platform. We think it very important to make several hits from the third-party software publishers within the first year from the release of the platform, while offering Nintendo software seamlessly. In order to achieve this goal, we have shared information about the new hardware with the software publishers earlier than we did previously and built a cooperative structure, and we are developing several titles in collaboration with these publishers. I cannot talk in detail about the names of the titles, or with which publishers we are currently collaborating, because we have not announced this information yet, but what we are aiming for with the Nintendo 3DS and the Wii U is, platforms which have much more software and a wider variety of software than the former Nintendo DS or Wii. Therefore, we are thinking of creating an environment where software from other companies will become hits. Please understand that Nintendo is prepared to invest in order to make this a reality.

Dalla recente conferenza annuale degli azionisti, Iwata:

[...] (questo vale sia per Nintendo 3DS che per Wii U) riteniamo sia importante incoraggiare i publisher a pensare "Questa è una piattaforma sulla quale possiamo fare del business" sin dall'inizio. Crediamo sia importante ottenere svariati titoli di successo dalle terze parti entro il primo anno di commercializzazione della console, al tempo stesso rilasciando regolarmente software Nintendo. A tal fine abbiamo condiviso le informazioni sui nuovi hardware con i publisher in anticipo rispetto al passato, mettendo in piedi una struttura cooperativa, e stiamo sviluppando svariati titoli in collaborazione con essi. Non posso scendere nel dettaglio dei nomi dei giochi e dei publisher con cui stiamo lavorando al momento, perchè non abbiamo ancora annunciato queste informazioni, ma ciò a cui puntiamo con Nintendo 3DS e Wii U è ottenere delle piattaforme con un maggior quantitativo e una più ampia varietà di software rispetto a Nintendo DS o Wii. Pertanto stiamo cercando di creare un ecosistema in cui i prodotti delle altre compagnie possano divenire dei successi. Nintendo è pronta ad investire affinchè tutto ciò divenga realtà.


Mamma mia che bellezza.

E' quello che doveva essere il Wii, non hanno fatto altro che aggiungere di default per ogni console un controller per videogiochi seri che offre realmente possibilità nuove.

Ora non posso dilungarmi, alla prox



Citazione di: Biggy il 12 Luglio, 2011, 11:00:41Mamma mia che bellezza.

E pure a 'sto giro la vediamo in maniera diametralmente opposta. :hihi: :sweat:

Per me, per ora, grande scetticismo e grandi perplessità su Wii U. Non che mancassero col Wii, ma in quel caso gli utilizzi, almeno teorici, mi parvero subito più evidenti (anche se non tutti poi si concretizzarono...)

Ma in fondo, come sempre, confido che Nintendo possa e voglia sfornare prodotti interni di altissimo livello. A ben guardare l'ha sempre fatto, per i miei gusti, quindi presumo che non ci sia motivo per dubitarne.


CitazioneIGN: Do you have a reaction to Nintendo's announcement, about the Wii U? I saw you were in the video they rolled.

Ken Levine: Just to be clear, there are no plans. I'm not saying it can't happen, but we have no plans to do any games for that platform. There are things about it that, as a core gamer, really appeal to me, that have nothing to do with Fruit Ninja. I have nothing against Fruit Ninja, I respect all kinds of games, I love all kinds of games, there are just certain kinds of things that are more suited to my taste. There are some things, as a core gamer, as a guy who likes lying in bed playing... I've always had to sacrifice that core gaming experience when I lie in bed playing games. We're now getting to a place with Vita and what Nintendo's doing where that's not necessarily going to be the case, where you can play full-on hardcore games in bed with the lights out while your wife's asleep. I like that a lot. That means a lot to me. On the airplane? That means a lot to me as a core gamer, that you've got two sticks. That's so important to me. The fact that the Wii U has got two sticks... I feel it's like... It's a great year for the core coming back and saying, okay, have your touch screens, have your motion control, we'll try to make that work, and if you can pull that off it'll be really good. But I want to have my cake and eat it too. I think these experiences are starting to allow that to happen. I love my iPad, but I mostly work on it, I don't play a lot of games on it, because I'm not into that style or form factor, that three-minute experience.

Nonostante sia apparso nel video/promo di presentazione dalla console durante la conferenza Nintendo all'E3 2011, Ken Levine di Irrational (Bioshock) sostiene che al momento la software house non ha nulla in cantiere per Wii U.