
3DS Debate: Nintendo Trendy Gimmick or Mobile Gaming Greatness?
OXCGN’s hardware review-debate…
by exterminat and Axis of Reality
©2011 Nicholas Laborde and Alex Baldwin
OXCGN had an early look at the 3DS launch software in our earlier article and looked at its initial 10 failings as well, but now it is time to really debate and decide our overall impression of the hardware.
Our readers seem to be enjoying our ‘little’ debates, so we have taken it one step further into the realms of a joint review on the new Nintendo 3DS hardware.
So please go and grab a drink, some munchies, and join in on the debate. Making sure to air your thoughts in the comments section at the end.
• The Question is:
Is it just a new Nintendo gimmick, or gaming greatness?
Alexander Baldwin:
Well Nick, you know what time it is!
Nicholas Laborde:
Indeed I do, Alex.
It’s that time where we both want to review something and in the case of preservation of ego, we team up to get dual credit!
AB:
Exactly! And in this case, it’s the first hardware review of 2011. Nintendo’s DS handheld has dominated the portable gaming landscape for about 6 years now, with Sony‘s PSP pulling up second.
The question is, does the 3DS have what it takes to duplicate the feat in a world where smartphones, tablets and other portable devices are also legitimate game handhelds?
NL:
In my opinion, Mr. Baldwin, it does not have what it takes.
AB:
Woah, that’s a pretty heavy statement right off the bat!
NL:
Well, Alex, I’m not going to lie: the 3DS is simply the embodiment of modern mentality.
Gone are the days where developers risked it all to make a new, creative, innovative title.
Now, it’s just rehash, rehash, rehash, resell, repackage, repeat.
The 3DS represents that mentality.
AB:
Hmmmmm, I can’t say I feel the same way. While the launch titles are predictably less than stellar, it’s the duty of the hardware to provide the tools needed for great gaming experiences.
In my mind the 3DS delivers, and it’s up to the developers now to use what they’ve been given.
But let’s take a step back now and go through it piece by piece. To get the obvious out of the way: the screen. What say you?
NL:
I’m on the fence about where I stand regarding the screen.
I love it as a technology, and it works very well.
When I booted it up and started playing the AR Games, I couldn’t hold back the huge smile that formed across my face. I said, “Man, this is really cool!”
But as with any technology, there are drawbacks.
I wear glasses, and 3D does not agree with smudges. My glasses have to be 110% clean, otherwise the 3D gets distorted and I feel nauseated.
AB:
That’s very interesting, as a significant portion of the population would be wearing glasses while playing. For me, without glasses, it works pretty flawlessly.
The 3D is just as, if not more, convincing than in cinemas and crystal clear without blurriness or distortion. Providing, however, I stay within the narrow ‘sweet spot’.
NL:
Indeed.
I must commend Nintendo on the design of the sweet spot, though, and its flexibility.
Shaking, such as bumps in a car ride, does not distort the 3D. Tilting it or angling it, though, does. I find that a very healthy medium.
AB:
Just to butt in, but Sharp are the designers and manufacturer’s of the 3DS screen.
Something I’ve noticed is that the closer the screen is to you, the easier it is to maintain the 3D view. 20 – 50cm seems to be ideal.
While initially it took me a few seconds each time I turned it on to find the sweet spot, it now is instantaneous. Either my eyes have adjusted, or my hands know know exactly where to hold it.
NL:
Agreed. Once you get accustomed to the 3D, the initial rush wears off and the strain isn’t too bad.
How far do you adjust the depth slider, on that note?
I learned that I cannot adjust it past about 75%.
Otherwise, I start getting headaches and some mild nausea.
Plus, my eyes can’t focus if it’s all the way up.
AB:
For me, I’ve found that I don’t get any tiredness at all no matter how long I play for, although I’m sure this would depend on the player. As for the 3D slider, I find I adjust it on a per-game basis.
For games with short view distances such as Lego Star Wars III I can have it all the way up without any difficulty, but with long-distance games like Pilotwings: Resort and Ridge Racer 3D I prefer somewhere around two-thirds, else I have to keep focusing between long-distance and short-distance objects such as the HUD.
It doesn’t cause any nausea, but instead is simply for speed when quickly looking between objects at different distances.
AB:
And I think some readers may need a bit of a guide as to what the slider actually does. As most people know, 3D imagery is based on sending a different image to each eye. The 3DS’s slider moves these images further apart the more it is increased, making the apparent depth distance longer.
Keeping the slider lower does not make the image appear any less 3D, but instead compresses the depth to make it more comfortable looking between objects of different distances. Did you have any trouble with this, Nick?
NL:
Nope, I did not have any problems. I found it much more comfortable on the lower settings, but that is where I am going to make a point.
If you’re going to buy a $US250/$AUD350 rehash machine, you want to actually use its feature set. If I can barely play with 3D on, my purchase is essentially in vain.
But, of course, I can play with it near max, so that dilemma does not affect me.
AB:
Definitely try it out at your local game store to make sure you won’t have any trouble. It really does need to be seen in person.
NL:
That’s the biggest problem with 3D. It has to be handled hands-on. There are no videos to look up. You either see it or you can’t.
It’s a limited audience.
AB:
Hopefully Nintendo will provide demo pods in stores.
NL:
Not sure how high-class Aussieland is (one of the highest standards of living in the world at the moment I think) but in glorious America, demo stations get DESTROYED very quickly.
AB:
But one thing I would love in a future ’3DS XL’ version would be a larger 3D screen. While the current one is adequate (About the size of an iPhone screen), as soon as depth is added size matters due to the appearance of being a tiny window you’re looking through.
The current model has so much wasted space on the top panel, with very large borders around the screen
NL:
Someone buy this man a Wombat with jet engines, because he just spoke for the whole gaming community.
AB:
Sony has the right idea with the 5-inch panel on the NGP, but that’s a discussion for another day
But speaking of size, they’ve maintained almost the exact dimensions of the DS Lite, even in thickness.
NL:
Precisely.
And that’s another point I’d like to make. Nintendo has too much inconsistency with the whole device.
First off, the whole issue we just discussed about screen size.
Second, the Aqua Blue system.
It’s blue on the outside, but half of the inside is black. Excuse me, sir, but what the HECK were they thinking?
It’s why I bought a black 3DS.
AB:
I actually like it. Screens do generally look better with black surrounding them, as most TVs do, but I still preferred the blue system. It initially looks a bit awkward, but I’ve grown to love it. After speaking to the managers at several game stores across Brisbane, blue is definitely the more popular of the colours.
It looks like a cross between futuristic and mechanical aesthetics.
It also feels very solid, although with the advances in build materials for other devices such as aluminum and soft-touch rubberised plastic I would have liked something other than pure glossy plastic.
NL:
I agree.
And while we’re on the topic of plastic, how do you feel about the analogue stick?
AB:
I love it. It uses the same system as the PSP’s ‘nub’ in staying flat and simply shifting from a central position, but works 1000% better here. The size and concave shape is very reminiscent of the Xbox 360 controller sticks, and it’s smooth and accurate.
No complaints at all, other than perhaps a second one wouldn’t have gone astray.
NL:
That is, ultimately, the biggest disappointment of the system.
The biggest disappointment of the PSP over half a decade ago was the lack of a second stick.
AB:
However, the stylus-based touch screen made first-person shooters on the DS work fine, and the addition of a gyroscope should help a lot in the same way it’s used for smartphone game camera control.
So for me, it’s not a huge issue but more just something that would have been nice.
NL:
Indeed.
I am so used to the DS’s layout, that the stick being in the place of the D-pad has my fingers checking themselves many a time during gameplay.
AB:
I’ve noticed that the D-pad and buttons now have a proper ‘clicky’ feel to them; something I really like.
NL:
And that’s where we split, Mr. Baldwin.
I loathe the new clicky feel.
I have huge gorilla hands. As a result, a button actually depressing feels like something is happening.
When I use the 3DS buttons, it’s as if nothing is really happening when I press them.
It all goes back to being used to the old style.
AB:
I find the solid click gives me more feedback that I have actually pressed it then the spongy feel of the DS.
NL:
What I don’t get is how they do that, but that didn’t make the three center system buttons actually physical. That is a pet peeve.
AB:
Well, technically they are. While made to appear as capacitive buttons, as used on many recent phones, they do actually depress. But I agree that the three Select, Home and Start buttons are quite awkward.
NL:
I find myself having to push down on them with much more force than should be necessary
AB:
On that note, the bottom touchscreen actually feels more responsive than the DS. Despite still being resistive, I’m able to use my thumbs a lot easier for menus and selections.
No need to get the new telescopic stylus out except for actual game control or text input.
NL:
On that, I have to give kudos to Nintendo for actually making me think the stylus was tiny.
When I first unboxed the 3DS and pulled out the stylus, I instantly got angry. My huge hands cannot use that tiny thing. Then, as all scholarly men would do, I pulled on it. Lo and behold, it is retractable!
AB:
A small touch, but a good one.
Whoops, accidental pun.
NL:
I just arranged the theft of your Wombat, Alex.
That joke cannot go unheard.
AB:
Moving onto the cameras. I’m glad Nintendo has used dual external cameras for 3D to make use of the screen, although the shots they take are definitely blurry and low-quality. For novelty use only.
NL:
Precisely.
I honestly don’t know anyone who had a practical use for the camera, on the DSi as well.
They took maybe one picture to mess around and then that was it.
AB:
Well, I’ve enjoyed messing around with the 3D cameras, but I’m sure they’ll mainly be used for augmented reality games, such as the ones included on the console by Nintendo.
NL:
Which brings me to my next point. Are those just nice little tech demos for people like me to hold them off until a real game comes out, or are they going to actually release more like them?
AB:
Well, 3DSware is coming and I’d assume we’ll see more like it. But in the end, they serve the same purpose as Wii Sports in simply showing off the functionality of the console to consumers, and saying ‘here’s some neat tricks – go make something cool with them’ to developers.
NL:
I was disappointed that 3DSware (and the internet browser, for that matter) was not available at launch.
AB:
Yes, it’s definitely weird to click on a button on the menu only for a message to appear informing you that the functionality for that button will come in a software upgrade at a later date.
NL:
Once again, the 3DS is representing that modern mindset.
Hey, let’s give consumers some incomplete software!
Woo!
And on that note, I do believe that was everything. Am I correct, Mr. Baldwin?
AB:
One last thing: I have to say, I actually love the idea of StreetPass. I now carry my 3DS with me everywhere, letting it collect Mii’s and game content from other people without having to do anything.
For those who aren’t quite sure what StreetPass is, if your 3DS is in sleep mode it will still interact with other 3DS’ around it by exchanging Miis and game data such as lap times, scores, ghost cares, characters and more, all without waking it up or touching it at all.
NL:
It also tells the government your sleep pattern.
AB:
A green notification light will be visible the next time you open it to let you know it’s grabbed some new data for you.
Well Nick, it is kind of creepy in concept but luckily it does not share anything like names or locations. You won’t even know when StreetPass is happening to tell you that someone with a 3DS is near.
It’s a good idea for indirect multiplayer gaming by collecting the ghost car and track times in Ridge Racer from an actual person.
My only concern is how much it would affect battery life.
NL:
Agreed as well.
It’s sort of like how the PSP can “sleep” by quickly flipping the power switch
but it’s still using power.
AB:
While the 3DS undoubtedly has a shorter battery life than the DS, I found it to be pretty much on par with the PSP and only really a problem for long trips. Thanks to the charging stand included with the 3DS I just sit it down on the dock whenever I’m home so it’s fresh for the next time I go out.
NL:
I agree that that was a very good decision. Much quicker than having to connect that darn cable, especially when you’re like me and every charging cable in your house is in one twisted pile.
AB:
So I think after that gigantic load of text, it’s about time to pass our final verdicts.
NL:
It wasn’t too gigantic. The original Killzone 3 debate was eleven pages in Word… we haven’t even scratched the surface, Alex! I’m going to assume that means I win this round.
America: 1
Aus: 0
AB:
…….Anyway, how about I go first?
NL:
Sure thing.
LOSER.
*cough*
Sorry about that, you know how allergies are this time of year.
AB:
I found the 3D effects, while largely superficial, to be excellent although the viewing angles could be improved. The huge number of potential control inputs such as the touchscreen, gyroscope, buttons and cameras should allow almost any type of game to be feasible, and the hardware itself is very solid.
The graphical capabilities could be better, and the screens larger, but Nintendo have demonstrated their expertise in the handheld market once again.
8.5/10
NL:
I personally found the 3D effects to be top-notch considering the price and how it is presented. Of course, it has its own drawbacks related to the medium, but that is to be expected.
The possibilities of what we will see are endless. As you said, Nintendo shows their dominance of the handheld market.
I’m sensing deja vu from the Wii launch where we were saying the same thing about its technology. Let’s hope the 3DS isn’t doomed like that abysmal home of shovelware.
8/10
`8-8.5/10
©2011 Nicholas Laborde and Alex Baldwin
Filed under: 3DS Reviews, Console gaming, Editorial, Hardware News, Industry News, Mobile Gaming, Xbox 360 Tagged: | 3D display, Alex Baldwin, Console Platforms, Game, games, iPhone, nintendo, Nintendo 3DS, Nintendo DS, PlayStation Portable, Sony, video games


















