Nintendo 3DS – Hands-On
There can be few industry-centered moments that videogame fans cherish as much as the reveal of new hardware, not least because they happen so rarely; these first months of a console’s gestation are usually characterised by a level of anticipation and rich sense of possibility that makes all talk of third places, emotion engines and red rings of death (just kidding) sound plausible and like the future has finally arrived (this writer’s favorite console reveal was that of the Nintendo 64, and thanks to Super Mario 64 it’s perhaps the only piece of hardware that fulfilled its radical promise on day one). We only say this because the 3DS reveal had felt, until we had actually got our hands on the little miracle, just a tad underwhelming. There were several reasons for this: it was first announced through a press release two months before E3 2010, stripping the Nintendo keynote of any major impact or surprise; Reason 2: there was no doubt that the
console would work – Nintendo surely wouldn’t have discussed it otherwise – but the fact that you can’t truly comprehend its impact without holding one is, at the moment, a little frustrating. Eventually though, as we’ll discuss later, this could be the 3DS’ masterstroke. And Reason 3? Well, we want one now but probably have another eight months (at the very least!) to wait.
D+PAD arrives at Nintendo’s two-day London press showcase with the mentality of waking up on Christmas Day, consciously leaving the biggest present to open last. So, aware that the 3DS is just yards from where we stand, we first take eager if distracted peeks at Donkey Kong Country Returns, enjoy GoldenEye multiplayer, and marvel at Samus Aran’s Ninja Team-approved makeover, before the pull of new Nintendo hardware becomes something beyond irresistible. You can of course read all about Nintendo’s Wii and DS goodies for the coming year in our showcase report.
In discussing the console at E3, Nintendo’s 3DS producer Hideki Konno admitted that its unique approach can only be appreciated first-hand: “Consumers can’t see the real surprise without the 3DS in front of them – cool footage isn’t enough – but yesterday I went to our booth and found consumers being surprised, saying: “Wow!””. Our first experience with the machine, watching a trailer for Resident Evil: Revelations, delivers much the same response.
The stereoscopic 3D being displayed on the handheld’s crisp high-resolution top screen is actually quite subtle (at least in the majority of ways it was being used in the demos presented, bar the contribution of Hideo Kojima), but the sense of depth and level of immersion is undeniable. What’s also impresses – and has understandably been overlooked in the clamor to herald the 3D – is that the visuals are a significant leap forward, in terms of texture and detail and impact, than what we’ve become accustomed to with the DS. Given that this is what developers have been able to create with such a new piece of hardware, we anticipate the 3DS’ graphics to approach a level that could neatly bridge the gap between that of high-end Wii titles and early PS3, if you’ll excuse the crude system for comparisons.
No other demo demonstrated these aspects, the visual quality and the 3DS’ true 3D capabilities, as well as Kojima’s aforementioned offering, Metal Gear Solid 3D Snake Eater The Naked Sample. A virtuoso demonstration of technical brilliance, we of course expected nothing less from such a shy and modest personality as the creator of Solid Snake. A seven-minute movie in which the sole interaction afforded was the ability to move the camera, the assortment of events – from Snake clinging onto a bridge, or being chased by a swarm of bees – effectively highlighted how such factors as height (the sensation of vertigo in one cliff precipice-based set-piece in particular was astonishing), depth, and the use of foregrounding will impact on the gaming experience if used as well as they were here.
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