Nintendo Wii U - sequel to the smash hit Wii | No trolling

vickybat

I am the night...I am...
Wii U aimed at parents and kids this holiday

"The marketing has tremendously ramped up. And really what it comes down to is being crystal clear about who's your target. And for us this holiday with Wii U the target is parents and their kids," Fils-Aime said.
Good plan. Let's see if it works.

Nintendo unveils new wii-u zelda title hyrule warrior

Gameplay looks fast and good. Don't have much idea on zelda games though.

Nintendo Direct – Dec 18: All the news and trailers here
 

vickybat

I am the night...I am...
European mega retailer is dumping Wii U inventory at $99 Euros a pop

While the Wii U has been selling great over the past few months thanks to high-profile games from Nintendo, there are still some who don’t believe in the console (such as game industry analysts whose initials are M.P.).
We can now definitely add German mega retailer Media Markt to that list. They are in the process of dumping all of their Wii U inventory in Belgium, selling off the console at just 99 Euros — or $135 bucks (image via NeoGAF).

This isn’t the first time this is happening — last year Australian retailer Dick Smith was selling off its Wii U inventory (including accessories) at a 50% discount.
While Media Markt apparently doesn’t believe in the Wii U, many other retailers do. The Wii U sales have increased steadily since August and the launch of Pikmin 3, and sold over 100,000 units in Japan during the last week of 2013. There are even rumors that the Wii U outsold the Xbox One the week before Christmas.

Either way, if you’re in Belgium, now is the time to get a Wii U. In fact, buy a couple of them and sell them once we get Mario Kart 8, the new Zelda and other Wii U exclusives. Make a quick buck for yourself.
 
OP
H

heidi2521

Padawan
A single store of a single chain having a single sale on a single version of the console for a single day totally means that the entire retail chain is dumping the console :lol: Also, €99 != $99.

In other news the Wii U managed to sell well above 100,000 units a week in Japan for 2 weeks in December (~80 for W52) and outsold the PS3 in 2013. The "bomb" that was Super Mario 3D World 41万0041本 in Japan itself, bringing its LTD over Final Fantasy XIII-3, which outsold it in the first week.

But I guess posting non-misleading sales reports that painted the future of the Wii U in a better light or reports when the Wii U is performing absolutely marvelously wouldn't exactly help fuel the Nintendoom train.

DOOOOOMED, I tell you. DOOOOOOMED.
 

vickybat

I am the night...I am...
Should You Buy a Wii U?

The perception of the Wii as a kids' system has carried over to its successor as well. At best, some of the Wii U's top games still have a distinctively kiddie vibe. At worst, shovelware developers use it as a dumping ground for games they would never dream of attempting to foist off on adults.

Today, the Wii U has the same problem it did when it first came out: It's not bereft of good games, but you need to have very specific tastes to get the most out of it.

Extremely well written article by the always reliable toms guide.
Its a very neutral and honest take.
 
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vickybat

I am the night...I am...
An inside explanation of why third parties have left the wii u

Quite an inside story. The real reasons are finally unveiled. Read the whole article here:

The Secret Developers: Wii U - the inside story

The Secret Developers is Digital Foundry's occasional series where game-makers come forward to talk with us - and you - about topics they are passionate about, or in the case of this article, to give you the inside story behind a particular hot topic. As the future of the Wii U looks uncertain in the face of the successful launches for both Xbox One and PlayStation 4, this "warts and all" tale from a respected third-party creator gives you some idea of how Nintendo handled the transition to the high-definition gaming era, and the challenges developers faced in bringing their games to the Wii U platform.

I was there when Nintendo first pitched the Wii U to developers, I worked on the hardware extensively and helped to produce one of the better third-party titles. Now, as the fate of the hardware looks uncertain after a second Christmas of disappointing sales, I wanted to tell the story of what it was actually like to work with the console, and with Nintendo, and perhaps give some context to the mixed fortunes of the machine and its third-party titles.

But first, let's go back to the beginning. The genesis of a new games console generally follows a standard pattern. Initially there is a prolonged period of research and development internally within a manufacturer where the goals and hardware designs are sketched out. These then go through a process of refinement with the hardware parts manufacturers, based on their technology and, obviously, cost.

Once the basic hardware design has been thrashed out, the internal software (SDK) teams get involved in writing the initial code/drivers and tests that are required to run the hardware. Once the teams are happy with the hardware, cost and timelines, the companies start to go out and talk to developers about the new hardware.

To begin with this will be first-party developers and feedback will be gathered that may, or may not, affect the design of the hardware. At this stage the hardware design can be changed, but the window of opportunity is getting smaller. The hardware parts manufacturers have to ramp up their production lines to produce the silicon, which takes time.

After initial feedback, the studio 'tours' begin, talking to select third-party publishers, the Ubisoft, Take-Two and EAs of the world, that the platform holders need to entice to make games for their consoles. Without games, and the income that they provide, the console soon starts to lose money, becoming a noose around the manufacturer's neck.

Major changes at this point are rare, unless they are things that can be altered through software changes (clock speeds, system OS time-slices, etc.) or can be 'easily' added to the hardware design, for example swapping out one set of memory modules for another of higher capacity.

That's where I come in.

The reveal and post-reveal catch-up


When I was told that Nintendo had come into the office for a meeting I could already guess as to what they were going to be talking about. Rumours had been circulating for weeks of new hardware, but nothing concrete had been said. After signing the various NDAs we all gathered in a room to hear the presentation.

It started off in the usual way with a look back on how successful the Wii had been and what their intentions were for the new hardware. They wanted a console that was the same size as the Wii and wouldn't make much noise, so "mum wouldn't mind having it in the living room". It was during this statement that quiet alarm bells started to ring in my brain, but I ignored them and continued watching the presentation. The pitch then moved on to the usual "we need your help to ensure that the Wii U is a success and you can help us (Nintendo) along the way". These words ended up having more significance than either we, or the presenters, could have envisaged.

Then the new controller was shown as a dummy prototype, complete with a glossy video showing how it could be used in games as a series of mock-ups, which looked exciting. By this point we were all considering how we could use the controller in our games. But then they revealed the internal details of the console and I realised the reason for my earlier alarm bells. If Nintendo wanted the hardware to have a small footprint and be quiet, they needed minimal fan noise, meaning that cooling was limited, which in turn meant that the CPU would have to produce a minimal amount of heat, which meant that the clock speed would have to be kept low. While I can't confirm specific details, the collective thoughts of the internet are presented for reference on Wikipedia.

So a basic comparison/calculation makes the Wii U look, on paper at least, significantly slower than an Xbox 360 in terms of raw CPU. This point was raised in the meeting, but the Nintendo representatives dismissed it saying that the "low power consumption was more important to the overall design goals" and that "other CPU features would improve the performance over the raw numbers".

Almost immediately after the reveal the emails starting flying asking what people thought of the new console design and specification. The almost universal answer was, "I like the new controller, but the CPU looks a bit underpowered".

Over the coming weeks people started doing other calculations trying to guess the performance of the machine - don't forget that this is a long time before development kits were available to do actual tests. Some people even built custom PC rigs with under-clocked CPUs to try and gauge performance of their code on these machine. Again, the almost universal answer was that it wasn't going to be powerful enough to run next-gen engines and it might even struggle to do current-gen (PS3 and X360) titles. But in spite of these tests the management made the decision, for various business reasons, to release a game on the Wii U. So now we had to get stuck in and try to make a game.

And so, to work

Soon after the decision was made the development kits started arriving. As is usual for early hardware they were bigger than the final design with a mixture of connectors and ports used specifically for development. So we plugged them in and flashed them to the latest system code, then tried to get a simple "hello world" type game running, which proved harder than you might think.

Having worked on other hardware consoles, I suppose that we were rather spoilt by having mature toolchains that integrated nicely with our development environment. Wii U on the other hand seemed to be trying at every turn to make it difficult to compile and run any code. Nintendo had provided an integration of their development tools into Visual Studio - the de facto standard for development - but it didn't work, not even close. So time was spent trying to get this fixed up, while reporting the issue to the platform holder. Eventually we received a solution from Nintendo via another third-party company who had also been working on this issue for a while.

So now we could make the code visible in Visual Studio and get it compiling, which was good, but the compilation times were really slow, even for minor changes. Then it had to do the link step, at which point you could happily get up, make a cup of tea, have a chat and get back to your desk before the link was complete. Link times were measured in multiple (four or more) minutes on Wii U compared to around one minute on other platforms.

This doesn't sound bad, but when you are debugging and making lots of changes, these additional times add up. If you made 10 changes to a file in a morning, you could be spending over 50 minutes waiting for the linker to complete, which is a lot of wasted time.

Finally, when you had the code, you would deploy it to the console and start up the debugger, which was part of the toolchain that Nintendo had licensed from Green Hills Software. As a seasoned developer I've used a lot of debuggers, but this one surprised even me. Its interface was clunky, it was very slow to use and if you made the mistake of actually clicking on any code, then it would pause and retrieve all of the values for the variables that you had clicked, which might take a minute or more to come back.

All of these things made the actual development of code harder than it should have been and ate into the development time of the game. As a team, we lost days of time to the compile/link/debug overheads and this negatively impacted the amount of features that we could put into our game before the release date.

Another curious thing to note at this point was that over the course of six months we received multiple different development kits in a variety of colours, none of which revealed why they were different from the previous one. We knew that there were some hardware bugs that were being fixed, but the release notes rarely stated what had changed - we just had to take the new ones and get them working with our code again, consuming valuable development time. There have been some interesting rumours circulating of PC-style development boxes, and even the Radeon HD 4850 (running underclocked) utilised as a proxy for the Wii U's GPU. We worked on Wii U from the early days and never saw equipment like this - our kits always took the form of custom hardware that I presume was based on near-to-final silicon.

Working with Wii U

Now that the game was up and running on the console we could start developing features that would use the new controllers and make our game stand out on the platform. But soon after starting this we ran into some issues that the (minimal) documentation didn't cover, so we asked questions of our local Nintendo support team. They didn't know the answers so they said they would check with the developers in Japan and we waited for a reply. And we waited. And we waited.

After about a week of chasing we heard back from the support team that they had received an answer from Japan, which they emailed to us. The reply was in the form of a few sentences of very broken English that didn't really answer the question that we had asked in the first place. So we went back to them asking for clarification, which took another week or so to come back. After the second delay we asked why it was taking to long for replies to come back from Japan, were they very busy? The local support team said no, it's just that any questions had to be sent off for translation into Japanese, then sent to the developers, who replied and then the replies were translated back to English and sent back to us. With timezone differences and the delay in translating, this usually took a week !

Getting the game to run at its target frame-rate is a part of the development process that is less interesting in this context as it follows the standard pattern. Get the game running, optimise the code (CPU and GPU) and if it still won't perform, cut back on features until it does fit.

As far as the CPU optimisations went, yes we did have to cut back on some features due to the CPU not being powerful enough. As we originally feared, trying to support a detailed game running in HD put a lot of strain on the CPUs and we couldn't do as much as we would have liked. Cutting back on some of the features was an easy thing to do, but impacted the game as a whole. Code optimised for the PowerPC processors found in the Xbox 360 and PlayStation 3 wasn't always a good fit for the Wii U CPU, so while the chip has some interesting features that let the CPU punch above its weight, we couldn't fully take advantage of them. However, some code could see substantial improvements that did mitigate the lower clocks - anything up to a 4x boost owing to the removal of Load-Hit-Stores, and higher IPC (instructions per cycle) via the inclusion of out-of-order execution.

On the GPU side, the story was reversed. The GPU proved very capable and we ended up adding additional "polish" features as the GPU had capacity to do it. There was even some discussion on trying to utilise the GPU via compute shaders (GPGPU) to offload work from the CPU - exactly the approach I expect to see gain traction on the next-gen consoles - but with very limited development time and no examples or guidance from Nintendo, we didn't feel that we could risk attempting this work. If we had a larger development team or a longer timeframe, maybe we would have attempted it, but in hindsight we would have been limited as to what we could have done before we maxed out the GPU again. The GPU is better than on PS3 or Xbox 360, but leagues away from the graphics hardware in the PS4 or Xbox One.

I've also seen some concerns about the utilisation of DDR3 RAM on Wii U, and a bandwidth deficit compared to the PS3 and Xbox 360. This wasn't really a problem for us. The GPU could fetch data rapidly with minimal stalls (via the EDRAM) and we could efficiently pre-fetch, allowing the GPU to run at top speed.

Nintendo vs. online gaming

Now that the game was coming together and the hardware issues were being resolved our attention turned to the networking side of our game and its interface to the newly announced Nintendo Network. We spotted early on that there seemed to be gaps in the documentation, and the code, around the networking area, so we asked for clarification. After the usual translation delay we received word that they were still working on the code, but don't worry it would be arriving soon.

Alarm bells started ringing quietly in my head again, but I put them to one side for the time being. This is Nintendo's new network infrastructure that they are basing their console around, they should make sure that it is complete and fully tested before sharing it, so I could forgive them some delay. We had the basics so we could at least do some testing and connect multiple kits together, but a lot of the Mii and friends content was missing and there was no way to test how the existing code would behave in a "retail environment" as there was no retail "flash" for the development kits. We had to code it all in the dark and just hope that it worked.

Around this time we got the chance to talk to some more senior people in Nintendo, via a phone conference, as they were gathering feedback on our development experiences and their toolchain. This phone conference gave an interesting insight into Nintendo and how it appears to operate.

The discussion started off well enough and covered off our experiences with the hardware and (slow) toolchain and then we steered them towards discussing when the online features might be available. We were told that the features, and the OS updates to support them, would be available before the hardware launch, but only just. There were apparently issues with setting up a large networking infrastructure to rival Sony and Microsoft that they hadn't envisaged.

This was surprising to hear, as we would have thought that they had plenty of time to work on these features as it had been announced months before, so we probed a little deeper and asked how certain scenarios might work with the Mii friends and networking, all the time referencing how Xbox Live and PSN achieve the same thing. At some point in this conversation we were informed that it was no good referencing Live and PSN as nobody in their development teams used those systems (!) so could we provide more detailed explanations for them? My only thought after this call was that they were struggling - badly - with the networking side as it was far more complicated than they anticipated. They were trying to play catch-up with the rival systems, but without the years of experience to back it up.

As promised, (just) before the worldwide launch we received the final networking features that we required for our game along with an OS update for the development kits that would allow us to test. So we patched up our code and tried to start testing our game.

First up we had to flash the kits to the retail mode that had the Mii and network features. This was a very complicated manual process that left the consoles in a halfway state. In the retail mode we could test our features and ensure that they worked as expected, which would be a requirement for getting through Nintendo certification, but in this mode the debugging capabilities were limited. So we could see when things went wrong, but we couldn't fully debug to find out why. As developers, we had to make a choice and hope that any issues that you found were due to the (untested) OS code and wouldn't happen in the final retail environment. What should have been simple tasks were long-winded and error prone. Simple things like sending a friends request to another user were not supported in the OS, so you had to boot a separate program on the console manually, via a debug menu, so that you could send one. But if any error occurred there was no way to debug why it had failed, it just failed.

We started to ask questions about how they could possibly launch the console, which was a matter of weeks away, with a partially developed OS. How were they going to get the OS onto all of the consoles that had been manufactured up to that point? Was it just that we got it late, but they had pushed it into the production line earlier?

Launch day came around and the answer became clear: Nintendo was late - very late - with its network systems. In fact, the only way to access their systems fully was to download a big patch on day one that added all these missing components. Without that patch a lot of the release titles would have been only semi-functional.

What happened next?

Well, we eventually released our game and it was generally well-received, so the management sat back to see what kind of sales figures we would get for all our efforts. Without going into detail it would be fair to say that the numbers we were seeing were less than impressive. In fact we would be lucky to make back all the money that we had invested in making the game in the first place, and although the management publicly supported the Wii U platform, it is unlikely that we would ever release another Wii U title.

But what about the rest of the world? How had other development studios faired? The story of what happened next is pretty well documented in the gaming press, but I'd like to highlight some interesting points that have been on my mind recently. Firstly, third-party support. Do you remember all the hype surrounding the Wii U launch? All those third parties showing videos of existing games that they were going to bring to the Wii U? Whatever happened to a lot of those games?

After the initial flurry of game titles a lot of the studios quietly backed away from their initial statements and announced, with minimal press, that they were in fact not going to make a Wii U version. The reasons behind a particular title not appearing on the Wii U are all pure speculation, but I personally think that a combination of:

Previous development experience using the toolchain and hardware put off development teams from making another title on Wii U.
The technical and feature support from Nintendo were lacking for third-party studios. There was a feeling internally that if you weren't a first-party development studio, you were largely ignored by Nintendo, as we were superficial to their profits. Internally developed titles would save Nintendo and we were just there to add depth to the games catalogue.
The sales figures for the Wii U console were not looking that good soon after launch. There was a lot of confusion in the general population around the launch as most people thought that the Wii U was some kind of add-on to the Wii, they didn't know that it was a new console. This lack of awareness probably contributed to the console not getting off to the start that Nintendo would have hoped and put off studio from developing on the hardware.
Nintendo also fell victim to bad timing. A few months after the console launched the next-gen hype train stepped up a gear as Sony announced the PlayStation 4, with Microsoft joining the fray a few months later. Don't forget that many of the larger studios would have known about the hardware months before it was announced, well before the Wii U hardware actually launched.
So, these larger studios had a choice. Would they develop a port of an existing game to a console with limited capabilities and limited market penetration? Or put their teams to work on developing new features and concepts for the "real" next-gen consoles that were going to be launched that year? When you look at it this way, the choice isn't that hard.

From a first-party perspective, it seems that Nintendo itself hasn't had the easiest time. Now this is pure speculation, but from interactions with some of the development teams it seems as though Nintendo's own teams were having real troubles adapting to the new console - the main reason being the move to HD and the ability of the hardware to support it. Don't forget that until the Wii U came out, none of the first-party titles were in HD and the move from SD to HD is not as easy as you would expect. PS3 and Xbox 360 developers went through this pain early in the previous console cycle and it cost them a lot of time and money trying to adapt, with some studios failing in a big way.

Nintendo's internal teams were now facing this challenge on a new console with limited development time and a lot of pressure to deliver compelling titles. With these pressures upon them it was inevitable that some of the higher-profile titles would slip, but it's surprising how sparse the first-party line-up has been over the last year.

The future for Wii U

Can the Wii U compete in this brave new world of next-gen (current-gen?) consoles? In terms of raw performance it sits uncomfortably between the previous generation and the current one. Parts of the hardware run better than the previous generation, but other parts drag it down. If you tried to compare the Wii U against the PS4/XO, it comes off very badly indeed - it just cannot compete with the new consoles.

At a very basic level, look at the power draw taken by the next-gen consoles compared to the Wii U. The PlayStation 4 draws over 100W more from the mains than Nintendo's console, and it does so using the latest, most power-efficient x86 cores from AMD in concert with a much larger GPU that's a generation ahead and runs on a much smaller fabrication process - 28nm vs. what I'm reliably informed is the 55nm process from Japanese company Renasas.

There are some fleeting parallels between Wii U and the next-gen consoles - the combination of a low-power CPU with a much more powerful graphics chip - but the notion of next-gen titles being easily portable to the Wii U just doesn't work. The gulf in power is just too high, while the GPGPU that we'll see on Xbox One and PlayStation 4 isn't compatible with the older shader model four hardware found in the Wii U.

Doubtless, the first-party developers at Nintendo will make the hardware sing - they always do - but the situation looks grim for those of us in third-party development, with the opportunity to progress on the hardware held back by both the quality of the tools and the lack of financial reward for tailoring our code to the strengths of the hardware. So where does that leave the Wii U?

Personally I'm not sure on what will happen, but if the current trends continue, the Wii U will probably continue to sell in small quantities until a "must have" title is released, probably from a first-party studio, at which point the sales will sky rocket for a while - but even so, matching the momentum of PlayStation 4 and Xbox One seems highly unlikely. Other variables such as the recent news regarding China lifting the ban on games consoles may influence Nintendo's future direction. This huge untapped market may provide a lifeline in terms of sales, but with the low wages of the general population these sales might well come from the original Wii, rather than the more expensive Wii U.

You can never discount Nintendo, but based on my experience - and the sales of the platform - the company's facing its most testing challenge in modern times.

Wow, so much inside information, straight from the developers. The reasons look highly justifiable.
 
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vickybat

I am the night...I am...
Nintendo Forecasts Surprise Loss as Wii U Misses Targets

Nintendo forecasts £205m loss amid poor Wii U sales

Nintendo Co. (7974) revised its forecast for the fiscal year to a net loss of 25 billion yen ($240 million), cutting its projections for the Wii U console and saying year-end software sales were far below expectations.

The world’s largest maker of video-game machines had projected a profit of 55 billion yen as it counted on Christmas shoppers to revive sales of its Wii U. The company cut forecasts for Wii U sales to 2.8 million units from 9 million. Shares traded in Germany fell.

“It is now expected that our sales will fail to meet our previous forecast by a large margin,” President Satoru Iwata said at a press conference today. “We can no longer expect our financial performance to recover in the current fiscal year.”

Nintendo’s family-focused content is losing its appeal as titles were delayed, casual gamers migrate to mobile devices, and hardcore players opt for the faster Sony PlayStation 4 and Microsoft Xbox One. Nintendo also refuses to offer games with its lineup of iconic characters such as Mario and Zelda on mobile devices, limiting its ability to profit from surging demand by online players.

The company cut its forecast for operating income to a 35 billion-yen loss from the prior 100 million-yen profit.

That tells it all. Nintendo should restructure their business plans big time and move to a better development strategy.
The current crop of characters need to be axed in favor of fresher ones. Sticking with the same old style has gotten them to these levels.
Even the 3DS forecasts are down now.

Satoru Iwata should also step down.

Nintendo Sees Loss on Dismal Wii U Sales

Dismal Wii-u sales move Nintendo closer to gameover

Nintendo CEO Satoru Iwata believes part of the company’s struggles are that its customer base doesn’t yet have children. “Nintendo fans, for whatever reason, do not have as many children as Microsoft fans and therefore less Nintendo fans are being born each year,” he said in October. “This is why I am encouraging people who purchase Nintendo products to begin having children as soon as possible.” :rofl::rofl::rofl::rofl:

Has this guy completely lost it????
 
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Extreme Gamer

僕はガンダム!
Vendor
That tells it all. Nintendo should restructure their business plans big time and move to a better development strategy.
The current crop of characters need to be axed in favor of fresher ones. Sticking with the same old style has gotten them to these levels.
Even the 3DS forecasts are down now.

Satoru Iwata should also step down.

Dismal Wii-u sales move Nintendo closer to gameover

[/COLOR]

Has this guy completely lost it????

Forbes misquoted him :\

This was their source: Satoru Iwata Explains Poor Wii U Sales: Nintendo Fans Don’t Have Children So Less Fans Being Born - Play4Real

It's a piece of satire, much like our Faking News and The Unreal Times. Also, he talks about a non-existent 3DS sales freefall. How the ****, to put it bluntly, did that come up? The 3DS is selling REALLY well...

They posted a correction:

Correction: An earlier version of this post contained a number of errors regarding sales figures as well as a satirical quote attributed to Nintendo’s CEO.
That article has no credibility.

Also, they admitted that their poor sales had a lot to do with not engaging the American and European markets properly. That doesn't mean the company is doomed...
 

vickybat

I am the night...I am...
Nintendo Confirms Wii U Has Flopped, Slashes Sales Forecast By ~70%

Update: Nintendo appears to be mulling a new smartphone-focused business strategy, according to comments reported by Bloomberg. “We are thinking about a new business structure,” Iwata is reported as saying at a press conference in Osaka, Japan.
No other choice but to do this for good.

Nintendo stock nosedives on poor Wii U sales

This was imminent.

Is the Wii U really doomed? Exploring the pros and cons of Nintendo's next move

Gamespot's take on Nintendo's poor performing console.
There's a high chance that they'll go mobile or a third party dev like sega.
The console can undergo some major changes too, but that's highly unlikely.

Iwata Admits He Misread Markets Regarding Wii U

Iwata says:

"The way people use their time, their lifestyles, who they are—have changed," Iwata said. "If we stay in one place, we will become outdated."

I think finally he's accepting the mistakes of his company. They haven't evolved and still stick with the same model & ideologies.
I guess things should change now for good.

My Christmas with the Wii U – Reader’s Feature

This is for wii u fans.
 
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vickybat

I am the night...I am...
Nintendo slumps amid pressure to exit hardware on Wii U flop

Nintendo Slumps as Wii U Flop Brings Pressure to Exit Hardware

Whoa, it seems we might see the last of wii u. There's a high chance that they might exit the console hardware space.
They're coming under immense pressure now. Even though they have $10 billion as cash reserves, nobody in their right mind will want to keep on losing money,
doing the same mistakes again and again.

Lets see where this goes.
 
OP
H

heidi2521

Padawan
:facepalm:

The Gamestop article confuses ADR with Nintendo's actual shares. Nintendo issued the profit warning after the market was closed, as required by law. Nintendo stock closed 6% below after a day of trading. A drop, but not a nosedive by any definition of the term.

7974:Tokyo Stock Quote - Nintendo Co Ltd - Bloomberg

Nintendo increased its hardware R&D budget and plans to do even more advertising as seen in the notice here:

Opening explanations by the President at the press conference regarding full-year financial forecast and dividend forecast modifications

Totally a sign that they are leaving the business. :lol: Giving Genyo Takeda and co. one last party before they axe significant portions of the company.

Nintendo's Woes Don't Mean Game Over For Its Consoles - Japan Real Time - WSJ

Pretty much everyone expected a sharp downwards revision after the Q3 hardware numbers were in.

It wasn't lowered in the H1 meet because it would send a poor signal to retail before their crucial holiday period. Most analysts see through this and firms like JP Morgan Chase are predicting that Nintendo will sharply lower their forecast in accordance with the holiday sales after the december shopping period is over.


Nintendo will do mid to long term strategy adjustments based on these results. People are buying shares in anticipation of Nintendo leaving the business but actual analysts like Jeffries are saying that the chances of Nintendo leaving the console business is slim to none.

The reason why Nintendo has those cash reserves is for situations like this, when they screw up so that they can correct their course.

It'd be great if people actually went through the facts at hand, but some people need their daily Nintendoom.

Edit: For ****s sake. I give up. Keep posting the same retarded Nintendoom bullshit, with different sites recycling the same **** for page views. I'll just enjoy playing awesome games at 60FPS without paywalls while you enjoy getting off on that bullshit.
 
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vickybat

I am the night...I am...
The Wii U is dead in its current form, admits Nintendo. But what now?

Nintendo seen reluctant on radical shift as Wii U worries deepen
 

snap

Lurker
Even if they incur some losses they will not exit console market.

In the end more options benefits consumers :razz:
 

vickybat

I am the night...I am...
Nintendo’s Iwata Under Fire After Missing Wii U Forecast (1)



‘Tremendous Pressure’

Nintendo has kept its games off the world’s 1.5 billion smartphones to protect sales of its own software and hardware.

“Iwata should resign,” said Mitsushige Akino, chief fund manager at Ichiyoshi Asset Management Co. in Tokyo, which sold its Nintendo shares more than two years ago. “He said 100 billion yen in operating profit was his commitment. Nintendo faces a structural problem.”

Argos and Amazon cuts Wii U Premium pack price to £179.99

I think they are trying to clear stock and get rid of Wii u altogether. That's a massive discount.
Nintendo fans waiting to buy the Wii u should consider this. Also good for Indian fans who have friends or relatives in the U.K.
Right time to buy one for them too.

In a bigger picture, this is not good for Nintendo imo.
 
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vickybat

I am the night...I am...
Watch Dogs on Wii U rumored to have been canceled

Has Ubisoft cancelled Watch Dogs on Wii U?

Watch Dogs: Ubisoft declines to comment on allegedly axed Wii U version

"We have nothing to comment at the moment," a Ubisoft spokesperson replied.

If this news is true, then it will be a big blow for Nintendo. Ubisoft is the only proper third party support for Nintendo.
If it decides to part ways, then Wii u is definitely doomed. First party alone cannot save any console, let alone Wii u.
Considering the specific age group, Nintendo's first party targets, they are not everybody's cup of tea. Third party support is vital.

Gamers on Nintendo's future after poor Wii U sales
Lucy Gilbert

"I think they advertised the Wii U the wrong way, a lot of people saw it as a tablet for the Wii rather than a new console.

"They had a really, really bad list of launch titles, they didn't have Mario or any of their iconic characters there.

"People will always see Nintendo characters on a Nintendo console.

"I know Sonic the Hedgehog is on iOS and everything and it works, but Sega have sold out to everybody. Nintendo haven't done that yet and they don't need to.

"I don't want to be in a future where you don't see Mario, you don't see Zelda. I think they should always be around.

"Yes, it is very difficult, it is quite alarming to think that one day you won't be able to talk about them because people won't know who they are."


Christopher Warters

"I'm a huge fan of Nintendo, my favourite game is Pokemon and Mario. The best hardware they've made is the 3DS.

"My biggest gaming achievement would be my 18-hour game of Tetris.

"I think Nintendo are struggling because they've invested heavily into the Wii U, but with tough competition it's not as good as the others on the market and hasn't sold as well.

"To recover they should sell the platform for PC, mobile, perhaps all devices, a bit like what Sega did with Sonic."


Dean Evans

"I've been playing Nintendo since back in the 90s, but not so much these days, as they have gone a bit downhill.

"I think they've relied too much on motion controllers, and the console [is] too underpowered.

"They need to put more power into the machine, take a leaf out of Sony's book and focus on the next generation, cut their losses with this [one].

"I think they're focused too much on the handheld type of things, I think that's probably not helped.

"Where they started, their roots, was console gaming. I think they need to go back and focus a bit more on that."

Comments by hardcore Nintendo fans.
 
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vickybat

I am the night...I am...
Iwata isn't Nintendo's problem. It's Miyamoto

Precisely correct. The guy should get over Mario.
 

vickybat

I am the night...I am...
Nintendo: “We Haven’t Been Targeting Children Enough;” Thinking on How to Make the Company Stand up Again

Lol @ Mr. Iwata. They are targeting more children ?:eeksign:
Dunno where this company is heading? I assume only one place.

Nintendo Will License its Characters to New Partners

This seems to be a good move though. They are moving the characters out of in-house development.
Third party devs can now make Nintendo character based games (Mario, zelda) but develop exclusive for Nintendo.

Lets see how many devs stand out for this.
 

vickybat

I am the night...I am...
WB pulls the plug on Batman: Arkham Origins story DLC for Wii U

Cites a lack of demand for the cancellation; Nintendo said to be offering full season pass refunds.

Citing the lack of demand as the reason for the cancellation, Go Nintendo reports that Nintendo is now refunding $19.99 of eShop credit to those who previously purchased the Arkham Origins Season Pass.

"Thanks so much for your support of Batman: Arkham Origins on Wii U," begins Nintendo's email.

"We are contacting you today because you purchased the Batman: Arkham Origins Season Pass for Wii U. We hope you've been enjoying the content that has been delivered thus far. Based on demand for Downloadable Content on the system, Warner Bros. Interactive Entertainment has made the decision to remove its offering of the upcoming new story campaign for Wii U. As a result, we will be crediting the entire $19.99+tax cost of the Season Pass back to your Nintendo eShop account. You will still be able to enjoy the content already released thus far."

The Arkham Origins season pass included a trio of skin packs, an Initiation challenge rooms pack, and the upcoming campaign content. It is still available for the Xbox 360, PlayStation 3, and PC versions of the game.

"We apologize for any inconvenience this may cause and thank you for your support of the game,"
concludes Nintendo.

Damn, these third party devs pulling away, are really taking a toll on Nintendo. Things like these, don't go well with fans and consumers too.
All future Arkham games might be cancelled too, when UE4 becomes development de-facto.

*i.imgur.com/1swjEoI.jpg

*i.imgur.com/OW1GTWO.jpg

LOL @ pricing. Nobody is going to embrace the Wii u with a price like that imo.
Too expensive, to gift children. Should have been around 20-25k to make some sense.
PS3 is a far better option than that.
Atleast, its available now, unofficially.
 
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