Japan may have already been blessed with the release of the Nintendo 3DS, but for those of us stateside, we still have to rely on little tastes of the device, like what Nintendo was offering at PAX East.
For the uninformed, the Nintendo 3DS is an upcoming handheld gaming device that sports glasses-free 3D visuals thanks to the use of a technology called 'parallax barriers'.
Parallax barriers are established by placing another layer on top of the existing screen to exclusively direct 2 different sets of pixel to each of your eyes, creating the illusion of a 3D image when lined up properly.
This does mean, however, that there is a "sweet spot" when using the device; a small angular window in which the 3D effects will actually work. Tilt the device too far to one side and the illusion is broken, popping out into two distinctly different images.
The first thing I noticed when I picked up the 3DS was how light it is. This is a device that packs in a lot of features, hardware, and some respectable specs, though nothing too fancy… I’ll always wonder why Nintendo insists on creating the most underpowered machines among the big three. It was as lightweight as a large smartphone, in spite of the gigantic, clunky security lock that was fixed on the back of the unit I was trying out.
In terms of how it actually feels in your hand, it's basically the same as any other DS model, which is to say that it's not painful, but I wouldn't recommend marathon sessions with it, either. Since the hardware is rectangular, it's flat, has edges and corners, and is basically devoid of any sort of contour to provide a more natural fit for your hands. I can easily see hand cramps developing when using the 3DS for long periods of time, just as they did on the regular DS.
Other parts of the 3DS felt much more comfortable, however, including the new thumb pad analog joystick (dubbed the "circle pad"), which was just a dream to use. It was an upgrade that was long overdue, as original DS games that took place on a three dimensional plane usually had to resort to using the stylus and touchscreen to move the camera, which got uncomfortable after a while.
The buttons, which had a nice click when pressed, and the telescoping stylus, which was nice and beefy, are also well-designed.
With the 3DS, I feel like Nintendo was really trying to base its design and features as deeply rooted in common sense as possible. One particularly smart feature was the inclusion of a 3D effects slider right there on the edge of the top screen, which allows users to increase or decrease the depth of the 3D visuals on the fly and even turn them off completely if they feel so inclined.
When looking at the display in 3D, I could definitely feel my eyes working -- like when you look at those optical illusion books at the dentist's office -- and after a while, I found myself enjoying the benefits of the slider. I didn't even need to turn off the 3D effects completely, either; I just needed a little break for my eyes, so I toned down the 3D (which had previously been on full-blast) and instantly felt relief. Smart move, Nintendo.
Another good decision that Nintendo made was to include a Wi-Fi switch on the side of the 3DS. Having used the Wi-Fi on my DS Lite a fair amount, I can attest to the fact that this is much more convenient than having to navigate through the device's settings to mess around with the Internet settings. It's also a smart move because the 3DS can apparently get substantially more battery life when you keep the Wi-Fi off, so being able to turn it on only when you are actively using it helps with that efficiency.
Unfortunately, I was unable to try out some of the other features that adorn the 3DS, such as the dual cameras for 3D photos or some of the pre-loaded (or downloadable) apps.
On the bright side, not only did I finally get a chance to get my hands on the 3DS and get a feel for it as a piece of hardware, but I also got to spend some time with a couple of games that won't be a part of the device's incredibly weak launch line-up: The Legend of Zelda: Ocarina of Time 3D and Kid Icarus Uprising.
Ocarina of Time was exactly what you would expect: the original Ocarina of Time (which, for that matter, might as well be any other Zelda game) in 3D. That's not to say that it wasn't fun or enjoyable -- it was -- but the fact of the matter is that it's an old game and one that is a little overrated. But it was still nice to see the game with an extra dimension while controlling it with the thumb pad, which was much more comfortable than previous handheld Zelda iterations that had you move by dragging the stylus around.
There were a few extra features that weren't available back in the days of N64 yore, like an easily manageable inventory and map system via the touchscreen on the bottom half of the device.
Also, one of the representatives showed me a neat feature where you can switch to first-person mode to use your slingshot, and then aim by moving the 3DS around. By using the device's built-in g-sensor, you can aim by actually moving the device. It's fun, but ultimately a bit gimmicky and not terribly practical because you have to keep the 3DS aligned in front of your face to maintain the 3D picture. The end result is that you're kind of just turning your whole torso back and forth; to move the 3DS with your arms will almost always result in losing that "sweet spot."
Kid Icarus Uprising was a far more impressive experience. Besides the fact that it was nice to see a new title on the 3DS rather than a port, it was also frenetic, action-packed, and just generally slicker than Ocarina of Time.
A third-person action game that focused mainly on combat (with some platforming elements, as well), Uprising was much more of a showcase title for the platform. It has much more polished visuals, as well as some really great environments, enemies, and weapons.
I had only one qualm with this game, so I'll get it out of the way: when you're on the ground, you are expected to aim by dragging the stylus around on the touchscreen (the very method I just finished complaining about) and while this is frustrating in the first place, the sensitivity was also incredibly dull. I asked the representative if there was any way to increase the sensitivity so I wouldn't have to drag the stylus across the length of the screen just to turn the slightest bit in-game, but he said the game instead opted for the use of swipe gestures for quicker turns. So if you are in the heat of battle, you need to swipe the stylus across the touchscreen quickly to turn a pre-set amount (roughly 90 degrees), rather than just dragging. This took some getting used to, and I'm really not crazy about it.
The flying sequences, on the other hand, were especially enjoyable. It was a blast to control the game's main character, Pit, as I rocketed around in the sky, dogfighting flying enemies. As I flew through the clouds and over expanses of land, the 3D effects really found a place, giving a true sense of depth and vastness to the world stretching out around me. I guarantee the flying sequences will be the highlight of the game whenever it hits shelves (no release date confirmed yet), because the 3D visuals are just made for them.
I was so captivated by the 3DS's visuals in the game that I completely forgot to take a picture of the device in my own hands, so I had to double back and take a picture of it while someone else was playing.
The Nintendo 3DS drops in the U.S. on March 27 for $250, and Brighthand will have a review of it shortly thereafter, so stay tuned.
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