Revolutionary: Controller Showdown, Round 1
Every (other) Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.
Nintendo has recently been accused by a former game developer of copying the idea for the Wii's central point of interest, but whether or not Nintendo took inspiration from this industrious engineer is not the topic of today's Revolutionary. There have been many motion-based game controllers to precede the Wiimote, but none have been so well-received that they can pull double duty as the gearworks of a money printing machine. For the Playstation 3, Sony took a page from Nintendo's playbook and ran with it, so we'll be putting the SIXAXIS through its paces to see how it measures up.
Ergonomics, price, and aesthetics won't be judged in this battle (although the PS3's controller might win some extra points if it were a more versatile form baton). What's of the utmost concern is the potential for fun gaming experiences. Anything that enhances or impedes the controller in this respect is relevant. While it won't be entirely objective, we'll at least try to be semi-scientific in our judging methods.

Sadly, the PS3's Blu-ray remote doesn't have an accelerometer
Connectivity
Both controllers are Bluetooth wireless, but the SIXAXIS can also be connected by USB cable. In theory (but not necessarily in practice – more on this next time), that would make the SIXAXIS easier to hook up and use on a PC. Unlike the wireless Xbox 360 controller, the SIXAXIS will transmit data across the USB cable as well as receive power when you connect it. Sony uses this feature to pair controllers to consoles, in the chance you have multiple PS3s within range of each other (as is the case in my household). The console and the controller will know each other through their unique Bluetooth MAC addresses and not try respond to someone else's gear. On occasion (read: at the worst possible times) the SIXAXIS randomly stops transmitting to the console for a moment and then resumes transmission (after you've thrown it across the room in frustration).
The Wii Remote does not at this time have any sort of wired interface for connecting the controller, and as such there is no standardized way to charge the Li-Ion battery it doesn't come with. There aren't any widespread reports of connectivity issues, but I've personally had my Remotes turn off during heated games of Wii Sports. Hard centripetal forces make the batteries push away from the contact terminals, which has led to a few unintentional bunts as I've scrambled to get the Remote turned back on between pitches. A 3rd party rechargeable battery pack has a tighter fit in the compartment, and resolves that issue.
Rumble
In my first encounter with the Wii, I was handed a Remote and Nunchuk and felt a little jolt as the pointer moved across the screen and bumped across Mario's body in the Super Mario Galaxy demo at E3'06. I instantly decided that motion controls needed haptic feedback. My short experience with the Wii made me less enthusiastic about working my way back to the PS3 booth to get my hands on the SIXAXIS, because I already knew there'd be something missing.
Though the SIXAXIS ships with no rumble motors, it's got a vibration-equipped successor on the way in the form of the DUALSHOCK 3. It's already available in Japan, and is scheduled for release in other territories some time this year. Older games like Heavenly Sword are being patched via PSN, and new titles like Ratchet and Clank Future: Tools of Destruction and Uncharted: Drake's Fortune are shipping with support already built in, but for now only Japanese gamers and impatient importers know what it's like to feel rumble in the jungle.

Impatience has its virtues
Attachments
Every Nintendo home console has had an expansion port, and two generations ago, the Nintendo 64 pioneered controller expansion. Now with the Wii, Nintendo can finally claim that one of their expansion ports is living up to its full potential. The Nunchuk, Classic Controller, and Guitar utilize the processing and transmission abilities of the Wiimote to keep costs down.
The PSP has the same type of USB mini-connector as the SIXAXIS, so it's not hard to imagine it having attachments built to enhance its functionality in a similar manner. As it currently stands, however, that plug is only used for connecting the PS3 to the controller.
IR Pointer
The great distinction between the Wii Remote and just about every other motion-based gaming interface lies behind that little black window on the front of the controller. The IR sensor and Sensor Bar aren't entirely unique in the gaming world, but when combined with the accelerometer, they make possible a greater degree of accuracy and define the Wiimote as a more versatile controller.
Motion sensing
The Wii Remote detects motion on only 5 axes, but no matter how you're holding the controller, those axes can still register some amount of movement and affect gameplay. The SIXAXIS has, in addition to the 5-axis accelerometer, a gyro for sensing motion on the yaw axis. Having a yaw sensor (which would only be useful when the Wiimote is held flat with the A button toward the sky) may have been considered a needless expense, because the shape of the Wii Remote allows it to be held and used in different orientations. The SIXAXIS, on the other hand, is designed to pretty much always be held flat, so developers would be more likely to find value in yaw sensing. Unless Nintendo takes a de-evolutionary step backwards in shaping the Wii controller's successor, I wouldn't expect them to include a yaw-specific controller next time around, either. It just seems a better fit for controllers that have limited grip orientations ... so maybe a DS2 could have it.
Speaker
With the exception of a game mode in a title which not very many people care a whole lot about, the Wiimote speaker hasn't proven to be a necessary component for gameplay. There is a great amount of potential for anything that brings more sensory feedback to the controller, but in the case of the Wiimote speaker, the hardware might not be developed enough. The limited bandwidth of Bluetooth and the tiny, tinny speaker just don't produce great sound. And we really can't knock Sony for failing to follow suit here.
Going to the scorecards it looks like it's a draw on Connectivity, and Speaker, while the Wiimote comes out on top with wins in the Rumble, IR pointer, and Attachments categories, and the SIXAXIS still puts up a fight with its Motion sensing advantage.
In the first year, when the Wii was trying to prove itself as a contender, gamers debated over what qualified a console as "next gen." Now, with the Wii strutting its stuff as the undisputed champion of the stores, the argument has proven to be of no importance (not that its resolution was ever high up on the UN's agenda or anything). Consumers have decided that the Wii is at least "next gen enough" to warrant a purchase, and the Xbox 360, which technically stands in stark contrast to the Wii, must also be considered "next gen enough," seeing as it's taking the #2 spot in worldwide sales. The PS3 pairs a next gen controller with next gen processor specs, but developer apprehension and the high price of entry keep it trailing behind.
In Round 2 we'll be running some actual numbers and testing the Wiimote and SIXAXIS against each other with GlovePIE scripts to determine which one takes the title with a technical knockout. If you've got any suggestions for PC games you'd like to see the used in the testing, please let us know in the comments.











Reader Comments (Page 1 of 1)
BrandonIT @ Jan 16th 2008 11:58AM
No matter the outcome, I'm very interested in seeing how the different remotes compare to each other technologically in accuracy and responsiveness.
As for PC games I'd recommend - well...there's always the ever-present Doom3D or Unreal Tournament. I mean, everyone else uses them...
BluClouds7 @ Jan 16th 2008 12:09PM
I actually have both a PS3 and a Wii and it can honestly say that the two aren't entirely comparable. the Wii's motion sensing control is the base for which the games are made, the PS3 control uses motion sensing more as an auxiliary. For example in Resistance: Fall of Man, when an enemy attaches itself onto you, you shake the control to get it off of you. Then in games like Twilight Princess (Wii version) or Wii Sports the motion sensing is a necessity. I think the wii remote is going to win this because motion control is what it was made for, but I don't think in any way does it mean anything that significant.
Mike Sylvester @ Jan 16th 2008 12:41PM
Even after the conclusion of this Showdown, it will be too early to pick a winner. This competition is based on potential, and there's a lot of time left in this generation for new games to live up to it.
flOw and High Velocity Bowling are built around motion sensing and Little Big Planet has some support. I'm sure Kojima won't let his fans down, either, as he tends to make full use of the Playstation accessories for unique gameplay twists.
BluClouds7 @ Jan 16th 2008 12:51PM
That is true.... I suppose we will have to wait and see :)
CJC @ Jan 16th 2008 12:15PM
A fine read, Mike.
I remember seeing Half Life 2 being played with the Wii remote, why not give that a shot next time?
Mike Sylvester @ Jan 16th 2008 12:44PM
Thanks. I'll give it some consideration. Perhaps Portal...
FX-1 @ Jan 16th 2008 2:53PM
Yes, Portal!
Evan Williams @ Jan 16th 2008 4:07PM
I am glad that you guys mentioned the Power Glove and more importantly, U-Force (both were out far before the Midway invention).
I have owned both controllers since childhood and the Wiimote has always seemed like the actual, working version of what these Nintendo peripherals have been attempting to do for years.
Use the U-force to play PunchOut!! on NES.
Then play Wii Sports Boxing.
Now try to tell me Nintendo stole something...
HellsHammer @ Jan 16th 2008 4:10PM
Sorry for the multi-post. My internet sucks.
Max Headroom @ Jan 16th 2008 4:20PM
Good article. I'm looking forward to the next one. The one point that I strongly disagree on is the speaker on the Wiimote. Just a couple days ago I was thinking to myself how cool the speaker was, especially on shooting games. I really enjoy hearing a crossbow "fwip" or a gun shot when I pull the trigger. No, it isn't necessary for the gameplay, but the effect was great enough to really make me appreciate it much more than a controller without sound. By the way, in addition to Red Steel, I've heard Guitar Hero uses the speaker for actual gameplay, but I haven't played it.
Mike Sylvester @ Jan 16th 2008 4:50PM
The speaker is absolutely a great idea, but its application so far has been for the sort of things that are generally labeled as gimmicks. I appreciate the extra sensory feedback, but it might get used a little more often and to better effect if the hardware were a bit pricier. The low bandwidth of Bluetooth means sound has to be compressed quite a bit to transmit and play in realtime, and when it hits that budget speaker, it can sound really out of place amidst the higher quality audio coming from your TV or home theater speakers.
More internal memory in the Remote for pre-buffering audio to during level loads could be a nice addition for the Wii Next.
Gonzo @ Jan 17th 2008 11:29AM
I know a lot of people will be suggesting FPSs to test on the PC and I'd like to see what can be done too but I'd also like to see it in use on an RTS as well.
Maybe Dawn of War: Dark Crusade.
HunteRRosE @ Jan 16th 2008 4:49PM
To even compare the two controllers is senseless and really just unnecessary. It's obvious that the Wii controller would smack down the Six-Axis in a motion sensor contest any day of the week.
Mike Sylvester @ Jan 16th 2008 5:16PM
There's really nothing quite like fl0w or Heavenly Sword on the Wii, just as Wii Sports and WarioWare Smooth Moves have no equal on the PS3. But what we hope to determine is whether the barrier is technical or artistic. Then again, it could just be catering to the differing tastes of the respective platform adopters.
Jimmy @ Jan 16th 2008 5:21PM
I've got all three consoles so I find that reading fan boy sites usually makes me mad because of the typical bias towards each specific console, but I am very impressed with this article and how is actually takes an objective look at the controllers, rather than saying the Wiimote would "smack down the Six-Axis."
Bravo.
Lauren @ Jan 16th 2008 5:32PM
Err...the WIImote is not a realtime accelerometer, but more of a positional mapper. The WII doesn't make use of realtime calculations of time/space in relation to the 3D model in the game. By placing the WIImote sensors on the display, you give the WII a simple XYZ calculation to perform. The WII uses "Position Maps" to gauge where it is. It's kinda a "fake" accelerometer.
The Sixaxis doesn't have sensors on the display and *does* realtime calculations in relationship XYZ and to the 3D model in the game. Moving the Sixaxis proportionaly has an effect on what moves. It takes more processing power to do it Sony's way.
Most people are not aware of this and Nintendo is quiet about the reality of their WIImote.
James @ Jan 16th 2008 5:50PM
I'm not sure I follow the grammar of your post, but I think you're trying to imply that the Wiimote only uses absolute, and not relative, position data. This is not true: "The Wii Remote has the ability to sense acceleration along three axes through the use of an ADXL330 accelerometer." (from WP)
The IR pointer lets the Wiimote determine its 3D coordinates in space, relative to your TV screen. The 3-axis accelerometer lets it determine its orientation relative to the ground (well, relative to the pull of gravity). If you're not pointing the 'mote at the TV (a la Excite Truck), you only get the tilt/movement sensing. If you only need to know where on screen the 'mote is pointing, you can ignore the accelerometer.
I'm pretty damn sure, though, that it does not take "more processing power to do it Sony's way" -- both controllers use similar accelerometers, which take similar processing to use. The Wiimote *also* offers a pointer, which though simple to interpret, can only take *more* horsepower to process. Either way, deciphering the controller input is a tiny fraction of the work done by any remotely modern game.
James @ Jan 16th 2008 5:35PM
"On occasion (read: at the worst possible times) the SIXAXIS randomly stops transmitting to the console for a moment and then resumes transmission (after you've thrown it across the room in frustration)"
DUDE! I had no idea this happened to other people! I got myself a PS3 just before Christmas, and a couple times playing through Ratchet and Clank, I'd have my character just walk right the hell off a cliff after I had stopped moving the analog stick. It was always for a short enough period of time that it was working again by the time I noticed it, so I started to actually question whether I was imagining the problem. I'm glad (uh, kind of) to hear that somebody else has the same issue. Is there anywhere on the net I can find out more about this? What causes it? Can I fix or at least anticipate it?
Unknown @ Jan 16th 2008 9:44PM
First off, good read, and some good classy comments. If this were a comparison between a 360 controller (assuming it had motion sensing as well) and the SIXAXIS, I would bet that there would be more than one comment of " lolz, the ps3 has no games 2 uze teh function!1!!".
Is it just me or is the SIXAXIS motion sensing a bit more sensitive than the Wiimote? (sometimes in a not so good way). I've noticed in Burnout Paradise Demo, Motorstorm, and Blazin' Angels 2 that sometimes, turning the controller a little too much would send you into a wall, or into a mountain. From the few times I've played a Wii, the wiimote seemed a bit less sensitive (in a good/bad way). Dunno, I haven't played around with the wiimote enough to compare. But it could possibly because one is heavier than the other. *shrugs*
djork @ Jan 18th 2008 4:08PM
One of the neatest things about the Wii remote's design is the pairing of buttons. There aren't really 6 buttons on the remote... there are 3 *pairs* of buttons. A and B, + and -, 1 and 2. Each pair is arranged so that they are opposed in a different dimension. Top and bottom, left and right, fore and aft.
I think this is a really brilliant design and helps with memorization and disambiguation. Quick: where's the Square button?! Maybe some hardcore gamers could answer that instantly... but now recall: where's the 'minus' button? Much simpler.
nz guy @ Jan 17th 2008 6:37AM
cod4! play cod4 with the wii-mote, it would make my dream come true.. but, for you.
props 2 Lauren for knowing her shit ;)
Mike Sylvester @ Jan 17th 2008 10:44AM
Done that! :D
http://nintendo.joystiq.com/2007/10/23/revolutionary-answering-the-call/
And as James already pointed out, the Wiimote and Nunchuk DO have hardware accelerometers.
Tobias @ Jan 17th 2008 6:49AM
I'd just like to point out that there aren't 5 axis, only 5 directions. Unless we're handling multidimensional controllers here. If that's the case, where do I sign up?
Aside from that, seemed like a good article.
Tobias @ Jan 17th 2008 6:50AM
Whoops, axes*.
Dazza @ Jan 17th 2008 7:13PM
If you people were real fan boys, you would know that the correct term for the controller is "Wii Remote" not "Wiimote". The term which you are using is only acceptable in France. Get it right! I don't even like the Wii and I know that! PWNED!
Mike Sylvester @ Jan 17th 2008 7:11PM
It's a term of endearment.
Alex @ Jan 23rd 2008 7:11AM
Let's make this a fair and balanced competition here and choose some categories that the wii has NO CHANCE IN WINNING.
How about analogue sticks and shoulder buttons?
Looks like the SIXAXIS comes out on top with wins in the analogues sticks and shoulder buttons categories
Mike Sylvester @ Jan 23rd 2008 2:40PM
Not necessarily. I've got a Classic Controller that works about as well as the SIXAXIS in that department. After a bit of prelim testing with a universal GlovePIE script I wrote, I decided there's no point in running SIXAXIS vs. the Classic Controller, because it all comes down to a preference in ergonomics and button layout. Though, in my opinion, both pads are unacceptable for my favorite game: Street Fighter 3: Third Strike.
I decided I'll just be testing games that I can reasonably fit motion controls to. You may be surprised at the results, so don't count the SIXAXIS out before reading Round 2!
Alex @ Jan 23rd 2008 11:09PM
Correct me if I'm wrong but doesn't the classic controller come under attatchments?
Try testing it in oblivion... I've never been fond of the idea of using the wii remote in FPSes like has been done in Half-Life 2 etc. I can however seeing it work quite well in RPGs such as oblivion (nunchuck analogue stick for movement and wii remote for attacking etc). Looking around would be difficult but it would be fun mapping attacks to a flick of the wii remote