The extra hands-on time has clarified what Nintendo is trying to do with the
Wii U -- where it succeeds and where it needs work. While other consoles targeted serious gamers first before broadening their reach to "home entertainment," Nintendo went right for the family room with the
Wii in 2006, and clearly hopes to keep it there with the newest console. The question is, what games will compel people to buy it?
The Wii U tablet controller, known as the GamePad, was more refined and comfortable to use than I originally imagined. Nintendo had adjusted the form factor -- it is light and comfortable to hold. The real test will be asking players to hold one for multiple hours at a time, as I feel the controller's bulkiness will still get in the way.
The bottom line is, you can't play the same old games on this controller. That's not a bad thing; it pushes the industry, and Nintendo will try to pick up the slack with the "Pro" controller. But trying to graft play experiences onto it can feel unnatural, just like gestures for the Wii became more irksome for certain games.
The GamePad Isn't for All Games
ZombiU is a perfect example of where the controller can feel bulky and unnatural. I was dropped into a level where I had to scan the area for weapons. This requires lifting the tablet and pointing it at the TV like a scanner. Once you've located the crate, you find a crossbow which also requires you to point the GamePad at the screen to use. The reticle appears on your tablet -- aim it at zombies and fire. Nothing about this is natural. This isn't how anyone would imagine holding a crossbow, and instead of making the game feel immersive, it's gimmicky.
This could just be Ubisoft's fault. The publisher's Wii launch title Red Steel was similarly intended to showcase the potential of motion controls for "mature" gamers, but was underwhelming.
There are plenty of great ways to appreciate the GamePad. It adds an extra dimension of play to games like New Super Mario Bros. U, where one player can add powerups and blocks to help (or troll) the others on a shared screen. In Scribblenauts Unlimited, it functions as an input device for players to type in words. In Pikmin 3, the GamePad extends the map functionality in creative ways that trigger you to explore.
All of these are simple and elegant functions, but none of them are necessary for gameplay. The second screen almost reminds me of the one on the Nintendo DS; it adds some value, but isn't always utilized in compelling ways. What I saw, aside from the Nintendo Land minigames, didn't make the second screen of the GamePad a must-have tool, but rather a small diversion.
What the Wii U Needs: Great Games
Nintendo Land, the game that will come bundled with the system, takes players through several Nintendo franchise-themed minigames, but doesn't appear to have the magnetism of Wii Sports. Wii Sports was the "must-have" game that demonstrated why motion controls were fun -- it alone was the reason many purchased the system in the first place.
From what I've played so far, the Wii U doesn't have a killer game. The new Mario and Wii Fit titles are great, but not enough to get most people to upgrade. It has video chat and social networks, which we already have elsewhere. It has beautiful third-party titles that are already available on other consoles or will be at the same time.
This isn't bad news, yet. Plenty of Nintendo consoles didn't pick up steam until one particular game changed the demand. For the Nintendo 64, it was GoldenEye. For the Sony PlayStation, it was Final Fantasy VII. For beautiful hardware like the Wii U to work, it needs solid games behind it, whether you are appealing to the hardcore or casual fans. Almost all of the games I played on the Wii U were fun, but none made me want to get in line at 5 a.m. on release day.
I do have faith in Nintendo, however. It has time before the holiday release, and we could see the killer game appear in 2013 -- one that will make the console worth clamoring for.
This story originally published on Mashable .