Nintendo 3DS XL Review

Reviewing a product like the Nintendo 3DS XL is a strange affair. The mobile gaming market has changed dramatically over the last several years thanks to the advent of iOS and Android, both offering games that approach the quality of what you would expect to find on a Nintendo or Sony handheld for a fraction of the price. It’s hard to look at the 3DS XL without a cynical eye either given that 3DS sales are starting to slump, with Nintendo recently reporting a decline in revenue and posting a net loss of around $220 million. Is the 3DS XL the boost that Nintendo needs in a world that’s rapidly forgetting the traditional portable gaming handheld? Let’s find out.

Hardware

Take the 3DS, swap some ports around, and make everything a little big bigger. That’s a gross generalization, but also the core of what Nintendo has done with the console. The reason for the supersizing simply seems to be ease of access: children and elderly gamers will be able to grip the console with ease, and the larger screens also makes things easier to see. Nintendo has made some tweaks to the design, though, with the glossy plastic of the 3DS being sidelined, and corners appearing more rounded and less angular.

As a result, the console is much easier to grip than its predecessor, and is generally more comfortable to use in operation. The physical controls of the device are a joy to use as well, wth the joystick swiftly moving around its axis without sticking at all, and the quartet of buttons on the right hand side giving great feedback. The same can’t quite be said about the L and R buttons, which don’t quite have enough feedback and feel a little loose. Nintendo has also tweaked the Select, Home, and Start buttons found below the bottom screen: the large, chunky, plastic buttons are far easier to press on the 3DS XL compared to the 3DS.

Going around the device, you’ll find that the 3.5mm headphone jack has been repositioned from center bottom to the far bottom left, a curious decision considering it’s where part of your hand will rest while holding the XL. The SD card slot has also been relocated to the right hand side, next to the stylus holder, and the sliders for the volume, wireless, and 3D switches have all been tweaked ever so slightly.

There’s no denying, however, that this is a chunky and heavy device at 22mm and 336g. The XL may only be 1mm thicker compared to the 3DS, but it’s also 100g heavier. Carrying it around in a jacket pocket or the back of your jeans can be somewhat laboriously, although we’ll commend Nintendo on getting the balance of the device correct when the screen has been flipped open.

Speaking of those screens, they’ve both increased dramatically in size. The top screen has been increased to 4.88-inches, up from 3.53-inches, while the bottom screen has jumped to 4.18-inches, coming in at 3.02-inches on the original 3DS. What hasn’t changed, however, is the resolution, with 800×240 and 320×240 respectively. Both have low pixel densities, resulting in a generally unpleasant experience even from a normal viewing distance, something which we can’t show you thanks to a close-up photography ban by Nintendo. The fact that the company is restricting close-up videos and photos of the handheld while it’s turned on should give you an idea of the screen quality. The viewing angles aren’t great either, so you’ll need to click the top half of the screen in just the right position to get the best image.

The system is still charged using Nintendo’s proprietary charger, but here’s the kicker: you don’t even get one in the box anymore. Nintendo claims that in order to keep costs on the console low, it’s had to forgo including a charger in the retail package, a move which is bonkers. No doubt there will be those who are moving up from a previous Nintendo handheld who will have the necessary charger, but is the company seriously going to neglect first time buyers? Both the front and back of the box do warn customers about the lack of charger, but it leaves a sour taste in the mouth nonetheless.

3D

The first time we witnessed the three-dimensional powers of the 3DS was through a demo given by an employee in a retail store briefly after the handheld launched. A quick fondle showed that while the effect did work, it wasn’t particularly immersive, and the effect could be broken far too easily. The same is true of the 3DS XL, and in our several days of usage we pretty much always had the 3D effect turned off.

The fundamental problem with the 3D on Nintendo’s handhelds is that it’s far too finicky to set up and maintain. The slider needs to be adjusted into just the right position; you need to be directly facing the console, with any kind of off-angle ruining the effect; if you finally manage to get a satisfactory depth to the image in your game (which can be highly dependant on how the game was designed in the first place), you need to remain perfectly still in order to maintain the illusion. Any movement at all, and you’ll shatter the effect. Maybe we’re cynical about the idea of 3D in general, but after extended use it’s clear that Nintendo has tried to shoehorn the idea into a portable console and served up average results at best.

Games

Nintendo provided up with one game for review, Kid Icarus Uprising, although the platform has amassed a healthy collection of titles since its launch last year. As is increasingly the case these days, if you’re buying into a Nintendo ecosystem you’re doing so for the first-party games, with the company offering classics such as Zelda: Ocarina of Time 3D and new reimaginings such as Super Mario Bros 2.

As for Kid Icarus, it’s a mixed bag. Levels in the game split different styles of gameplay, with the first five minutes dedicated to an on-rails shooting section that sees Pit guided by the goddess Palutena. This handles pretty much exactly as you would expect, with you moving Pit around the screen using the circle pad to control the character while the L and A buttons handle firing duties. Taking out every enemy on the screen is the name of the game as you avoid obstacles and collect power ups, and the level design can occasionally make great use of the 3D capabilities. For the most part though, you’re better off sticking to 2D.

Palutena can only sustain Pit for five minutes of flight. After that, you’re directed to the ground for the second part of the level, giving you full running control and allow you to explore 360 degree environment. The problem comes with the control scheme: while you can make Pit run with the circle pad and fire with L or A as normal, you have to change his orientation using the stylus on the bottom screen.

It’s an awkward and convoluted control scheme that handles poorly, to say the least. You’ll be left gripping and supporting the full weight of the console in your left hand while trying to turn Pit with the stylus in your right hand. Trying to turn the character is a tedious affair, requiring hefty drags across the screen that also require a firm press thanks to the resistive technology. Resting the console on a flat surface helps immensely, and the game is even supposed to come with a stand that helps make it easier to play, although we didn’t receive one with our review unit. Both the control scheme and dedicated stand directly contradict the portability of the console, and we really have to wonder why Nintendo and the developers opted for such a janky and overall poor experience.

The game has a certain visual charm to it, featuring bright colors, cartoonish designs, and a dash of 2D animation on the bottom screen for character interactions, but the ridiculously aliased graphics during gameplay can’t go without mention. We realize that the Nintendo experience has never been about top of the line graphics, but there needs to be some sort of visual polish in a world dominated by high-end smartphones and tablets.

Battery

Nintendo say that the 3DS XL’s battery life should be much improved over the previous offering, sitting between 3 and 6.5 hours of gameplay depending on your settings. DS titles should last a little longer thanks to their more modest graphics, eeking out between 5 and 8 hours of gameplay.

In our test, we put the screen brightness to maximum, turned WiFi off, set to the volume of the speakers to 50%, and made sure our 3D slider was firmly in the 2D position. A quick marathon session of Kid Icarus saw the console lasting around 4 hours and 40 minutes before switching off automatically. That falls in line with Nintendo’s expectations, and you can expect to squeeze a bit more out of the battery should you drop the screen brightness.

Wrap-Up

The 3DS XL brings small improvements over the 3DS, but they all add up to a better handheld overall. It may be heavier, but the screens make for a more impressive experience, the console is easier to handle, and the battery has seen a much needed improvement. If you own a 3DS that’s starting to look a little old, then it’s worth jumping up to the 3DS XL for the better screens and battery life. If you’re on one of Nintendo’s older handhelds and have been hesitant about making the jump, the 3DS XL proves that the water is fine and that it’s time to jump in.

The handheld makes sense if you’ve already bought into Nintendo’s ecosystem, but it’s a hard sell for first time buyers. Nintendo has a fundamental problem on its hands, and it’s this: the 3DS XL and its games don’t exist in a vacuum. Smartphones and tablets offer cheaper games that can distract you just as well as titles from first-party developers fronted by Nintendo or Sony. The former company is hoping that its all star heros and franchises can continue to prop up revenue, while the latter is focused on specs and the merging of physical and touch controls. Neither realize that the game has changed, and that the world doesn’t necessarily need yet another device for portable gaming anymore.

The flipside of the argument is that iOS and Android games don’t have the immersive stories or strong characters and franchises that a company like Nintendo can offer. There is no Zelda or Mario equivalent on mobile devices, sure, but the company can’t ignore the looming threat of smartphones and tablets forever. Nintendo’s inability to adapt and tap into such a vast market is frustrating, and the 3DS XL is the physical representation of its archaic view of the mobile gaming landscape. There may be one or two games that will entice you to the platform, but why reward a company that’s stuck in the past?

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Nintendo 3DS XL Review is written by Ben Kersey & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Nintendo 3DS XL sells nearly 200k units in 24hrs tips report

Nintendo was counting on the 3DS XL to turn around its ailing fortunes and it looks like the oversized glasses-free 3D console may well do that. The Japanese company is yet to confirm actual sales following the domestic launch, but Enterbrain estimates indicate sales of the 3DS XL beat some of Nintendo’s previous portables in the first few days of availability, Famitsu reports.

According to Enterbrain research, Nintendo sold 193,441 units on July 28 and July 29 2012. Software sales were similarly brisk, it’s believed, with New Super Mario Bros. 2, also released at the same point, hitting 430,185 copies in the first two days.

In contrast, Nintendo sold 170,000 units of the DSi in the same length of time back when that console launched in Japan. Original Nintendo 3DS sales were more brisk, however, with the company apparently getting through 400,000 units in the first 24hrs of availability.

That interest quickly waned, though, with Nintendo forced to slash the price of the 3DS in order to make it a compelling proposition for gamers, developers and retailers. The company claims it does not make a loss on each 3DS XL, unlike the 3DS, however.


Nintendo 3DS XL sells nearly 200k units in 24hrs tips report is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Nintendo 3DS XL sells almost 200,000 units in two days

3DS XLWhile it’s no iPhone or Kindle Fire, it looks like the 3DS XL is doing pretty well for its first two days of sales in Japan. According to reports online, the jumbo-sized version of Nintendo’s portable 3D-display console sold an estimated 193,000 units since its launch in Japan on July 28th. Compared to the 2009 Nintendo DSi XL which only sold about 100,000 units in its first two days and the DSi which sold 170,000 units in its opening weekend – these latest figures are pretty impressive.

In addition to selling a lot of 3DS XLs, Nintendo’s latest game: New Super Mario Bros. 2 sold about 430,000 units in its first two days. Proof that the Mario franchise is still relevant in today’s world – despite all the fancy games available on the market, simple side scrolling platformers can still hold their own ground against the competition.

By Ubergizmo. Related articles: Nintendo 3DS XL gets a transparent edition?, Nintendo 3DS XL gets early look, gains favorable nods ,

Nintendo Q1 results: Wii sales cut in half since 2011, but 3DS sales more than double

Nintendo Q1 results Wii sales cut in half since 2011, but 3DS sales more than double

Nintendo’s results for the latest quarter reveal growth in profit for the Japanese games maker. Gross profit totaled 24.9 billion yen — more than double that made from last year’s Q1. Operating income remains negative, but substantially reduced since last quarter’s statement — presumably due to strong 3DS sales. Today’s results tie in with the launch of both the 3DS XL and Nintendo‘s first downloadable titles for the 3DS, with sales of the handheld reaching 1.86 million units during the last quarter. Conversely, sales of the Wii have tailed off, with only 710,000 units sold in Q1, down from 1.56 million sold in the same period last year. Fortunately, according to the press release, Nintendo still aims to launch its Wii successor by the end of this year.

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Nintendo Q1 results: Wii sales cut in half since 2011, but 3DS sales more than double originally appeared on Engadget on Wed, 25 Jul 2012 03:46:00 EDT. Please see our terms for use of feeds.

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Nintendo 3DS XL gets a transparent edition?

I certainly can identify with the feeling of wanting a particular piece of hardware upon first glance – you can call it “lust at first sight” if you want to. Remember back in the day when Nintendo’s Game Boy ruled the roost? A transparent case version came out (which ran on a couple of batteries instead of a quartet to make it more efficient) that certainly wowed the portable gaming world. I guess old habits die hard, and here we are with a snapshot of the Nintendo 3DS XL – in all of its transparent glory.

Recently used by Nintendo to parade the device’s innards during a Q&A session on its website, this does not seem to be headed in the direction of any manufacturing plants, but rather, functions as an extra large test dummy device. However, I suppose if the winds of opinion are favorable according to Nintendo’s meteorologists, then hopefully they will be able to crank something magical from their production lines in due time. Perhaps there is a third party hardware manufacturer who wants to take up the challenge?

By Ubergizmo. Related articles: Nintendo 3DS XL gets early look, gains favorable nods , EA’s former COO believes Nintendo will eventually become primarily a software company,

Nintendo’s transparent 3DS XL poses for the camera, makes you wish you had one

Nintendo's transparent 3DS XL poses for the camera, makes you wish you had one

We know what you’re likely thinking: “I want this. I want it now” — or, you know, something along those lines. Unfortunately, don’t expect this transparent beauty to show up at retail stores when the supersized 3DS launches later next month, as it’s nothing but a mere demo unit. The see-through XL was recently used by Nintendo to showcase the handheld’s guts during a Q&A session on its website, and while it’s currently just an extra-large test dummy, it could potentially be a sign of big things to come. We wouldn’t hold our breath, though, so for now you’ll have to be satisfied with one of those opaque options you have to choose from.

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Nintendo’s transparent 3DS XL poses for the camera, makes you wish you had one originally appeared on Engadget on Mon, 23 Jul 2012 15:27:00 EDT. Please see our terms for use of feeds.

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Nintendo 3DS XL sports less reflective screen than its predecessor, improved parallax effect

3DS XL sports less reflective screen than its predecessor, improved parallax effect

Supersized screens may be the centerpiece of Nintendo’s 3DS XL, but a new Iwata Asks interview reveals that its top display packs some new anti-glare tech too. Takashi Murakami, from the company’s Mechanical Design Group, notes that each of the LCD’s three glare-prone layers were specially treated to reduce reflectivity from the original 3DS’ 12 percent, down to three. According to head honcho Iwata, anti-reflection coatings have been on the Big N’s radar since the GameBoy Advance era, but were typically abandoned because they were too pricey. The Q&A session also confirmed something we noticed when we put the handheld through the review gauntlet — the larger display increases the parallax effect, which translates to a deeper looking 3D experience. If your current handheld’s screen bounces too much light for your liking, the XL can take its place starting August 19th in North America.

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Nintendo 3DS XL sports less reflective screen than its predecessor, improved parallax effect originally appeared on Engadget on Mon, 23 Jul 2012 04:24:00 EDT. Please see our terms for use of feeds.

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Nintendo 3DS gets first downloadable titles next week: Super Mario and Brain Training sequels

Nintendo 3DS gets first downloadable games next week Super Mario and Brain Training sequels

As Nintendo attempts to get its eShop up to speed with Sony’s PS Vita provision, it’s finally announced a July 28th launch date for its first two downloadable games. Alongside the in-store release of the 3DS XL, the full versions of both Super Mario Brothers 2 and the latest iteration of Dr. Kawashima’s Brain Age / Training will be available for online purchase in Japan, priced at 4,800 yen (around $61) and 3,800 yen ($48), respectively. Nintendo already offers a mixed bag of retro titles and demos to download, but this is the first time it’ll wheel out fully-fledged 3DS games.

Continue reading Nintendo 3DS gets first downloadable titles next week: Super Mario and Brain Training sequels

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Nintendo 3DS gets first downloadable titles next week: Super Mario and Brain Training sequels originally appeared on Engadget on Fri, 20 Jul 2012 06:43:00 EDT. Please see our terms for use of feeds.

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Satoru Iwata Tries to Explain Why No Second Circle Pad for 3DS XL

Each time I look at a photo of the Nintendo 3DS XL I wonder why Nintendo didn’t just add a second circle pad to the console from the start. I always figured it was because Nintendo wanted to sell the Circle Pad accessory. Nintendo president Satoru Iwata is offering up the official explanation of why the portable console only has one circle pad.

3ds xl

According to Iwata the main concerns for Nintendo when designing the 3DS XL console was longer battery life and to have as large a screen as possible. He says that a second circle pad was never a main focus when designing the console, but it was something Nintendo looked into. He claims that the second circle pad would’ve required a physically larger portable and a smaller battery.

Iwata said during a recent interview, “When we looked at the design of the 3DS XL, we had to look at various factors. One was battery life. One was the overall size of the unit. And we had to make some trade-offs. The choice, if we were going to include the second analog stick, was to reduce the size of the batteries or make the unit much bigger. What we wanted to do was have a bigger screen in comparison with the overall size of the system, so we had various discussions and had to make trade-offs, and this is the outcome.”

[via Nintendo Life]


Iwata explains the lack of second circle pad on 3DS XL

I know I’m not the only person who looked at the recently confirmed Circle Pad Pro accessory for the Nintendo 3DS XL and wondered why exactly Nintendo didn’t just add a second circle pad by default to the larger portable console. Nintendo President Satoru Iwata is now offering an explanation for why Nintendo didn’t just add that second circle pad from the factory. Iwata admits that adding the second circle pad would’ve been possible.

He goes as far as to say Nintendo even considered it. However, Iwata says that the second circle pad was never a focus during the design and development of the console; screen size and extended battery life were the priorities. Iwata says that to include a second analog stick Nintendo would’ve had to reduce the size of the battery or make the unit “much bigger.”

He notes that Nintendo also wanted to have a bigger screen in comparison to the overall size of the system. To make that happen the trade-off was that the portable device didn’t get its second analog stick. The upside for Nintendo is that gamers who really want a second circle pad get to spend money on the Circle Pad Pro accessory, helping ailing Nintendo’s bottom line.

Iwata said, “When we looked at the design of the 3DS XL, we had to look at various factors. One was battery life. One was the overall size of the unit. And we had to make some trade-offs. The choice, if we were going to include the second analog stick, was to reduce the size of the batteries or make the unit much bigger. What we wanted to do was have a bigger screen in comparison with the overall size of the system, so we had various discussions and had to make trade-offs, and this is the outcome.”

[via Nintendo Life]


Iwata explains the lack of second circle pad on 3DS XL is written by Shane McGlaun & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.