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curl-6 said:
bonzobanana said:

Those japanese figures actually look quite respectable when you consider its a third of the population of the USA and there are more wii's per head in the USA too. Europe seems to be lagging though although the wii wasn't as successful over here as the USA. Sales figures seem low though when you consider how much effort Monolith put in. Hugely impressive for a console with only a 11gflops gpu. The original xbox has a gpu of over 20 gflops and I have never seen graphics on that console of the same scope even though it slaughters the wii in almost every other comparable game and has a range of software not even possible on wii due to lack of a hard drive for streaming in new data on the fly. 

I don't think the wii would have difficulty in recording all splatters they would just simplify it a bit I guess if they had to but I'm not sure they would have to. Splatoon isn't a large game, only 1.8GB, it would almost fit on a gamecube disc. The maps look fairly small. On face value it doesn't look like a technically challenging game and a wii version seems relatively easy. I mean if the wii can do xenoblade chronicles it can definitely do a version of splatoon.

Nintendo has never done as well in Europe as NA and Japan, it's been their weakest region for as long as they've been in the console business.

Wii vs Xbox is a complicated matter; each beats the other in different areas; Xbox has a more flexible GPU, hard drive streaming, and isn't capped at 480p. Wii has the stronger CPU, its fixed function GPU is restricted to certain technqiues but can perform them more efficiently than the Xbox, and it has more and faster RAM. There are games on both that couldn't be done on the other.

The thing about Xenoblade is that because the massive field is largely fixed assets, the game can stream them in and out from the disc. It's an impressive bit of engineering to achieve that level of scale on such limited hardware, yes. But Splatoon works a bit differently; the splattered ink is not fixed data that can be streamed from the disc, it's constantly changing in real time, so the game has to keep it all in RAM, all the time. Every single drop across the whole map. If that could fit into Wii's memory, it would mean the game needs less than 10% of Wii U's RAM. I don't think that's likely.

I don't agree with that analysis at all of the xbox vs wii and its certainly not true to how xbox games compare to wii. 

For cpu performance (yes only a rough guide but as fair as anything out there)

http://en.wikipedia.org/wiki/Instructions_per_second

xbox 360 19,200 dmips 

ps3 10, 240 dmips (but thats without all the little cell processor's that probably add about 20-30,000 dmips on there own but with a reduced size instruction set)

wii u 8,450 dmips

wii  1,651 dmips

original xbox 2,509 dmips

Yes I know its not that simple but its a good approximation. 

The main advantage the wii has is the bandwidth in the integrated 2meg frame buffer and 1meg texture cache. I think that is quite high and the 24 meg of 1t memory has very low latency. 

The wii is quite a basic design, apart from the larger optical disc, the 64MB of buffer memory to make this drive faster and the 50% increase in speed it is basically a gamecube. Still has 2 channel sound, 24bit graphics not 32bit etc. I can't think of anything that could be done on wii that couldn't be done on xbox yet there are loads of games heavily reliant on the larger 64MB of memory, faster processor and streaming from both optical drive and hard drive on xbox.

There was some amazing graphics on the original xbox. Jaw dropping for its time.  Apart from Xenoblade the wii was unimpressive. Even Mario Galaxy which is a beautiful game looks basic compared to Conker reloaded with all its enhanced textures, lighting etc and all with a full 5.1 soundtrack.

https://www.youtube.com/watch?v=xS8ZGSIB9wo