Soundwave said:
Zelda probably would've been ready, but I suspect Nintendo was looking at a post-launch lull after it, which would be a repeat of Wii U and 3DS launches, so they nixed the 2016 idea. I still think it's probable there are also yield issues with the chipset possibly being 14nm, but these types of explainations are way over the head of the normal consumer, it's simply easier to say "we needed more time for more games". You start talking about things like 14 nanometer chip yields and even most hardcore gamers don't know what the fuck you're talking about and it would get blown into "Nintendo having hardware problems" on multiple media outlets. I'm sure software development was one issue, it's always an issue for Nintendo, Nintendo can't even release a barebones smartphone app like Miitomo on time, but I think there probably are other issues at play here too, it's just something the press/public doesn't need to know. |
The other option which I think may be somewhat at play is PS4K, that may launch at Christmas, perhaps they decided nto to go head on with it and then have news articles saying Nintendo failed again.
Yields on chipsets is also a good theory, but if PS4K launches with 14nm chips at Christmas then makes you wonder.
As for Miitomo, my biggest problem is not that it was delayed but the fricken size of it (like 500MB or so). After all the BS crap indy devs got restriction wise on MBs a game could use during Wii and Wii U early days, makes you wonder lol.







