Followup from him:
Wow. Lots of questions. Ok, here’s what I got… Keep in mind I was working with a prototype, so there *will* be some changes.
Draconic: Start button will be part of the remote. No go change your pants. ;-)
Gegtik: I had some worries about wrist fatigue as well and experienced it a little when I was standing up and trying the demos. (That could also have been because I had my arm fully extended the entire time I was standing - remote control training, I guess...) But once I sat down, I realized, I could rest my arm on my thigh and could go forever. Weight… not much more than a CD, if memory serves. It’s been about a week-and-a-half, so it’s hard to replicate exactly. But certainly less than the remote control I have for the VCR at my desk
Rosewood: The grip was all hard rubber at this point. Dunno if that’ll be changed. No lag at all on the buttons. The A (top) and B (trigger) buttons felt natural. The start and select buttons are pretty small.
Turd: (Heh… I said Turd) Yeah, I’ve seen that video. It’s nothing at all like the demos shown. The graphics were crude at this point – and really were nothing but demos to show functionality. That’s why photos/video weren’t allowed.
Sharkii: Not quite sure what you mean by setup of demo system. The TVs stood alone, with the dev kits underneath (shielded by a screen). Didn’t try the adaptor. Wasn’t the point of the demo.
Iscariot47: Yes, there are sensitivity settings, but I think that’s determined by the developer, so it might vary game by game. Truth be told, I don’t really know the answer to this… it very well could be a part of set-up, but I didn’t go through that. Sensitivity didn’t change as I moved closer to and further from the screen.
Dextius: The demos did have an onscreen indicator of some sort, but for the flying demo (for example), the plane was your indicator. (There was no big “X” or anything.) In Metroid, your gun was your indicator, whichever way you swung the controller, your aiming would match it. Remember, these were early tech demos to show functionality, so weren’t representative of what the games will be like. We’ll have to wait for May for that. Precision varied. First thing I did was begin swinging like the guy in the video and while it kept up with my movements, they weren’t really appropriate for the demos I got. We’ll have to wait and see. As for their intentions, I have no idea.
Boxelder: Seemed pretty precise to me.
Lunatic Angelic: Not entirely sure what you’re asking, but when I did move fast and come to sudden stops, the onscreen indicator halted as well. It didn’t keep moving after I’d stopped, if that’s what you mean. It kept up with my fast movements, too, but for that particular demo, it didn’t help me, since it was more about precision.