The Rev controller isn't just a gyro mouse tho. It's more than raise it up/down/left/right.
Here's a few quotes from the IGN hands-on:
"Demo #1: Point and Shoot
Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is."
Now of course I can already see the reply. Someone is going to post and say, 'See, the thing will be shakey." That's a decent point. But that can easily be programmed out just adjusting like the dead spot on an analog stick. And as the quote above said it only shows the sensitivity of the controller. Also 'shakeyness' is what you get when actually aim in real-life. That's the 'challenge' of shooting a gun for instance. To hold steady. Shakeyness also doesn't mean the screen will shake. It's also not like analog sticks are immune from the shakeyness of trying to aim a cursor.
"Demo #3: Shock Stick
Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and avoid hitting the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things."
Here's a few quotes from the 1-up hands on.
"DEMO: BLOCK BUSTER
A firing-range-like contest where two players compete to see who can shoot randomly appearing squares first. Aiming is done by pointing the controller itself at different points on screen, pulling the B trigger to fire.
IMPRESSIONS: A great demonstration of how intuitive the controller can be-pointing it to aim felt perfectly natural, right from the very first second, just like with a light gun. It always shot exactly where it felt like I was aiming, and was incredibly responsive to even slight wrist movements-I barely had to move my hand at all."
"DEMO: IRRITATING STICKS
Two players guide rotating sticks through a side-scrolling maze of tunnels and moving obstacles, gathering coins and avoiding touching the walls. (A lot like the PS1 game Irritating Stick, and exactly like the import-only GBA game Kuru Kuru Kururin.)
IMPRESSIONS: Another demo that needed no explanation, you just "got" it immediately-move the controller in whatever direction you want the stick to go. As a 2D game that requires exact movement (the caves get really narrow in parts), this one reinforced how precise and steady the controller's movement detection can be. Another interesting tidbit-if your controller fell outside the detection "box," the demo had an arrow pointing off the edge of the screen in that direction so you could get it back in the correct space."
The promise of the controller is more precise and accurate movement along with being inviting. The media hands-on acounts point to greater accuracy and precision.
It would be pretty pointless if it didn't deliver on this. Pardon the pun.
IT's also rather pointless to just say well the controller might suck and thus it might suck for those games. Well thank you for pointing out the obvious. Yes there's always that chance that Nintendo bet their console (and all their future & current console franchises) on a controller that totally sucks.