Ruby Onix, thanks for the links. Very interesting read...
Wonder if they are the opinion of "Teh Billeh" =)
I will disagree with several of the points tho (and Im focusing on the DS article, for obvious reasons):
A couple of the gripes dealt squarely with physical design issues of what was underlined to be prototype hardware: for example, the final unit WILL have a notch for the stylus. The DS is basically still in the shop...
I also disagreed with the analog pad comment...the gripe is legitimate, if you think about it from the point of view "OMG, how will I play '3d Super Hunter FX' without analog: the 3d control is gonna suck!". However, and Im not sure if the GameInformer staff has fully absorbed this, but the DS is not about playing the same types of games, only in portable form; thats by and large PSP territory. It really doesnt seem to have been designed just so Nintendo can port over N64 and graphically downgraded Cube games over...it was designed so that new gameplay mechanics/dynamics could be invented and utilized. Would an analog input of some kind be nice? Of course, more input features equals more flexibility...but the DS requires out of the box thinking so GI shouldnt be in too much of a rush to evaluate it from inside the box...
Which is also why I disagree with their gripe about the two screens not seeing enough innovative luv: to me, not every game has to use the two screen feature for fresh new experiences. It is just that: a feature. Maybe some developer based his gameplay design on touch screen and/or voice and/or network play. If the game is fun and well designed, it shouldnt be put down for failing to use the two screens. The DS is about flexibility and OPTIONS. Thats my point of view anyway...I realize however that the name seems to reflect "Dual Screens", and that could totally put pressure on games developers to just throw in some second screen feature.
The article is a fun read tho, y'all should check it out if you havent already...
-Blackknight131