A report cropping up in UK trade magazine MCV this morning, claims that according to sources close to Nintendo, the Revolution will not be available for around two years, offering a launch period of spring 2007 for the PAL version of the machine.
"“Revolution will launch towards the end of next year,” a Nintendo source told MCV. “We’re currently looking at mirroring the DS strategy, so Revolution would release in the US first in November, closely followed by Japan – then we’re looking at March 2007 for PAL territories.”
Of course, this is far later than many had predicted and does conflict directly with talk behind the scenes at Nintendo’s E3 showing, where word had it that Revolution would see daylight early in Q2 2006. Of course, no development kits have been shipped to date, with perhaps only a select group of key software partners in Japan privy to Nintendo’s Big Secret at this time.
Developers are working to outline technical specifications provided by Nintendo right now, with both ATi and IBM base specs being available to certain parties. However, as far as SPOnG is aware, no controller information has been provided.
In related news, Nintendo America’s head of marketing and communication George Harrison in an interview with GameSpot said of the Revolution’s power output, “Revolution I think will have really no problem standing up to [Xbox 360 and PlayStation 3]. Sony spent so much time focused on technical specs, it's like they threw in the kitchen sink trying to compete with Microsoft. So for us, we're going to have plenty of power and plenty of capability in the Revolution, but the real thinking and the real value come in the creative game development, and that for us is what's really going to separate the three consoles.” He continued, “We haven't released any of the technical specs. We're working with IBM and ATi, so certainly all the capability that we need is there right in our development partners. We try to figure out how to strike a balance between giving the developers everything that they need to make great games, and not having it be so much that they have to spend inordinate amounts of money. In the end it has to be a business. Publishers have to be able to create the game and sell it effectively, and be able to then support the next game.”