To test the motion-detecting accelerometers, we had to jump in and play some games. In principle, there are two main ways games seem to use the accelerometers - to accurately track your every move, or in a simpler fashion, to detect a specific gesture. The simple gestures mechanic, used for example in Wii tennis to swing your racquet, is responsive and intuitive. Although it's designed to recognise the wide range of gestures that could be made by different people (not everyone swings a racquet EXACLTY the same) so the motions required to trigger these functions aren't so distinct. You can use tiny wrist-flicks or massive arm movements to achieve the same results.
Games like Excite Truck and Wii baseball, on the other hand, track your every move, and do so brilliantly. Moving a controller in mid-air obviously lacks the touch-feedback of a control stick, so the steering in Excite Truck feels a little weird, but you get used to it. And when playing Wii Baseball, no matter how slight you move, or at what angle, the on-screen bat will follow you precisely. It's a great feeling - almost like you imagined the virtual reality gloves in those ridiculous 80's sci-fi films would have felt like.
Moving onto the controller's simpler functions, the rumble force feedback really added a greater visceral illusion to the motion of the controller, and it's connection to the game, despite not being as beefy as the rumble in the GameCube controller. When fishing in Twilight Princess, for example, the controller's violent reaction to a fish pulling tight on the fishing line really makes you feel like there's tension there. Of course, there's nothing pulling your hand forwards, but you subconsciously imagine that there is, and we found ourselves gritting our teeth as we tugged against that fish.
The speaker further enhances this illusion, with the sounds of various crashes, bumps and bashes sounding from the controller itself. It's fairly loud, too. You'd be able to hear it even with your TV up high although, as internet forums have speculated, the sound quality is pretty low. But it does the job.
We can imagine what a challenge it has been for developers to make games for this controller, but when done properly, we're already certain that this controller offers the functionality to produce totally unique and absorbing game experiences.
The Nunchuk expansion plugs into the bottom of the Wii remote with a chunky proprietary socket that clips in firmly. Two small prongs lock it in securely, so there's no concern of the expansion coming lose during the pressures of heated gaming sessions. The wire is also suitably long enough - at about a metre in length, you can have one hand held against your shoulder and stretch your other arm out fully without a problem (unless you have an ape's arms).
The Nunchuk expansion is far lighter than Wii Remote - which is expected because it lacks a force-feedback motor and doesn't need a battery pack as it draws it's power from the remote. The analogue stick feels nice, with just the right amount of resistance, and an adequate level of grip from the smooth rubber surface on its top, and its accelerometer functions are every bit as responsive as the remote.
And so concludes our detailed (and lengthy) analysis of the Wii Remote and Nunchuk controllers. Hopefully this will put most of, if not all, your fanboy curiosities to rest. But if you do have any questions, please unleash your queries in the comments section below and this correspondent will do his best to answer them.