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Corporate Ballwasher
Ignore everything I say (03-30-2012, 06:00 PM)
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#451
One thing that surprises me is that Monster Hunter and Peace Walker didn't seem to get nearly the amount of shit (not to say they didn't get any) and their control schemes were way worse. Neither is generally described as a bad game either.
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Member
(03-30-2012, 06:00 PM)
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#452
This thread is weird. Almost everyone that's defended the game says the controls are/were a problem, but they're offering excuses like "you get used to it".
You can still be a fan of the game and criticize it, folks. You don't have to defend everything about a game you love. I have never played it, but the controls are clearly an issue for a majority of people (at some point in their play experience). |
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Member
(03-30-2012, 06:02 PM)
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#454
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Member
(03-30-2012, 06:02 PM)
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#455
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Member
(03-30-2012, 06:04 PM)
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#456
Totally agree with OP. I LOVE the game, but there's no way around it. These controls are broken. At first it didn't seem like an issue at all. I'm almost halfway through the game now though and my right wrist sore. And I'm not even marathoning. Just doing a level a day.
For what it's worth, I love the stand though as I always wanted to play the 3DS while lying down on my stomach without actually holding the handheld up. It'll be great with other games. Unfortunately it's nowhere near fixing the problem with Kid Icarus though. |
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(03-30-2012, 06:05 PM)
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#458
I have a bigger problem with the single action button than the stylus aiming. This would've been a fantastic Wii game, and there would be 4 action buttons available with the Wiimote/nunchuck setup, instead of just 1 on the 3DS.
When your "portable" game ships with a stand, maybe the damn game shouldn't be releasing on a portable system. |
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Member
(03-30-2012, 06:07 PM)
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#459
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Member
(03-30-2012, 06:08 PM)
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#460
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Member
(03-30-2012, 06:09 PM)
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#461
I played Moon on the DS and liked it. But it was a fairly slow paced game and this is not.
I played a few chapters of Kid Icarus and the game is good. I don't think dual analog would be an optimal setup. The game is way too fast for that. I know all the fans will say that people just need to "get used to it", or "realize what Sakurai was going for", but that's missing the point. The controls are pretty awkward, even if you understand what Sakurai was going for and are trying to get used to it. Ultimately it's irrelevant - these controls are problematic. BUT... I don't think the problem is the stylus.The problem is the weird position I need to put my left hand in because of the L button. Rather than a stand, they should have shipped this game with an adapter that let me press the L button from lower in the system, in a more natural grip. |
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Member
(03-30-2012, 06:12 PM)
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#463
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Member
(03-30-2012, 06:13 PM)
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#464
You're not allowed to have that opinion!
But seriously, I'm sure it's a fantastic game, but people shouldn't be making excuses for controls. Controls should be intuitive off the bat. Some people might only play the first hour and be frustrated that they're not understanding the controls and either return or sell the game. Which would be a shame as I've heard it's a great game. Fans should WANT easy to use controls so more people can enjoy the game, thus leading to a healthy multiplayer community and more sales. |
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Member
(03-30-2012, 06:14 PM)
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#466
I got used to the controls. They're awkward, but I never reached a point of frustration with them. If I had, maybe I would have dumped the game, maybe not. But there was a learning curve that did not outstrip the amount of fun I was having, so once the game clicked, it stopped being a concern. |
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Member
(03-30-2012, 06:15 PM)
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#467
Anyways, this game is a game with great scope made with the 3DS in mind all the way through. |
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His head smashed in and his heart cut out and his liver removed and his bowels unplugged and his nostrils raped and his bottom burned off and his penis...
(03-30-2012, 06:17 PM)
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#468
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Romanes Eunt Domus
(03-30-2012, 06:20 PM)
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#470
Because the action gets too hectic for other methods to use. At least they give you the option to use the face buttons or the circle pad, but you will find soon it is not as accurate.
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Corporate Ballwasher
Ignore everything I say (03-30-2012, 06:21 PM)
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#471
But it goes both ways. There's sects on GAF that seem to be unable to control anything that doesn't use dual analog. Like some mental block in their brains determined that almost any touch or gesture based controls are impossibly broken. |
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Member
(03-30-2012, 06:21 PM)
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#472
Game also has a crapload of adjustable sliders and do dads when it comes to controls.
My first hour of the game was spent on the target range. Also to add a bit more to this, I'm a lefty and depending on which weapon I'm using I switch up the controls. I don't need to be super accurate with claws for example so I go XBAY reticule with the sensitivity way up and left pad movement, but when I'm using something to snipe I used either right handed stylus or CC Pro aiming. Also the very premise of the thread is a bit pointless. Literally the only thing any reviewer has to say about the game is that the controls are bad and everything else is top notch. This goes for the lower and the higher rated reviews. |
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Member
(03-30-2012, 06:22 PM)
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#473
That's because the people saying this actually do get used to the controls, and "getting used to" doesn't mean "tolerating," it means the controls literally become perfectly fine, so you don't even notice them and so you even enjoy them. That was the case with me after warming up in Training and then working through the first couple chapters. I've been playing it fine ever since, sitting in my chair, holding the system in my hand, using default controls, with sensitivity maxed on the aiming and camera stopping. I love it. :)
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Member
(03-30-2012, 06:22 PM)
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#474
I'm a right hander so I guess I can't say much to counter the OP. I personally find it to be one of the best game experiences I've ever played.
The game was designed for a touch screen interface, and whether or not it's perfectly comfortable, it's the way the game is and with a dual-analog setup it wouldn't be the same. KI:U's unique value is the speed and dexterity to which you can move and aim Pit. Some of the multiplayer matches are just wild, and I honestly feel that would be lost in a dual analog setup. It's like a blistering fast Dragon Ball Z style fight. I find the 3DS uncomfortable to begin with. Any game I play hurts my hands because it's too damn small and I have big hands. So I bought a grip for the controller, and now everything is fine. Part of the reason KI:U works so well for me is that grip. I can't recommend one highly enough. Just to note, the game is apparently patch-able. Send a letter to Nintendo. It shouldn't be too much work to get the CCpro analog to act as the aim/movement. |
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Member
(03-30-2012, 06:22 PM)
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#475
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Member
(03-30-2012, 06:22 PM)
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#476
I simply don't see this as completely objective. Sure sometimes controls are not responsive and actually do not work. Some Wii games had waggle controls that actually did not function. However, I personally like a wide variety of control options and see that there are also a wide variety of skill levels with different control mechanisms. I'm bad at Dual Analog shooting, but I don't hate the control method. I try to examine if I'm the problem or if I feel the controls are broken and it's more of a continuum than a "this is just objectively bad" thing for me. The amount of enjoyment I get out of the game in general is also important. I LOVE Fire Pro Wrestling, which has good controls but very particular timing. It's frustrating for new people to play and difficult for me at times, but my enjoyment of game is greater than my frustration. This extends beyond just "Nintendo fans" and is more about how an individual likes to play games and what their threshold is for different games. This is why so many people see this as subjective. The experience is more complex than "broken or not broken" and "Nintendo fanboy vs other gamers." |
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Member
(03-30-2012, 06:22 PM)
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#477
This is going to be a quote-heavy post, so I apologize for that...
Throughout this thread there have been a lot of people anticipating horrible controls for lefties, pitying us etc.:
I searched this whole thread and collected every leftie quote I could find, and here are the results. Lefties who are fine the controls: *raises hand* I use a CPP and the controls are fine, and I tried it using the buttons for movement and could definitely adjust to that as well.
Dislikes: 3 And that's just this thread, I expect there are quite a few more in the 132 page OT. I can dive in there too if I need to. Actually I kind of doubt the ratio is much different for right handed people. Heck, it might even be worse. So people pitying us lefties, don't! We generally like the game! And lefties who aren't buying it because they expect to hate it, maybe take a closer look! Would anyone else like to chime in on this point, add your leftie voice to the tally? |
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Banned
(03-30-2012, 06:25 PM)
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#478
Heck, I know PS3 fanboys that love Kid Icarus and have no problems with the controller. ******* That there should've been more customization options, that many don't like and don't comfortable with any of the possible combinations; yeah. And I don't know the whole "should be held accountable"...for what? Should we bake cupcakes and send them to Nintendo now? Should we travel back in time and force Sega to include a "simpler" setup for Gunvalkyrie? While there, go back even more and force Bungie to fix the Warthog controls of Halo (1) with a patch? Of course the OT is going to have more people voicing their disappointment with the controls. Same way we have more threads complaining about how much Gamestop sucks. People that not like something tend to be more vocal about it, than the ones that do like it. Reviewers that had problems with the controls of Kid Icarus deducted points, reviewers that didn't; well.. didn't deducted points. Heck, sometimes even adding more customization doesn't solve "problems". Look at Monster Hunter Tri G on the 3DS and how you can put a bunch of things, camera controls plus and the entire HUD on the lower screen, and people still talk about "the claw" about a second analog been mandatory". There's no law that every game should have controls that please each and everyone. They "try to"; but of course they always don't. Even people had and have problems with "waggle" in DK Country Returns and New Super Mario Bros. Wii. Same way people that have played Zelda NES "now" don't like the lack of directions and only having A and B to put items. The games were ruined to them too; like most games...maybe a sequel will "fix" this; maybe it won't.
Last edited by fernoca; 03-30-2012 at 06:31 PM.
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Member
(03-30-2012, 06:27 PM)
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#479
That's great that they feel natural after an hour, but in my opinion that's a failure. Maybe it's my business mind coming through, but they should be intuitive and natural right away. The developer shouldn't risk losing sales or having potential trade ins or resales. They should want as many people buying and keeping the game as possible.
Again, this post has nothing to do with the quality of the rest of the game. |
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well not really...yet
(03-30-2012, 06:29 PM)
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#480
For me the game is virtually unplayable without the stand. Playing the game as a portable, aka without the stand, left me with severe pain in my left hand after about 30 minutes of play. Shit, even with the stand, it is still fundamentally awkward.
Its a shame as I love everything else about the game |
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Member
(03-30-2012, 06:30 PM)
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#482
People saying controls should be immediately intuitive should stop and think about what makes controls intuitive in the first place -- because usually, intuitiveness is heavily related to past experience. Dual analog would never have been invented with that mindset, but it was invented, because developers saw the limitations of existing control schemes and thought, "how can we make this work?" |
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important Canuck facts
(03-30-2012, 06:31 PM)
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#483
I don't use the stand or CPP.
Took me a few hours to find a position where the controls ate tight and comfortable. Air battles were always perfect as everyone says, ground combat took 2-3 chapters before I got accustomed to them. One of the greatest handheld games in the past 10 years. |
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Member
(03-30-2012, 06:31 PM)
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#484
Guys, I did find a beautiful revelation about the motorcycle controls (I hated them at first).
Don't use the stylus! Just use the Analog. The camera moves as if it is any other motorcycle game. All you have to use the stylus for now is the speed-boost. ....as soon as I learned this it clicked and these sections are enjoyable and easy to play. |
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Member
(03-30-2012, 06:32 PM)
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#485
The different states of handheld gaming between regions is probably going to affect people's reception to the controls. People that's hated the controls so far probably aren't going to grab a grip even if a thousand people online recommend it. Doubt 95% of the people complaining here will ever try suggestions offered, whether it be because they think it's condescending or they're only popping in to bitch and then going to another thread or because they can never be wrong (at least on the net). People in Japan will probably have an easier time: like with Monster Hunter and the Claw, they're going to see their buddies playing with grips, with an extra arm holding the thing some weird way, an extra finger on the pen-holding side, or whatever and figure out the best way to do things themselves. |
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Member
(03-30-2012, 06:33 PM)
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#486
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Parmesan et Romano
(03-30-2012, 06:34 PM)
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#487
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Member
(03-30-2012, 06:34 PM)
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#488
Last edited by The_Darkest_Red; 03-30-2012 at 06:36 PM.
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Member
(03-30-2012, 06:37 PM)
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#491
Wii was intuitive, and had massive sales. Anyone can pick up a Wii and know how to use it. Nintendo is usually great at this "it's so natural feeling!" stuff. Not so much in KI. |
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Member
(03-30-2012, 06:40 PM)
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#492
EDIT: I can't agree with that one.
Last edited by hardcastlemccormick; 03-30-2012 at 06:46 PM.
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Member
(03-30-2012, 06:44 PM)
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#493
You're right, the Wii was extremely intuitive, but I'd argue that that's largely due to the fact that the Wii's motion controls weren't actually new -- they used motions that strongly corresponded to real-life actions that people start learning from childhood. |
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Member
(03-30-2012, 06:44 PM)
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#494
The thread is mostly arguing back and forth from a few people, one offs saying they have the game and the controls are fine, and one offs saying they aren't buying the game because they heard it was so bad. |
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Banned
(03-30-2012, 06:46 PM)
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#495
Is not like Nintendo designs the games specifically, so that some people have problems with. |
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Member
(03-30-2012, 06:51 PM)
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#496
More options would've been a good thing. If people like the current controls, they can play with them. If people wanted dual analog, do that. I would've liked more customization for the touch screen from increasing speed past the current max, adjusting dead zone, locking cursor, separate sliders for turn and aim, and other aiming related options. The other problem is how many actions are mapped to the analog stick. If you could map dash/evade to a button, or add a new 'touch' zone on the screen that activates it, it would prevent those situations where I want to move a tiny bit but Pit dashes off a platform. I've also seen people request a better way to handle powers, like mapping a powers to d-pad directions instead of cycling through them. also, one more grip suggestion is the Hori Mario Kart Racing Wheel. Good pictures from another thread:
It almost feels as good as holding a console controller (360/Gamecube, not PS2) and the only thing holding it back is the wheel shape. But I use it for 3DS games that don't need the CPP, mostly for home use since it is quite bulky. |
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Member
(03-30-2012, 07:04 PM)
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#499
The only thing I'm arguing is that the controls, to a vast majority of people, take some time to get used to. For a lot of people, they eventually click. For some, they don't.
That is not how controlling a game SHOULD work on a platform that has been around for ages. You risk scaring people away before they even get into the game. That is literally all I'm saying. From a business/mass market standpoint, this aspect is a failure. From a gameplay/quality/enjoyment standpoint, that's all opinion-based and I'm not touching that with a hundred meter stick. My comments had nothing to do with how good or bad the game is, at all, but were simply from the viewpoint of the mass public that would potentially purchase this game (and keep it). |
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Member
(03-30-2012, 07:06 PM)
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#500
Only time will tell I suppose, but I think KI will be fine from a business perspective. |