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I tried to play Horizon after Zelda, and the lack of motion control aiming upset me

While I wouldn't let not having gyro-aiming in Horizon be a reason to have "trouble" considering how different they are (a physics based emergent gameplay Zelda with heavy puzzle focus vs a story focused Monster-Hunterish adventure with crazy combat) I'm all for having it as an option.

In fact, I really enjoyed using it for fine adjustments in Killzone 2 and such. Tracking someone someone far away with the joystick while tilting my controller ever-so-slightly to get it center-chest or a headshot always felt great.

What's Splatoon & Co mean. Aren't Zelda & Splatoon the only games that have gyro aiming? When is this expected to catch on?

http://www.neogaf.com/forum/showthread.php?t=1352353
 

Koizito

Neo Member
I picked up Zelda on Thursday and I really tried to use the gyro controls but after about 10 hours I turned them off. Idk if I was using them incorrectly, or if they work better with the joycons attached to the switch, but they just felt awkward to me. I am hitting things a lot easier without it. I'm willing to try it again, how quickly can I expect myself to adapt?

Well, in my case it was pratically instantaneous. It just felt more natural than using the stick alone.

But then again, I think BOTW was the first "shooter" I have ever played on a console. I only played these kind of games on PC prior to BOTW...

Also, I would say using the gyro with the joycons detached from the switch is far more pratical. Otherwise, you would be also moving the screen all the time...
 

LordKasual

Banned
I like Zelda's gyro controls

but honestly i kind of wish they would just make the analog aiming not complete shit sometimes
 
I picked up Zelda on Thursday and I really tried to use the gyro controls but after about 10 hours I turned them off. Idk if I was using them incorrectly, or if they work better with the joycons attached to the switch, but they just felt awkward to me. I am hitting things a lot easier without it. I'm willing to try it again, how quickly can I expect myself to adapt?

I mean if you tried for 10 hours maybe they're not for you, but hey at least you gave it a fair shake. Gyro never clicked for me on the 3DS, but Splatoon 1 on Wii U worked right away for me. I'm still trying figure out what works for me on the Switch, I use the right stick to get close and then gyro to line up the shot perfectly. You may have to do some sensitivity tweaking.
 

Tomeru

Member
I rarely correct my aim in BotW with analog. At best, I'll use analog to pivot the camera when an enemy is out of my field of view. But the "aiming" is all gyro for me.

There's a gamut of different play style preferences for aiming controls. It's great that some games accommodate that range of tastes.

So auto aim?
 

Hybris

Member
I mean if you tried for 10 hours maybe they're not for you, but hey at least you gave it a fair shake. Gyro never clicked for me on the 3DS, but Splatoon 1 on Wii U worked right away for me. I'm still trying figure out what works for me on the Switch, I use the right stick to get close and then gyro to line up the shot perfectly. You may have to do some sensitivity tweaking.

I'm usually the type that doesn't buy into the excuse that a clearly superior form of control isn't the best option just because I'm not familiar with using it. And based on the replies here it is clearly superior. I just need to give it another try with the suggestions here and hopefully it clicks. If not I'll use it until it does. It was 10 hours of gameplay, but significantly less than that actually using the bow. Maybe I'll go target practice and reload a previous save so I don't waste arrows.
 
BotW is the first time I've ever enjoyed gyro aiming. And now I want it in everything.

Except Splatoon. I hate how they implement it.

This. I like using it to make minor adjustments in Zelda. But I don't enjoy vertical movement being locked to gyro controls in Splatoon 2. I'm not sure if you could change it in the settings.

Gyro never bothered me in Horizon because I think the shooting mechanics were handled amazingly.
 

Josman

Member
I loved BotW gyro aiming so much that I started using it for everything possible on Steam. Played The Evil Within and Bioshock Infinite and couldn't play The Last of Us remastered afterwards, the option should be in every PS4 game, for shame Sony.
 
I mean if you tried for 10 hours maybe they're not for you, but hey at least you gave it a fair shake. Gyro never clicked for me on the 3DS, but Splatoon 1 on Wii U worked right away for me. I'm still trying figure out what works for me on the Switch, I use the right stick to get close and then gyro to line up the shot perfectly. You may have to do some sensitivity tweaking.

OOT on 3DS is the game that sold me on gyro aiming really. Specifically the shooting minigame. It's just so hilariously easy with gyro aiming vs trying to control it with the stick for aiming, that I don't know how people still prefer anything else (on 3DS/Consoles)
 

JohnnyFootball

GerAlt-Right. Ciriously.
I completely disagree with OP.

Motion controls is something I want dead, buried and never seen or spoken of again.

FUCK THAT SHIT.
 

laxu

Member
Start gaming on PC then. All your games can have motion control aiming if you want with the steam controller API and a PS4 controller or Steam Controller.

Good point, eventually I bet Sony and MS will just allow mouse/keyboard, still they should follow steam with that awesome steam controller api so players can play how they want, no per game controller config menu even needed, especially since games don't always allow you to change button layout.

I would love to, as soon as Sony follows MS and starts releasing all their exclusives on the PC. Until then, I use both.

If Sony were to add something similar to what Steam has, there would be the same people who are complaining about gyro assisted aiming in this thread, but they would be complaining how configuring the controller is way too complex and difficult. You see this often in Steam Controller threads. In reality for the majority of games it is literally choosing one of the top community configs, a basic gamepad config or even the developer recommended config.

I don't see consoles having mouse/keyboard support ever. It would be pretty niche as most don't want to use something like that on the couch. That's why I'd rather see solutions like gyro aiming become standard as they are in that perfect spot where they have the analog sticks for movement (because they allow gradual movement speed changes better than keyboard) but with gyro aim could have aiming that is an acceptable substitute for a mouse.
 
I'm usually the type that doesn't buy into the excuse that a clearly superior form of control isn't the best option just because I'm not familiar with using it. And based on the replies here it is clearly superior. I just need to give it another try with the suggestions here and hopefully it clicks. If not I'll use it until it does. It was 10 hours of gameplay, but significantly less than that actually using the bow. Maybe I'll go target practice and reload a previous save so I don't waste arrows.

Yeah that's not a bad idea. The only thing that takes getting used to is figuring out when to use the stick and when to use gyro, but for me that came pretty quickly. Good luck!

I completely disagree with OP.

Motion controls is something I want dead, buried and never seen or spoken of again.

FUCK THAT SHIT.

Just for reference, do you actually know how the gyro assisted aiming works in games like BotW?
 

Frodo

Member
As soon as I got to the one puzzle shrine with gyro controls, I said, never again. Shit is terrible.

Good thing this thread isn't about that.

--



It really boggles my mind how defensive people get about "motion controls". Gyro assist to aim is one hell of QoL improvement and if the console/controller supports it, there is virtually no reason why developers shouldn't implement it. I didn't use it in BotW because I played with the Pro controller exclusively, but I did use it on Wind Waker and it makes aiming a lot more natural.

Just for reference, do you actually know how the gyro assisted aiming works in games like BotW?

I'm going to go with "No".
 

Buggy Loop

Member
It's just how it is now. I remember a Far Cry 5 topic about how Ubi was removing towers turned into a conversation about Zelda's influence on the franchise, despite the fact that Zelda has Ubi towers.

On topic: I only find gyro controls useful if the standard aiming controls are sufficiently bad, like Splatoon. I hate them in almost every other case.

Big difference though is that, Zelda towers don't do anything else than topography. It does not generate a huge list of fucking icons of collectables or points of interests.

It's just topography.. And cool as fuck to climb to see the region.

They are not Ubi towers, they're just towers.
 

laxu

Member
I completely disagree with OP.

Motion controls is something I want dead, buried and never seen or spoken of again.

FUCK THAT SHIT.

Motion controls have a lot of uses in VR but on their own they were pretty bad in the implementations we got. This thread is not about that at all.

Gyro aiming works like this:
  1. You use the right analog stick to point your character or gun in the general direction you want to aim. This is your coarse aiming.
  2. You hold down the aim button (usually L1 or L2). This turns on gyro aim at the same time.
  3. You notice that instead of that perfect headshot, your coarse aiming was a bit off so you quickly use the gyro to correct. This is your fine aiming.
  4. Boom! Headshot!

Obviously both stick and gyro aim work in tandem so when you are aiming down the sights you use the stick to hone down on your second target and gyro aim to get him in the sights again.

What people now do is they move sideways for fine aiming and most console games employ aim assist so you don't have to be so precise. These are both pretty flawed ways of correcting aim compared to just using the gyro for fine aiming.
 
I feel the same, OP.

HZD does a poor job overall with bow combat, it's amazing how many people don't seem to be bothered by it.

The arrows at full draw have basically no drop due to gravity, no arc or curve at all. They're pretty much hitscan weapons. You don't have to lead your target or aim above an enemy to account for curvature. It's so weird, why are people okay with bow combat behaving this way?

This coupled with analog sticks makes it feel so...jarring.

Apparently you've never tried hitting a storm bird in mid-flight, you can see the wind-trail/shot marker curve from there. And depending on where you're trying to snipe some bandits from a ways out, regular bows won't make it to the target. The combat is fine.
 

Waji

Member
I think Splatoon gives you more sensitivity options for motion because it's meant to be more of a main aiming method, rather than BotW where it works as a supplement to the stick aiming. Which I personally prefer.
I see. But isn't gyro also a 'supplement" to the stick aiming ? Or do you consider gyro THE aiming method for Splatoon (stick beeing the "camera move" only) ?
Would make sense, but it's kinda close. I just have some trouble in Zelda when I need to aim very precisely, you can't move "just slightly".
Still, wouldn't Splatoon be 100% better if there was a possibility to use every axis for both controls at the same time ?
 
Motion controls have a lot of uses in VR but on their own they were pretty bad in the implementations we got. This thread is not about that at all.

Gyro aiming works like this:
  1. You use the right analog stick to point your character or gun in the general direction you want to aim. This is your coarse aiming.
  2. You hold down the aim button (usually L1 or L2). This turns on gyro aim at the same time.
  3. You notice that instead of that perfect headshot, your coarse aiming was a bit off so you quickly use the gyro to correct. This is your fine aiming.
  4. Boom! Headshot!

Obviously both stick and gyro aim work in tandem so when you are aiming down the sights you use the stick to hone down on your second target and gyro aim to get him in the sights again.

What people now do is they move sideways for fine aiming and most console games employ aim assist so you don't have to be so precise. These are both pretty flawed ways of correcting aim compared to just using the gyro for fine aiming.

Quoting this because this is an excellent explanation of how gyro works and why it's superior to analog only.

I see. But isn't gyro also a 'supplement" to the stick aiming ? Or do you consider gyro THE aiming method for Splatoon (stick beeing the "camera move" only) ?
Would make sense, but it's kinda close. I just have some trouble in Zelda when I need to aim very precisely, you can't move "just slightly".
Still, wouldn't Splatoon be 100% better if there was a possibility to use every axis for both controls at the same time ?

I'm confused. In BotW gyro is a supplement to stick aiming, but the stick will aim in both X and Y axes, while in Splatoon the stick will only aim in the X axis. Because of this, I've generally found Splatoon's gyro sensitivity to be a lot higher than BotW's, meaning smaller movements of the controller cause larger movements in-game.

That's because gyro aiming is your sole method for moving the camera vertically in Splatoon, so it needs to be able to move in a more broad motion than in BotW where the right analog can move the camera vertically. So in BotW it takes a bit more controller movement to cause the same in-game camera movement, but that generally works (better for me anyway) because you have the right stick available for the broader movements in both axes.

So you may find it more difficult to move the crosshairs to certain targets in BotW since it requires a larger motion of your hands, but that's usually unnecessary anyway since you have unrestricted use of the analog stick to help with those larger movements.

And yes, I agree Splatoon's motion controls would be so much better if you had control of the X and Y axes with the right stick, just like in BotW. I'm kinda confused why that's not an option.
 

KampferZeon

Neo Member
Talking about combat. Why no one complained about the weapon durability ( or lackof ) of Zelda?

1 spider robot can easily cost me 2 or 3 weapons.

After 30 hours, it's getting really tiring and annoying constantly looking for weapons to beat the next spider thing.
 
I picked up Zelda on Thursday and I really tried to use the gyro controls but after about 10 hours I turned them off. Idk if I was using them incorrectly, or if they work better with the joycons attached to the switch, but they just felt awkward to me. I am hitting things a lot easier without it. I'm willing to try it again, how quickly can I expect myself to adapt?

I'm usually the type that doesn't buy into the excuse that a clearly superior form of control isn't the best option just because I'm not familiar with using it. And based on the replies here it is clearly superior. I just need to give it another try with the suggestions here and hopefully it clicks. If not I'll use it until it does. It was 10 hours of gameplay, but significantly less than that actually using the bow. Maybe I'll go target practice and reload a previous save so I don't waste arrows.

Yeah 10 hours is kind of a long time to not get it, but it's cool if you really want to because yeah it's just incredibly natural and smooth when you do get used to it. I personally love keeping split joycon controls, although I do use gyro when I'm on the Switch Pro Controller too. On pro controller I'm more doing minute twists of the controller for the smaller precise aim I want, though when I'm using joycons I'm largely doing my aiming on the right controller as if it's a wiimote, just using the stick to guide major turns

Oh right and understand that holding the aim button centers your aim, so start at a central position when as you begin aiming so that you're freer to look up/down/left/right/whatever from that relative center. Other gyro games often have a center button like Splatoon for orienting yourself, Zelda's a bit easier since gyro only begins when you need it, ie as you start drawing your bow.

No idea if any of this helps but respect for trying!
 

Adam Blue

Member
Talking about combat. Why no one complained about the weapon durability ( or lackof ) of Zelda?

1 spider robot can easily cost me 2 or 3 weapons.

After 30 hours, it's getting really tiring and annoying constantly looking for weapons to beat the next spider thing.

I remember this being the main complaint of the game. Maybe that has passed since release, but most complained about this. I think you end up getting over it as the game progresses.
 

phanphare

Banned
I see. But isn't gyro also a 'supplement" to the stick aiming ? Or do you consider gyro THE aiming method for Splatoon (stick beeing the "camera move" only) ?
Would make sense, but it's kinda close.
Still, wouldn't Splatoon be 100% better if there was a possibility to use every axis for both controls at the same time ?

I see this brought up a lot and while it's not intuitive at first it's for the best in Splatoon

because of how fast paced that game is and because the motion is always on it make sense to have the right stick only be for horizontal movement. moving the camera horizontally even in big motions doesn't affect the gyro aiming and how you're holding your controller. however with vertical motions on the right stick you'd frequently be putting the camera in a position that is at odds with how you're holding your controller. say you use the right stick to look all the way up without moving your controller at all. now the camera is all the way up but you're still holding your controller in the same position requiring frequent camera resets to get back to square one. compare that to BotW where you only use the gyro in short bursts and when you're done it's off and when it turns back on it's reset.

they could certainly include it as an option for those that would prefer it because that would only be a benefit but it seems obvious why the default motion controls are the way they are and it's likely because Splatoon appeals to a wide audience. some people probably haven't played a shooter before, some people are probably more casual compared to your average gafer, some people are probably younger, etc. and those people would probably be turned off real quick by having the camera frequently be at odds with how they're holding the controller and having to frequently reset the camera.
 
Motion controls have a lot of uses in VR but on their own they were pretty bad in the implementations we got. This thread is not about that at all.

Gyro aiming works like this:
  1. You use the right analog stick to point your character or gun in the general direction you want to aim. This is your coarse aiming.
  2. You hold down the aim button (usually L1 or L2). This turns on gyro aim at the same time.
  3. You notice that instead of that perfect headshot, your coarse aiming was a bit off so you quickly use the gyro to correct. This is your fine aiming.
  4. Boom! Headshot!

Obviously both stick and gyro aim work in tandem so when you are aiming down the sights you use the stick to hone down on your second target and gyro aim to get him in the sights again.

What people now do is they move sideways for fine aiming and most console games employ aim assist so you don't have to be so precise. These are both pretty flawed ways of correcting aim compared to just using the gyro for fine aiming.

This sounds clunky as hell. Probably only works in a game that isn't fast paced. There's no way this would have worked in Horizon Zero Dawn. The enemies move too quickly.
 

phanphare

Banned
This sounds clunky as hell. Probably only works in a game that isn't fast paced. There's no way this would have worked in Horizon Zero Dawn. The enemies move too quickly.

on the contrary gyro assisted aim is a god send for faster paced games because it's more responsive and accurate combined with the right stick vs. just the right stick

here check out this one shot and how he quickly snaps over to his target

https://www.youtube.com/watch?v=3thFTqlOjUA;t=2m46s

basically watch any high level charger play for Splatoon and you'll see
 

KampferZeon

Neo Member
I remember this being the main complaint of the game. Maybe that has passed since release, but most complained about this. I think you end up getting over it as the game progresses.

I guess everyone just speed ran and get the master sword?.Or are people just use arrows to shoot everything?

Zelda's world is well made, but i wished they spend more time on Zelda's combat.

This feels like another kind of level grinding and its not fun.
 

Mael

Member
Talking about combat. Why no one complained about the weapon durability ( or lackof ) of Zelda?

1 spider robot can easily cost me 2 or 3 weapons.

After 30 hours, it's getting really tiring and annoying constantly looking for weapons to beat the next spider thing.

And how come bosses don't die anytime I touch them with an arrow?
This game is BS!
 
I've played Horizon for over 60 hours. Only played botw about 6-8 hours. I love the combat in HZD. I did notice in botw that aiming my bow is weird. And I personally didn't like aiming the bow because it's not smooth. Like the reticle isn't steady because of the gyro aiming. Next time I play with botw, I'll try to be more open minded with it. I've never like motion controls though. I do think that since the PS4 controller has gyros they should give the option to use it though. Options are always welcome.
 

KampferZeon

Neo Member
And how come bosses don't die anytime I touch them with an arrow?
This game is BS!

I don't mind if the game or bosses are difficult.

I beat the Asylum Demon in Dark Souls 1 with a lv1 character using a broken sword handle !

Found a damage 50 sword, 10 swings and it's broken. This is just not normal...

but sorry this just feels like level grinding in disguise.
 

Koizito

Neo Member
I don't mind if the game or bosses are difficult.

I beat the Asylum Demon in Dark Souls 1 with a lv1 character using a broken sword handle !

Found a damage 50 sword, 10 swings and it's broken. This is just not normal...

but sorry this just feels like level grinding in disguise.

I freely admit that the combat could be improved, but I fail to understand the complain about weapon durability. If anything, it adds to the combat. Having to scavenge and make due with what you can find is one of the most challenging and fun parts of the game... But maybe it comes down to taste and stuff...
 

Mael

Member
I don't mind if the game or bosses are difficult.

I beat the Asylum Demon in Dark Souls 1 with a lv1 character using a broken sword handle !

Found a damage 50 sword, 10 swings and it's broken. This is just not normal...

but sorry this just feels like level grinding in disguise.

The thing is the Guardians are the toughest enemies this side of Lynels and they have special attributes too.
If you use an ancient weapon you can kill it without having to break your weapons (heck with the MS you can kill nearly a bunch of them before changing weapons, usually enough to clear an area).
You are absolutely not supposed to kill them with regular weapons like a royal sword.
It's by design to show that the guardians have special defenses.
Silver foes are a bigger problem if you ask me because by the time they appear everywhere you're not going to want to waste weapons on these fools.
So you wasting a 50+ sword on a guardian is kinda like complaining your katana broke too quickly after using it to mine ore.
In short, you're not paying attention if you're complaining about a regular sword breaking against a guardian.
 
This sounds clunky as hell. Probably only works in a game that isn't fast paced. There's no way this would have worked in Horizon Zero Dawn. The enemies move too quickly.
You know what's clunky for aiming? Using an analog stick.

I don't mind if the game or bosses are difficult.

I beat the Asylum Demon in Dark Souls 1 with a lv1 character using a broken sword handle !

Found a damage 50 sword, 10 swings and it's broken. This is just not normal...

but sorry this just feels like level grinding in disguise.

I mean, the alternative is that you just keep on finding pointless weapons you already have that serve no purpose in your inventory.

Or that new weapons are rare and therefore hard to come by, meaning you're stuck with a weapon for a while.

Or that you find one strong weapon early on and steamroll the entire game with it.

Or that you grind for money + resources to buy and/or craft weapons instead.

Take your pick.

It's a kind of resource management more than a level grind. You need to use your gear in the most effective way or else you're liable to be stuck with nothing to defend yourself.
 

Smeags

Member
Using gyro controls to enhance dual sticks is incredibly natural and satisfying, as well as more precise. Really cant rave about it enough.

I'm actually pretty bummed that there isn't a setup like that in Splatoon!
 
I see. But isn't gyro also a 'supplement" to the stick aiming ? Or do you consider gyro THE aiming method for Splatoon (stick beeing the "camera move" only) ?
Would make sense, but it's kinda close. I just have some trouble in Zelda when I need to aim very precisely, you can't move "just slightly".
Still, wouldn't Splatoon be 100% better if there was a possibility to use every axis for both controls at the same time ?

I'm not sure what stick would add to vertical aiming. In the horizontal context, the advantage is clear: the ability to separate the turning function from the aiming function. That's not an issue when aiming up and down since you never have to exceed 180 degrees. You can, and would be better off, just using the gyros to aim.

The option to do what you've described should be there, of course. But I think this issue is more of a mental block for some than an actual fault with the controls. After years of dual analogue experience, it's not intuitive to have an axis cut off from you. It takes time to adjust.
 
No Wii or Switch here, but I adored motion controls on Gravity Rush Remastered. Making small tweaks to the camera was great. Motion based aiming needs to be standard.
 
I usually hate gyro control and turn it off as standard, but found myself using it all the time in Zelda. It does work well and I could aim shots much better than the sticks (play everything on PC).
 

Anteo

Member
Motion controls have a lot of uses in VR but on their own they were pretty bad in the implementations we got. This thread is not about that at all.

Gyro aiming works like this:
  1. You use the right analog stick to point your character or gun in the general direction you want to aim. This is your coarse aiming.
  2. You hold down the aim button (usually L1 or L2). This turns on gyro aim at the same time.
  3. You notice that instead of that perfect headshot, your coarse aiming was a bit off so you quickly use the gyro to correct. This is your fine aiming.
  4. Boom! Headshot!

Obviously both stick and gyro aim work in tandem so when you are aiming down the sights you use the stick to hone down on your second target and gyro aim to get him in the sights again.

What people now do is they move sideways for fine aiming and most console games employ aim assist so you don't have to be so precise. These are both pretty flawed ways of correcting aim compared to just using the gyro for fine aiming.

Huh. Thats not how I use it...

1) turn towards the enemy
2) draw the bow and move the stick to aim as if gyro didnt exist.
3) when the crosshair is close enough to the target I flick the controller and just as the crosshair overlaps with my target let go the bow button so the arrow is fired.

Repeat


Edit: i was thinking ok how i target when facing a lynel or guardian and i want to get that critical hit in the middle of the battle. If im sniping guards i just fine tune the aim slowly.
 
Huh. Thats not how I use it...

1) turn towards the enemy
2) draw the bow and move the stick to aim as if gyro didnt exist.
3) when the crosshair is close enough to the target I flick the controller and just ass the crosshair overlaps with my target let go the bow button so the arrow is fired.

Repeat

One of the best things about gyro + dual analog controllers is it fully doesn't matter how exactly you use the aiming controls.
 

HeroR

Member
I keep hearing about some "comfortable position" from non-gyro... meanwhile I'm just lying on my side with my joycons apart, free as can be. I just don't get ittttt, gyro isn't some strenuous effort to me, meanwhile the amount of freedom it provides me aiming is a huge deal I can't stand to be without anymore, bare sticks just really suck.

That being said, mouse is still king.


This is me. And I also used motion to aim and rarely used the sticks.
 
Huh. Thats not how I use it...

1) turn towards the enemy
2) draw the bow and move the stick to aim as if gyro didnt exist.
3) when the crosshair is close enough to the target I flick the controller and just as the crosshair overlaps with my target let go the bow button so the arrow is fired.

Repeat

Eh that sounds like it's basically the same thing, you just draw the bow before turning, while the quoted posted turns before drawing. I probably do a combination of the two.
 

Raven117

Member
I don't particularly care for them, as I usually play in a position where my arms don't really move all that freely.
 

SigSig

Member
Same for me (not with Horizon, just in general).
I even use gyro aiming on all games I play on PC since I've played BOTW.
It's so good. First time it's possible to actually hit something with an analog stick without massive autoaim, I love it. I'm part of the crow who uses it to "finetune" after aiming with the stick, constant headshots ever since.
This is almost mouse-tier in terms of accuracy.
Aim with stick, flick the controller a bit, boom headshot.
Absolutely every game needs this.
 
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