So what. The controls in Super Smash Bros 64 are also horrible and no one complains about it anymore.
People say SB64's controls are bad?
So what. The controls in Super Smash Bros 64 are also horrible and no one complains about it anymore.
There is some irony here in that a lot of people say nobody tries anything new in games, but make a game with a new control scheme and a lot of other people will say that you're stupid and doing it wrong.
It's a control method that requires practice. Once mastered it, it's almost perfect.
People say SB64's controls are bad?
I'm completely on board with this. If we ever see a sequel on the 3DS or Wii U, I hope they don't water it down with dual-analog controls, it plays exactly as it should.
Is thinking the 3DS is too small doing it wrong too?
Because I like the controls but the 3DS can suck it with its minimal shoulder buttons.
I don't know how you can say this when it's a demonstrable fact that people exist who love the controls and are highly skilled with them. The controls don't need fixing, they just need an alternative that's less alienating. There's a difference between something that's "crippling" and something that's "difficult".
Not saying you need to adapt or even that the game is better because of its controls, but you're being dramatic.
The game* was designed around them in the same way Starcraft II was designed around using a mouse and keyboard.
I'm not going to be rude to people who do find the control scheme frustrating/painful, because it really is down to personal preference, but I just wish those vocally apposing the system would actually say that rather than just mindlessly trashing the system.
Saying you don't like the control scheme because you personally find it uncomfortable is fine. Bitching and whining about it, like so many reviews did (and the whole thing with Yahtzee the other day) just sounds ridiculous to me.
I'm absolutely fine with the controls. The stylus control feels fantastic to me, and I've also never used the stand. I understand that people aren't so keen and I understand why, but hey, it's one of those things.
This is the most lazy, nondescript defense imaginable. It can be rewritten to apply to literally any bad system.
If you design a system first AND THEN fit it to the human-machine, you're doing it so, so wrong. This is UI design 101. You can't design something in a vacuum and then try and apply it to a human. They needed lots of people in there early, telling them this was inappropriate and uncomfortable for a large portion of people before it was too late to fix it. Certainly LONG before it came time to balance and fundamentally design levels. I don't understand how they could have overlooked this.
That's bit of an assumption.
Yeah, that's an apt comparison. Totally traditional PC RTS controls vs fucked up leg balancing rail shooter played with a pen that's not like anything else on the platform and has gotten widespread complaints.
"Smash Bros. led to similar misunderstandings when it first came out," Sakurai said. "Some people, including within the company, commented that they couldn't imagine a worse game.
Now that 3DS supports patching, there's really no excuse.
"Considering how close to the limit we pushed the 3DS during development, it's a miracle that we were even able to provide support for left-handed controls at the point of completion," Uprising director Masahiro Sakurai told me in an e-mail interview. "Providing support for independent analog control was something that was technically impossible."
Actually reading the rest of the article, Sakurai does seem to claim that there was a technical reason that they didn't provide a dual analog option as well, but doesn't elaborate:
Luckily, the online play is complete shit, so it's not a worry.
But ever since I stopped gripping the system too hard, I don't have any issues on that end anymore.
Sorry, you included a stand with your game, therefore it obviously should never have been on a portable system in the first place. This would've made a great Wii game. The controls are bad because there's only one action button, not because of the touch screen.
If you understamd why people aren't so keen, why do ou say their opinions sound ridiculous?
I struggle to imagine play-testers, as a large collective, giving overwhelmingly positive feedback regarding the controls.
Maybe I'm missing something obvious.
I mean, hey, the stand implies they got some bad feedback at some point, and did what they could to bandaid it, but it certainly implies that -- if nothing else -- they started listening to the feedback (whether it came early or late) at a point where they were in too deep to fundamentally change anything.
The controls are uncomfortable and clunky and it's not because of some hidden genius, the game design isn't that deep or nuanced, it's because the form factor of the hardware can't support it properly. You can struggle through it, but it's never an ideal.
This can't be stated enough. It really makes a difference when you catch yourself tensing up and/or simply gripping the system and stylus too hard.
It helps to let your breath out, relax your limbs and then get back to playing again.
Hated them at first, but I've gotten used to it.
The correct solution is a new Kid Icarus on Wii U that uses Wiimote pointer controls.
iOS touch controls are terrible, but these? Get used to them!
iOS touch controls are terrible, but these? Get used to them!
For someone who hasn't had the chance to play KI:U yet, what exactly is the issues with the controls?
For someone who hasn't had the chance to play KI:U yet, what exactly is the issues with the controls?
For someone who hasn't had the chance to play KI:U yet, what exactly is the issues with the controls?
So an optional accessory equals your game should have been on a console now? Cool.
Read the post again.
I never said their opinion was ridiculous. I said the way those opinions are made is ridiculous, vs the way those who do find the controls to be fine generally acknowledge it's a very love it or hate it relationship.
That's where I've had problems, specifically at my pinky because my right hand and left index finger supports none of the system's weight. I never considered that complaints of cramping where about the stylus.It's not my stylus hand. My left hand tends to cramp up after about 20 minutes. But I'm also old. Idk
I have, honestly, found no problem with KI:U's controls.
But, then I'm fairly adaptive.
For someone who hasn't had the chance to play KI:U yet, what exactly is the issues with the controls?
The controls definately have an adjustment period, but I really can't picture the game any other way. Dual analog would be too slow and imprecise for this game.
Using the stylus to aim means that it's more difficult to hold the 3DS. There's a stand, but some people don't want to use it. You could play without a stylus and just using your thumb, but not everybody is able to do that well. Some people want an alternate solution: to use the CCP as dual analog so that they can use the second stick for aiming and camera control instead of using the touchscreen.For someone who hasn't had the chance to play KI:U yet, what exactly is the issues with the controls?
So what. The controls in Super Smash Bros 64 are also horrible and no one complains about it anymore.
Well, they wouldn't be if they were designed with dual analog in mind.
When a handheld game needs a peripheral to make it playable, you're doing it wrong afaik.
"Needs"?When a handheld game needs a peripheral to make it playable, you're doing it wrong afaik.
When a handheld game needs a peripheral to make it playable, you're doing it wrong afaik.
When a handheld game needs a peripheral to make it playable, you're doing it wrong afaik.
LOL, vocally oppose vs mindlessly trashing. Got it!
I think Sakurai was talking about how Smash was an extremely different fighting game from the Street-Fighter-influenced games that dominated in the 90's.Huh?.
I don't even understand this or Sakurai's comment about Smash. There's nothing obtuse about Smash's control... it frankly makes more sense than any 2D fighter.