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Opinions on HD Rumble

It's cool in a handful of 1 2 Switch mini games, practically useless in every other game I've played. I don't know if it's different in handheld mode, but that the only way I use my Switch.
 
It's very ... pleasant, in Mario + Rabbids. It's not very noticeable, but I like the mild rumble when you're rolling through pipes. I can't remember which game it was (maybe Fast RMX?) but when it's very loud/strong it's been distracting and noisy. Guess I like it when they don't overdo the effect.
 
Maybe I haven't played the right titles but so far I have not been impressed.

Found the rumble triggers on Xbone more of a revelation (on certain genres like racing, anyway), hopefully a future title will impress me on Switch for HD Rumble.
 
I own Zelda BotW, ARMS, MK8, Splatoon 2, Mario + Rabbids and I have not noticed different rumble in any of these. :| Except in Mario + Rabbids it did glitch out and rumble forever which was annoying??? :D

I've noticed a number of subtle differences in the rumble of MK8, including the rumble literally making the Mario "collecting a coin" ('buh-ling'?) sound when you drive over a coin.
 
Totally forgot about HD rumble until I played 1-2 Switch. It's very cleverly done there, but never noticed it before or since.
 
It was established relatively early on that HD Rumble was just a buzzword for rumble tech already in other controllers, like the steam controller. So it's not talked about as much any more.
The Steam Controller? Form factor and implementations between it and Joycon are completly different.

For me, one of the better implementation was in Thumper, really when done especially the "charge" from bottom to top as it moves. Other games used it too, but in most games it only comes down to a subtle extra addition, no killer feature as it was advertised. And as some other have posted here, seems they even cannot tell a difference between it and the standard rumble.
It works exactly as advertised. Blame some people that overexcited themsleves, it was just a bullet point in Nintendo's presentation just like split play, motion sensing or the IR camera.

Some people like it some don't. Some people are impressed with auto stereoscopic 3D screen, some don't. Some with motion controllers, some don't. Some with VR, some don't, etc.
 
completely useless

That I've seen it touted as some kind of differentiating feature of Switch ports is a bit sad. Just go with the portability (to differentiate from consoles) or graphical fidelity (to differentiate from handhelds).
 
I've rarely ever cared about rumble since it was first introduced and the Switch does nothing to change that opinion. It's a gimmick and not a very useful or interesting one.
 
HD Rumble on Mario + Rabbids make a sound when an enemy dies and on other scenarios. Pretty cool tbh.

In Mario Kart the rumble makes really quiet "coin sounds" too.
 
The Steam Controller? Form factor and implementations between it and Joycon are completly different.


It works exactly as advertised. Blame some people that overexcited themsleves, it was just a bullet point in Nintendo's presentation just like split play, motion sensing or the IR camera.

Some people like it some don't. Some people are impressed with auto stereoscopic 3D screen, some don't. Some with motion controllers, some don't. Some with VR, some don't, etc.

Yeah sorry, should have phrased it better since a lot of people got excited about it after the presentation and obviously thought it will be something more impressive. But as i said, Thumper has a great implementation of hd rumble maybe the best example i have encountered so far. Other games give a more subtle feeling, but there is still a difference berween it and the standard rumble.
 
Just for fun, play single joycon, collect a coin. The weird sound the motor makes is almost metallic.

As an aside, yesterday I didn't realize the volume was off in MRKB and picked up a coin. It felt and sounded exactly as though the sound were on.

The ๖ۜBronx;248167496 said:
I've noticed a number of subtle differences in the rumble of MK8, including the rumble literally making the Mario "collecting a coin" ('buh-ling'?) sound when you drive over a coin.

And that's why it's so cool. These little things.

People need to get that HD Rumble never meant some life-changing physical sensation flowing through your body. High definition. More detail, more subtleties. Words mean things, realize what HD means. "I barely notice anything" ...yea that's kinda the point. Besides, most of the top-shelf games haven't used it yet (Zelda, ARMS).

The point of it is that you can make something finely tuned that is conveyed via a distinct vibration.
 
And that's why it's so cool. These little things.

People need to get that HD Rumble never meant some life-changing physical sensation flowing through your body. High definition. More detail, more subtleties. Words mean things, realize what HD means. "I barely notice anything" ...yea that's kinda the point. Besides, most of the top-shelf games haven't used it yet (Zelda, ARMS).

The point of it is that you can make something finely tuned that is conveyed via a distinct vibration.

Ofcourse, but that doesn't make it less funny looking back on how much this feature was hyped before release. People read HD rumble and took it to mean everything they ever wanted in a handheld.
 
Rumble is such an useless feature on a handheld, what's the point of draining the battery with it? Of course, for a game like 1, 2 Switch it makes no sense NOT to have it, but literally every other title can do without it.
 
It's a pretty cool effect if you keep your expectations in check. Situations where I've noticed it in a good way;

Zelda: Korok pop effect

Splatoon 2: Swimming in ink - subtle vibrations throughout the controller
Tenta Missiles - vertical movement alternating between left and right
Falling in ink from a decent height in squid mode - feels like someone dunks the controller into water
Inking the teapots in single player - metallic type vibration

I do feel that the sound effects and visuals of the game have a role in helping your brain make the connection between the rumble and what's going on in the game and really sell some of these sensations.
 
Zelda: Korok pop effect

.

The Pop rumble when finding a Korok in BotW is satisfying.

so the rumble is so "bad" that people think Zelda uses HD Rumble?

http://www.gameblog.fr/news/65465-zelda-breath-of-the-wild-sur-nintendo-switch-voila-ce-qui-au

Zelda does NOT use HD Rumble..

Eiji Aonuma: Of course, if the game had been created exclusively for the Switch, we could have benefited from the particular abilities of the machine, I think especially HD Rumble. They are quite extraordinary, for example you can try to guess how many balls are hidden in the controller ... That's something I would have liked to use.

But the problem is that the purpose of this version Switch is to be able to live exactly the same experience as on Wii U, and vice versa. If we had started to adapt the game for the Switch functions, it would not have been the same game. So, beyond the graphic display part, we did not really explore the specifics of this new console.
 
I never felt somthing that i would call HD rumble. Maybe this touch sense is broken or HD rumble is overrated.
 
The rumble isn't bad at all. People just forget that rumble could always be used as subtle little blip like things before but usually it's just explosions n shit.



Which, again, is the whole point. HD does not mean "more intense."

I know it isn't bad.. but it isn't any different than any other form of rumble in a controller.. especially if people can't even tell if a game is using it or not..

The only game I have not played, that uses it, is 1-2 Switch.. and obviously that game does it well.. but can't be bothered to pay full price for that "game":

Raysoul said:
Nowhere in the article that he mentions that Zelda is not using HD rumble. He meant to say that he would like to use HD rumble for gameplay purposes.

wut? does he not say that he thinks the HD rumble is cool in 1-2 switch, and that he would have liked to use it for Zelda?`but because the game has to be similar on both WiiU and Switch he did not use it?

or am I misreading it?
 
Im not sure any games I've played have used HD rumble, but if so I have noticed nothing interesting about it. The whole switch just vibrates normally and makes a pretty annoying sound too.
 
I have it disabled. I play handheld mode only and the noise and strength is just too much. It feels sluggish and badly implemented, no matter the game.
 
Can't say I think it's any better then SD rumble

IMO most Devs are pretty lazy and uncreative when it comes to how they use rumble. If HD RUMBLE push gets more Devs thinking about rumble better then I'll be happy to.
 
They say Odyssey will be the game to show us what HD rumble can really bring to the table so I'll wait for that.

Otherwise, rumble is one of those things I kind of forget about.
 
It's so impressive that after spending 15 hours with MK8 I had no idea it even existed. LOL. I love Switch, but HD Rumble is bullshit.

Then you don't pay enought attention. MK8D and Mario + Rabbids, not to mention Fast RMX and Tumbleweed, use HD Rumble to great effect.

This is a "gimmick" that can become standard in the industry. It cannot hinder the experience, only enhance. I'm glad Nintendo went with it.
 
I know it isn't bad.. but it isn't any different than any other form of rumble in a controller.. especially if people can't even tell if a game is using it or not..

The only game I have not played, that uses it, is 1-2 Switch.. and obviously that game does it well.. but can't be bothered to pay full price for that "game":



wut? does he not say that he thinks the HD rumble is cool in 1-2 switch, and that he would have liked to use it for Zelda?`but because the game has to be similar on both WiiU and Switch he did not use it?

or am I misreading it?

That exactly what he is trying to say, that he can't implement HD Rumble with Gameplay purposes, but he does not outright say that HD Rumble (as a feature) is not implemented. The posters here recognizing the "POP" rumble when finding a Korok shows it, and you cannot replicate it on other controllers with normal rumble.
 
It's neat, but it's way too subtle to really be a game changer. And, based on the fact that some people are already annoyed by it, it would be more trouble than it's worth if the intensity was turned up. Playing NBA Playgrounds in handheld mode made me think my Switch was going to explode or something. It was like I laid my phone on a pile of quarters and made it vibrate.

I still think there's a lot of potential to use it in creative ways to enhance experiences, and I hope Mario Odyssey makes good use of it. The HD Rumble is always more pronounced when you're playing with split Joycon, so it's likely not a coincidence that Nintendo has been pushing that playstyle as the default for SMO.
 
I really like it. It's definitely likitrd due to the size and form factor of the switch, youre rumbling such a small mass and can only fit a certain size motor...

But for those limitations, it's really cool how you get different rumbles out of it that feel completely different. Yeah a lot of times you can overlook the subtleties if you're not inclined to realize it's there (the people saying it's shit essentially lol), but it's there and can have some pretty cool applications for gameplay.

I will say I'm disappointed in the pro controller, it has more mass but as far as I can tell it only has one motor of the same size. So it's burried deep in the controller and hard to feel. Also you lose out on the fact that playing handheld or with joycons in the grip, you get stereo rumble. When you get something on your left in fast rmx, the left joycon rumbles, not the whole thing. it's one of the nearest parts of the switch rumble design, and they didn't even attempt to translate it to the pro controller.
 
Actually, people are either over-blowing or outright dismissing it. It is a neat feature, but not a game changer.

With normal rumble, you can only program where the controller should rumble.

With HD rumble, you can program the strength and direction of the rumble.

I also sometimes forgot about it, like when racing on Mario Kart, because I'm too focused on winning. However, I always notice it on Zelda's "Korok" event, or while chopping down on Overcooked.

It has a potential. This is actually a step forward, specially if you want to advance the VR technology. Maybe one day this technology would advance and let us touch a virtual Fire Emblem Character or Pikachu.
 
For some reason, I really only notice it when playing split joycon in MK8D. If I'm playing with a Pro Controller or using the grip in any game, I can detect it far less.

It feels weaker in any other configuration than holding the raw joycon with no grip/strap.
 
Rumble is such an useless feature on a handheld, what's the point of draining the battery with it? Of course, for a game like 1, 2 Switch it makes no sense NOT to have it, but literally every other title can do without it.

The joycons last like 20 hours anyway so the battery isn't really an issue
 
it's enough to make thumper on switch the definitive version imo, so it certainly has its uses. iphone 7-style haptics have a ton of potential for games.
 
It feels like ordinary rumble to me.

the first time i was like "ok i get it" was when i felt the platform i was standing on crumble beneath me in blaster master. its pretty cool and not like normal rumble at all. it can be done uniquely if the devs want it to. thumper uses it well too
 
I love HD Rumble. The different ways it can rumble in games seems subtle because of how much more immersive it is compared to a simple on/off. I think people tend to discredit it, but... they'll all reach a proper level of refinement and sophistication eventually. Give them more time. They'll appreciate it someday. =)
 
It's a nice touch but not strong enough. I guess that makes sense since they wouldn't want to spend much battery budget on it, but the sounds of the motors spinning are almost more noticeable than the rumble itself.
 
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