Common Knowledge
Member
That's not fair. One of the key features (at least artistically) of the Wii U is how it can ask the player to navigate that uncomfortable space between the TV and the GamePad screen. This is best summed up in this excellent post analysing the system:
Sticker Star isn't turn-based, and you can definitely argue that playing your cards from an actual deck, in your hands, gives the battles a sense of "being there" or place, much like how the Prepper Pad did in ZombiU, or the GamePad map does in Xenoblade X.
Star Fox Zero's issues aren't solely caused by the fact you have to keep an eye on both screens, basically.
Interesting write-up, but going to have to vehemently disagree with it. Seems like an overly forced way to flower up what is seen as one of the biggest issues with the Wii U gamepad.
That kind of analysis works perfectly with the Wii; the Wii remote, (in theory, at least) allowed players to feel more "in the moment" by having the remote mimic their hand movements, allowing for a more "present" interaction with the game. The satisfaction of swinging the remote was immediate and obvious. And it felt like a natural extension of a person's movement and actions when playing a game.
It's much harder to apply that analysis to something that intrinsically slows down a player's actions and adds to the things a player must keep track of just to perform a basic game function. Furthermore, I highly doubt Nintendo's intention was to create an additional obstacle to overcome by learning to navigate the uncomfortable and unnatural feeling of looking at two screens at once. That seems to be in direct conflict with their key mantra of making gaming easier and seamless to get into.
I'm sure the potential is (was) there with the gamepad to create a rather immersive experience by utilizing and taking advantage of that extra anxiety a player feels by having to look down at the gamepad. ZombiU seems to have touched on it (I haven't played it). But projecting that onto the system as a whole as a deliberate and artistic design choice to make playing a game feel more unnatural is very reaching and, as I already said, completely backwards to Nintendo's logic.