Sentences with phrase «analog controls just»

While certain concessions like dual - analog controls just make sense, kowtowing to the collective whims of some mysterious target demographic would spell the death of Metroids unique appeal.

Not exact matches

I posted an original comment on her asinine choices of Metroid Prime and Resident Evil 4 and mentioned how it doesn't take much intelligence to figure out that one can not just «port» Super Mario Sunshine and Luigi's Mansion over to Wii U due to incompatible controls (Wii U has no analog L / R buttons).
LawlMart's Duck Hunt was «developed» on the «iPES» for the iPhone and iPod touch, and just in case that didn't rip off Nintendo's IP enough, the game's designer stuck an N64 analog stick and NES A-button up in the corners to serve as controls.
However, the rotary control and generous array of analog buttons and switches work just fine, and are easy to get familiar with.
It's always good to have input from the younger generation of Nintendo rather than just the seasoned professionals, I mean even Shigeru is losing his touch (see: less story - oriented, more gimmick focused Paper Mario like Sticker Star / Color Splash, Star Fox Zero's control wonkiness along with it essentially being Star Fox 64 Remake # 120029, single analog stick for original 3DS, etc) even though he has helped make many of my favorite games throughout his time at Nintendo.
To me, controlling a character in a 2D platformer with an analog stick just feels wrong.
I think that the combat mechanics based on vehicles will be more 1:1, but how a player interacts with (a vehicle) and the amount of control they have over the vehicles will be more refined just due to the fact that you have the analog sticks and triggers; it's not always 100 % or 0 %.
Unfortunately parts of this seems rather shoed in from the Vita version as you're controlling a hand with an analog stick rather than just touching a screen.
Just throw it into stylus control and stick a suction cup to the touch screen, which was great considering that SM64 was built to be controlled with an analog stick.
The trick is to apply analog controls in just the right way so stick deflection matters but isn \» t too touchy, add acceleration / deceleration, and carefully tune in snap - to for tiles.
We worked hard on the controls to make the analog stick feel just right.
I just think that on the Gamecube and Wii Nintendo has made a really comfortable and functional analog directional control.
Controls are also nice and tight; this is one game that showcases just how accurate the PlayStation Vita's dual analog sticks, and also shows you how ridiculously inaccurate it was to play on the PlayStation Portable.
You control the character using the right analog stick and basically, you just do what you have to do.
And it came out just too early to have DualShock compatibility, forcing the player to control a 3D camera with a D - pad and shoulder buttons rather than analog sticks.
The game controls just as you'd expect it to with the left analog stick controlling movement...
You can read the whole writeup for details on how the game plays, but the biggest issue isn't Bethesda's fault at all; the Switch just isn't configured for dual - analog first - person shooter controls.
As far as reception goes, the Short Pause sentiment falls right in - line with the rest of the Reviewniverse (that's a word I just made up): Praising Double Helix for developing a delightful reboot of the classic title in a Metroid - Vania mold, and lamenting the sterile environments and the analog - only character controls in a 2D game.
I just can't think of a reason I'd want to use a track pad over analog sticks, especially if I need to take my thumbs off the sticks to control it.
Donkey Kong Country Returns 3D controls tightly once you get used to it; unlike the Wii version, there's no gimmicks or waggle here, just buttons, and you can choose between using the analog stick and the + D - pad.
The controls are satisfyingly simple and intuitively laid out — you won't find any right - analog - stick trickery here, just button and direction combinations.
It's mainly just tapping a selection on the screen or using the analog sticks to control the camera during concerts.
... Also, when swimming, the camera should either place itself perpetually behind Mario, or the controls should just be an analog of his running controls.
Control Simplicity The very tight controls in this game are almost exactly the same from the NES version, you just have the option to use an analog stick this time to move.
The game just isn't that hard to play at all, which will appeal to a much larger demographic than EA's Skate, with it's fully analog stick controlled trick system.
All of the game's controls are mapped to just two buttons and the analog sticks.
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