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.