The Vita's second
analogue stick makes aiming weapons easy enough at a distance, but the controls get a bit finicky at close range, especially for flying enemies.
Thankfully, the PS Vita is more comfortable to hold and the second
analogue stick makes playing games like Uncharted: Golden Abyss that much more bearable.
Not exact matches
To address the Vita directly: the dual
analogue sticks, improved graphics and networking functionality
made the Vita did seem tailor
made for the monster hunter franchise, so it is a shame that it got nothing but pre-existing titles in a new format.
+ Ironically, because MotionPlus can
make use of the Nunchuk's
analogue stick and the IR pointer, it
makes it more suited to traditional games than either of its two competitors.
Vita's
analogue sticks and buttons
makes all the difference apparently.
The jerky camera movements when you're
making slight adjustments with the
analogue stick in helmet cam view is also damn annoying and needs to be smoothed out.
It's not a game - breaker and I'll be playing these games on my 3DS all the same, but obviously only one of the directional controllers could take prime position on the console and the D - pad has had to
make room for the new
analogue stick.
Don't
make assumptions — try and see yourself: main controls are
analogue stick, touch controls are optional.
If the camera control is proving to be too difficult, then there is the option to
make the main movement control of the snake on the left
analogue stick instead of using both.
I know DS4 works with it but an
analogue stick on Move would have
made VR controls so much slicker, e.g. for turning; because turning your head or the whole «aim at the edge of the screen» to turn isn't the same as turning your head independently from your body.
There are a couple more things that I wasn't thinking about, but the last couple of
Analogue sticks that nintendo has put out have not had the octogonal shell around them to
make inputs in cardinal directions easier!
TIKIPOD decided to alter the way you
make your submarine turn, this implemented by pressing the bumper buttons — LB or RB, so the up and down movement is covered by
analogue stick or the D - pad.
There are three different control schemes, which includes the classic three click mechanic, as well as the arcade and tour options, with the latter two each
making use of the
analogue stick in different ways.
I would advise gamers
stick to the d - pad as opposed to using the
analogue stick though — it can feel a little clumsy when
making precise manoeuvres, whilst the d - pad offers a better sense of control.
«The fact that the Wii U has got two [
analogue]
sticks... I feel it's like... It's a great year for the core coming back and saying, okay, have your touch screens, have your motion control, we'll try to
make that work, and if you can pull that off it'll be really good.»
It has twin
analogue sticks and physical buttons which
make playing console quality games, like Killzone Mercenary, a possibility.
Characters such as with Raiden, who
makes fantastic use of the right
analogue stick to slice and dice his enemies, just like in Metal Gear Rising.
While it did
make me wish the DS had a 2nd
analogue stick at the time, I thought the setting / atmosphere was done very well.
What
makes it instantly appealing for retro gamers is that you can pair Bluetooth pads for the authentic gaming experience, or purchase Nvidia's own controller, which has a lovely D - Pad, twin
analogue sticks and a host of other buttons.
The
analogue sticks being placed at the top of the controller, right where your thumbs would naturally rest, also
makes this more comfortable than the Classic Controller.
An advantage the Joy - Con has over the Wii Remote is that each has an
analogue stick and four face buttons in addition to two shoulder buttons (SL an SR)
making it much more versatile.
We tried to
make them work but with an
analogue stick the game is a lot more enjoyable.
This, on its own, is not necessarily problematic, but in combination with the fact that the right
analogue stick simultaneously controls the camera as well as a pointer on the screen,
makes for some incredibly clunky moments.
The fact that you can easily switch between control types, such as
analogue or D - Pad,
makes the Arcade Fight
Stick a very versatile piece of kit.
Featuring five party - style mini games, the title was boasted as being a game that «anyone can play», as it literally used the Wiimote's sensor to detect the vibrations from taps
made near the controller (no button presses or use of the
analogue stick).
By limiting the
analogue sticks to just eight directions of movement and
making many of the levels more linear it becomes an interesting halfway point between the freedom of a «true» 3D Mario game and the tight, restricted 2D gameplay of a Super Mario Bros title.