Meanwhile
the gyro aiming controls and touch screen menu system were utterly fantastic, and made Ocarina 3D a smoother experience than the previous versions.
Not exact matches
Using intuitive
controls made possible with the Wii U GamePads
gyro sensor makes it easy to look around and
aim, and the on - screen map displays the entire arena at a glance, both of which feel great and redefine multiplayer action.
New ways to play — Play using the Joy - Con controllers or the Nintendo Switch Pro Controller, both of which allow for
gyro controls for better
aiming and
control.
Earlier this week, Krafted Games announced that the Nintendo Switch version of Polygod (a minimalist, rogue - like, randomly generated FPS) would feature
Gyro controls for
aiming, though they will not be mandatory.
I think traditional
controls edge out motion for me (nothing beats
Gyro aiming though), my only concern is when one archetype of a button layout becomes the industry standard and every game suddenly plays the same.
However, the style to display the map on Wii U GamePad is very comfortable, and [it] can also use
gyro controls for the Wii Remote bow
aiming, so we ended up focusing on the GamePad.
The
gyro controls once again is a better way to
aim, it just is.
But while I've mentioned the
gyro aiming sometimes feels off, the
controls in general are even better now when you're playing on consoles that have two analog sticks from the start.
The game is a platformer that
aims to take advantage of PS Vita's touch screen, touchpad, camera and
gyro sensor to create a unique
control system for the game.
It ditched the stylus
controls found in Metroid Prime Hunters on the DS, replacing them instead with a
gyro - based
aiming system that made me want to claw my eyes out.
A second stick /
gyro was added to
control aim / camera independently from movement.
One of the interesting things about this game is that it won't be just a port, it will be using the 3DS features to its advantage, like some new camera modes and angles which can be selection the touch screen, and a new way of
controlling the
aim of weapons such as the slingshot through the 3DS's
gyro controls, basically when you tilt the 3DS up link will
aim up.
New ways to play — Play using the Joy - Con controllers or the Nintendo Switch Pro Controller, both of which allow for
gyro controls for better
aiming and
control.
It turns out the single stick approach is the perfect tool for playing first - person games on a handheld, supplemented here with a little Splatoon - style
gyro control that allows you to fine tune your
aim (a more traditional dual stick first - person shooter style system is available for those with a New 3DS, though the smaller nub doesn't seem up to the task it's been handed).
We don't know how these non-
gyro controls will fully work, but it's nice to know we'll have the option (especially for someone like me, as I often find
gyro aiming to hurt my hand long - term.)
Whether they use the Nintendo Switch Pro Controller (sold separately) or Joy - Con, players can
aim their ink using
gyro controls.
It was awkward at first to use the
gyro sensor of the gamepad to
aim the Arwing's lasers while simultaneously
controlling the position and altitude of the ship.
Sure, you CAN
aim the Poltergust 5000 with them, but the standard non
gyro control scheme for this works so well you'll never want to.
The newest patch for Doom on the Switch adds
gyro aiming, allowing players to make small tweaks to
aiming controls in addition to analog
control.
Still has
gyro controls for
aiming.