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TopicGames ruined by their controls
Illuminoius
08/18/17 2:31:26 AM
#28:


-luigi's mansion: dark moon has a control scheme that is vastly inferior to the original twin-stick scheme
-nintendo in general has a terrible habit of not letting you remap controls: something as simple as switching the shoulder buttons can make a game like mario kart ds worlds more comfortable for me
-kirby air ride's extremely simplified control scheme really ruins copy abilities and makes the game feel even more shallow than it is
-constantly tapping and sliding the screen in kirby mass attack gets really obnoxious, and the limited interaction with the kirbys leads to the game being fundamentally flawed and extremely repetitive and shallow
-mario 64 feels awful on the ds; it's not just the fact that you're missing analog inputs, it just feels like the controls are fucking broken and don't respond properly
-gex isn't ruined by its weird physics and zoomed-in camera but they really hurt
-sonic games tend to overload one button with a ton of different commands instead of efficiently mapping them to the spare two face buttons on the controller for convenience (it's not game-ruining but it really gets annoying when trying to pick things up, light dash, or spin dash)
-fighting games in general would be a million times more popular if learning the inputs alone weren't such a daunting task for newbies (i prefer the simple scheme in marvel vs capcom 2)
-a lot of mario party minigames suffer from controls: there's the infamous analog stick rotating, but there's also weird ones like bowser toss where you have to mash a like a madman while also angling with the awkward n64 joystick
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