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Forums - Nintendo Discussion - Motion controls on the Switch.

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What's your opinion on motion control aming on the Switch?

It's a massive improveme... 22 37.29%
 
It's a useful thing, but only sparingly. 22 37.29%
 
I don't really care abou... 3 5.08%
 
They are not as good as a... 3 5.08%
 
They are an inferior way ... 3 5.08%
 
Don't know, don't care. 6 10.17%
 
Total:59

I love motion controls when they make sense. A bad way to use motion controls was in Donkey Kong Country Returns. I am sorry but shaking my controller like a bunch of bongos is not a way I want to play a 2D platformer. A good example of motion controls is Skyward Sword. I really like swinging my remote pretending it is a sword. I wonder how will they port this game on the Switch since this won't work on handheld mode.



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killeryoshis said:
A bad way to use motion controls was in Donkey Kong Country Returns. I am sorry but shaking my controller like a bunch of bongos is not a way I want to play a 2D platformer. 

I actually enjoyed the motion controls in Retro's DKC games; bashing up bosses and barrels or smashing parts of the environment by drumming the Wiimote and Nunchuk felt quite satisfying. Shaking to roll didn't add much, but I never found that it detracted from the experience either.



Darwinianevolution said:

When it was first unveiled, the Switch showed its capabilities related to motion controls. They joycons are indeed an evolved form of the wiimotes, easily able to work in a variety of ways, just like the original wiimotes were intended to do. However, after the Wii was replaced, motion control gaming became more or less dead in the eyes of the public, with VR being the only exception to the rule. Thus, Nintendo's use of the motion control capabilities on the Switch have changed quite a bit, specially after the lesson they learned with the WiiU and forcefuly implementing gimmicks unto the gameplay.

As of now, almost all of the major games released by Nintendo on the Switch have had some sort of motion control setup implemented in them. The examples I've played are Zelda BotW, Splatoon 2 and Mario Odyssey. Zelda uses its motio control abilities mostly to serve as a way to improve accuracy in some of the more finicky aspects of the game (archery, puzzles, the sheikah tablet powers, photos... basically anything that involved aiming plus puzzles). It serves as just a tool more in your toolbox, nothing more. A ot of people would say that this is the perfect way to implement motion controls in BotW, but I would have liked a more extensive use of it, specially because I'm used to keyboard and mouse for that kind of open world, exploration games. It was a bit sluggish to move the camera around fast enough when I needed to, but I ended up getting used to it. I still would've liked a gyroscope use of the main camera, but I was fine.

A couple of months later, I got Splatoon 2. And oh boy, it was amazing. This is my favourite Switch game so far, even though it's the one I've poured the least hours into. The campaign was fine, but it was the multiplayerand specially the controls that really amazed me. I was really skeptical of a shooter on consoles due to not having the precision that keyboard and mouse really allow. But nope, the motion camera works perfectly here. The gyroscope controls of the joycons together (and I assume the pro too, but I don't have one yet) allows me the precision I need to play competitive at this game. Granted, I've grown accostumed to the roller, because I used it at first back when I didn't know how to play properly, so the meele option was the easiest, but I can play well with others, specially the dualies. This is the kind of motion controls I had always wanted in videogames. They broke the tedious barrier that limited basic movement and exploration, moving around was a breeze, whereas before I had to stop, aim, do the thing I was supposed to, then move again. And it's such a basic thing that it could be applied to every 3rd person heavy game, or even 1st person games. Why not?

And thus, we arrive to Super Mario Odysey. At this point, I was expecting a similar motion controls scheme for the camera, maybe even something like the gyroscope only activates while pushing a button, keeping the precision needed for some of the platforming sections. So I got the game and... it was nothing like that. The motion controls for Odyssey were somewhat similar to the Mario Galaxy games. Only this time, instead of the jumping being tied to the motion, it was Cappy's movement. And I... don't know if I like this. First off, playing with the joycons detached is not quite as good as the regular setup, so by making it the "recommended " control scheme was already off-putting, to say the least. The camera is similar to Mario 64, but the amount of verticality Odyssey has makes me wish there were some sort of gyroscope camera aiming around (other than stop, push the right analog stick, then go into 1s person camera mode). I don't know, after the freedom of movement and precision Splatoon 2's motion control gave me, Odyssey feels somehow sluggish. Which is weird, because it a Mario game, those games have always shone in the control department. Maybe it IS more precise the way they did it, but I still feel that it would've been nice to get the option.

My hopes for the future is that games like DOOM, Skyrim and other 1st and 3rd person action games learn from Splatoon and offer us something closer to it, although I'm fearing they will do it similarly to BotW,and the 1st person shooters not even that. Maybe it's just me coming from PC gaming as my major fix on this kind of big games, but the controler has always felt like the inferior version of the mouse, and gyroscope aiming makes it feel almost as well as mouse controls (not as good, but it gets close enough). Metroid Prime Trilogy proved to me that motion controls is the way to go for some genres in consols, and Splatoon 2 solidified that opinion. I would be really dissapointed if Skyrim and Doom don't allow me to do that, it would feel like a masssive step backwards.

TL. DR. I like the gyroscope motion controls of Splatoon 2 and I wish they'd get implemented in more games, specially adventure games.

What do you people think of motion controls on the Switch? Do you preffer them above the regular control scheme, or do you like a more traditional style of controls? Do they improve games or make them worse? Will companies, specially 3rd parties, implement them in their games?

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It's a mixed bag. Sometimes gyro aiming can give that extra bit of precision, other times it feels like it's fighting me all the way and I end up holding the controller in awkward positions when counteracting the drift.

Shake the controller instead of a button always feels cheap, plus the spin move in Odyssey only registers half the time for me, just put it on a damn button. At least you don't really need that move, and any jump combinations are luckily not dependent on motion control.

While playing with the joy-cons attached to the switch, motion controls felt really bad in BotW. Same in Odyssey, how well does the thing stand up to shaking...

Anyway gesture based motion controls can die for all I care. 1:1 mapping or forget about it.



curl-6 said:
killeryoshis said:
A bad way to use motion controls was in Donkey Kong Country Returns. I am sorry but shaking my controller like a bunch of bongos is not a way I want to play a 2D platformer. 

I actually enjoyed the motion controls in Retro's DKC games; bashing up bosses and barrels or smashing parts of the environment by drumming the Wiimote and Nunchuk felt quite satisfying. Shaking to roll didn't add much, but I never found that it detracted from the experience either.

I am surprised anyone likes the motion controls Donkey Kong. They are too intrusive for my taste.  I don't mind them on things like bosses but 99% of the time I just wish it was mapped to a button. A fast paced 2D platformer just does not benefit from this. Also no classic controller support? Seriously? The classic controller is bascally a snes controller with handles. 

But yeah I am someone surprised actually likes it. I guess this is why the option to turn off motion controls is necessary sometimes.



Tag:I'm not bias towards Nintendo. You just think that way (Admin note - it's "biased".  Not "bias")
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killeryoshis said:
curl-6 said:

I actually enjoyed the motion controls in Retro's DKC games; bashing up bosses and barrels or smashing parts of the environment by drumming the Wiimote and Nunchuk felt quite satisfying. Shaking to roll didn't add much, but I never found that it detracted from the experience either.

I am surprised anyone likes the motion controls Donkey Kong. They are too intrusive for my taste.  I don't mind them on things like bosses but 99% of the time I just wish it was mapped to a button. A fast paced 2D platformer just does not benefit from this. Also no classic controller support? Seriously? The classic controller is bascally a snes controller with handles. 

But yeah I am someone surprised actually likes it. I guess this is why the option to turn off motion controls is necessary sometimes.

I'm a pretty kinetic person, the kind of guy who was already leaning left and right in his seat when playing Starfox back in the day. My physical movements translating into on-screen actions just feels good, like smashing open rocks in DKC Returns by hammering the controllers.



Flilix said:
I like it for aiming in Splatoon in Zelda, but not for the puzzles in Zelda or the shaking stuff in Mario.

 

 

Yeah exactly. What is the point of shaking in Mario?!

I love motion controls. But they are only needed in certain types of games. Some games they are a huge improvement over standard controls, some games they are a small improvement or can co-exist along with traditional controls or just offer a new way to play, and some games are better off without them. I think the Switch has finally gotten the motion control situation correct, whereas the Wii the motion controls had to be used in every game because that was the whole point, with the Switch they are just another great feature of the system that sets it apart and above all other systems, just like the hybrid feature.

But yeah in a game like Mario there isn't much point to them except for aiming when firing. It's a little bizarre that they make you shake the controller for a few things (not a big deal cuz you don't have to use it much but just weird) when they could have easily mapped those actions to buttons, allowing gameplay either with standard controls, or motion controls, or both together. Instead of forcing shaking for a few actions, I'm guessing that would suck in portable mode.



Camera being mapped to the gyro makes sense in a game like Splatoon where you have to constantly adjust your view. In a game like Mario, not so much.



Slownenberg said:
Flilix said:
I like it for aiming in Splatoon in Zelda, but not for the puzzles in Zelda or the shaking stuff in Mario.

Yeah exactly. What is the point of shaking in Mario?!

I love motion controls. But they are only needed in certain types of games. Some games they are a huge improvement over standard controls, some games they are a small improvement or can co-exist along with traditional controls or just offer a new way to play, and some games are better off without them. I think the Switch has finally gotten the motion control situation correct, whereas the Wii the motion controls had to be used in every game because that was the whole point, with the Switch they are just another great feature of the system that sets it apart and above all other systems, just like the hybrid feature.

But yeah in a game like Mario there isn't much point to them except for aiming when firing. It's a little bizarre that they make you shake the controller for a few things (not a big deal cuz you don't have to use it much but just weird) when they could have easily mapped those actions to buttons, allowing gameplay either with standard controls, or motion controls, or both together. Instead of forcing shaking for a few actions, I'm guessing that would suck in portable mode.

Yeah, even as someone who generally loves motion controls, they just don't add much in Odyssey. Shaking to throw the hat isn't bad, but it just doesn't give the same satisfying feedback as flicking to spin in the Galaxy games. They don't damage the experience, but they don't really enhance it either.



Played Odyssey in handheld mode during the weekend, and the spin move or upwards flips are awkward in this setup. Same issue with the Splatoon 2 demos I tried, handheld doesn't work well with motions.

They do add to the game when playing in docked or tabletop modes.



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