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Every single game that used 'waggle' and 'shake' for no good reason other than lack of a button is an example of motion controls detracting from the experience. These include many releases from the early days, such as Super Paper Mario, Dewy's Adventure, etc.

In addition, some games simply didn't use it well enough to make it fun. There is definitely a learning curve to the technology, and you could argue that up to motion-plus the hardware wasn't always capable of living up to the developers' visions. Examples here are Crystal Bearers, Madworld etc.

Another way to look at this would be to compare games that gave multiple control options or had different versions, such as Twilight Princess, Okami, Metroid Prime, and a few others. I still think even among games like these (which are certainly considered way above average when it comes to implementing the controls), there were noticeable problems with some of the mechanics that didn't work as well as they did on dual analog.

However most games specifically designed for this scheme faired a lot better once the tech was there, I think. Wii Sports Resort is still a prime example of this, as is Red Steel 2 for the most part. From what I hear some of the Move games are also very well done.



Until you've played it, every game is a system seller!

the original trolls

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mini-games on consoles, cinematic games on handhelds, what's next? GameBoy IMAX?

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