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Mr Khan said:
kitler53 said:
Mr Khan said:
kitler53 said:
 


1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

well, answer me this first as i haven't play the 3DS version of OoT ... is the tilt controls for camera just in aiming/first-person mode as the video milky link showed or is it throughout the whole game?  milky is suggesting it that tilt controls can completely replace the function of an analog camera control and i just don't think so.  the aiming mode that milky linked is (for lack of a better word) a mini-game ... a small portion of gameplay that does not represent the core gameplay mechanics.

Yes, it only applies to aiming, but in Starfox 64 its one of the two control schemes, so we'll need some firsthand testimony from someone who gets StarFox for the 3DS to see if it really works in a more primary way (i still have Starfox 64 right here in my desk, so i don't see the point in buying it, even though i did buy Zelda...)

now that is something i can definently get behind.  to me it would be like the dual six-axis and move control schemes in killzone3.  75% of the time i just use the six-axis because using the move is frankly a lot of work that can get pretty tiring and often times i'm just not up for it.  ...but everyone once and a while it's kind of nice. 

but thanks for the heads up, now i'm interested to hear those reviews as they come in.