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curl-6 said:

Not everyone plays Switch in handheld mode though, and those who use it as a console shouldn't have to miss out on motion just cos it doesn' translate well to portable mode.

And most of the time - I don't either, but I fail to see how this is a valid excuse. What other company would get away with having a mode of control you practically have to use be in a mediocre state during 1 of 2 modes of play? Again if this was like, a PC game that allowed you to use a controller, like Counter Strike, i'd be fine with it. But it's a console game and it shouldn't be unreasonable to expect a third person shooter to have more accurate standard controls especially because third person shooters have perfected this since the mid 2000's. 

I'm not trying to be purely negative though, I like the game a lot and I'm glad to see motion control used in a somewhat creative way, but it just seems like so much of the Splatoon community acts like it's control scheme is above criticism when it's really not - even the motion based ones. Broken is obviously hyperbolic but it's frustrating knowing that no matter what you do, you'll always be at a huge disadvantage 3/4 of the ways you can play the game. The devs simply could have done better. There's this guy I really like called Matthewmatosis who did a really great series of reviews for Zelda, and in it he brings up that one of his biggest issues with the series is the basic lack of options. Personally I can understand why games like Prime 3, or Skyward Sword don't have options for their control scheme, but it's frustrating that in a game like Splatoon 2 that has options, they aren't really fleshed out properly. All of this is to say, there isn't an excuse even if i was being hyperbolic. I mean even the MC could use some work(the jet packs are an example of why aiming should be cleaned up and maybe adjustements should be made)