curl-6 said:
Sixaxis existed, just like motion controls technically existed before the Wii, but that's not where motion controls on Switch come from. You can trace back the lineage of motion on Switch through Nintendo's own hardware going back to way before the Sixaxis. Its existence is incidental. I really don't think many people using motion controls on Switch today are going to be thinking "wow, to think this all started with the Sixaxis." |
I'm not sure most people using Switch today even had experience with PS3. I've never had VITA, but when a friend of mine showed me aiming in Uncharted Golden Abyss, I thought "nice, so it has gyro like PS3" - because I've experienced it. When I saw Ocarina of Time 3DS, I thought "nice, 3DS also has gyro". WiiU came out, and it had a Gamepad with gyro as standard (and I was so pissed that cheapskates didn't put it in Pro controller). I thought, this is it, every console from now on will have gyro. Bliss. And then...fucking Microsoft.
Obviously, you can tell I really like gyro. For those few specific cases, since it's very limited and not very good in most other things. And PS3 was the first console that had it as a standard. So yeah, first thing I think of when it comes to gyro aiming, if I'm going back in time, is exactly PS3. And that's where motion controls really end with Sixaxis. If you're going to stand up and play, you really need something like Wii remotes/VR controllers - and that for me is actually a whole different game that currently mostly lives in VR (and why I think Switch 2 will have some sort of VR support - Quest 2 currently being $200, standalone VR console with two controllers and additional PCVR wireless functionality just reaffirms me in belief that if Nintendo doesn't jump into VR, they're just leaving the money on the table).