HoloDust said:
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). |
Yeah agreed on that, the Wii U Pro controller and the Xbox to this day missing gyro was a major miss, don't get how/why they messed that up, even PS4/5 have it, though unfortunately it's not as well supported there as I feel it should be.
I do get what you mean, I just personally feel it all still falls under the umbrella of "motion controls." Whether I'm tilting the controller to aim in TOTK or swinging it to emulate a sword in Switch Sports, it's all part of the same broader category for me.








