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IcaroRibeiro said:

For anything that requires precision with pointers like third person shooters, I've already said I'd rather play with a mouse, it's just better than Wii aiming. But that depends, console shooters can be trivialized if you're using mouse. RE2 remake became brain-dead easy with mouse aiming, so there's a limit I think

As for your point about non-party games not being designed around dual analog... I guess you think something like a 3D platformer can be easily played with a tiny Joy-Con that barely fits in one hand? 

Having been primarily a PC gamer since the 16-bit era, console gaming took a backseat after my Mega Drive days. The Wii, however, drew me back in, largely due to the Wiimote's pointer, which offered the closest console equivalent to mouse controls. Your point about RE2 resonates with my experience with RE4 Wii Edition. The controls made it what was considered the definitive version, the IR pointer made aiming significantly easier even if they arguably lowered the game's difficulty. Of course, this new interface had its learning curve, and some players naturally needed more time to master the controls. Here's an older discussion that captures a snapshot of those initial reactions: https://gamrconnect.vgchartz.com/thread/36139/is-resident-evil-4-wii-edition-supposed-to-be-this-hard/

You see, my perspective differs from yours. I bypassed the initial dual analog generations. On consoles, I always found aiming in shooters cumbersome. While I acknowledge this is likely due to my lack of practice with dual analog sticks – why bother when I already had the superior precision of a mouse on PC? The Wii's pointer controls bridged that gap, bringing a new level of aiming accuracy to consoles.

And another thing to note is that while the Wiimote and Nunchuk lacked a dedicated camera stick, innovative game design, like the automatic camera in Super Mario Galaxy cleverly navigated this limitation in 3D platformers.

In later generations on WiiU and Switch, these pointer controls evolved and seamlessly integrated into the gamepad as gyro controls. Games like Splatoon perfectly demonstrated how gyro aiming could work, offering a way to fine-tune the aim in the often clunky dual analog controls

Last edited by TomaTito - on 03 May 2025

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