| teigaga said:
With the disparity between the 2 screens, the top being 3D, larger/widescreen and higher res, the bottom is now reduced to sublimentry duties like menu management and maps. Its still usefull but I would trade it for a 2nd stick and more power.The other features are unpractical: I think pointing and shooting with the second screen is awkward I've played both metroid hunter (ds) and Kid Icarus and I'd much rather a 2nd anologe stick. The 3DS/Stylus can draw in more detail then the vita and its screen but again I personally don't see a practical use for it other then Scribble naugts (which could still be done on vita, just not as well). You could also use the Vita as book, it also has gyroscope for it to sense orientation, it has a larger screen and using the mutliscreen to maniplulate zoom would be more comfortable on the Vita. Remember that only the small ds screen is touch and that they are both different sizes, that would make for an awkward book. But thats no related to gaming. Anyway some games will lend themselfs more to one system than another and I accept that people's preferences will vary, the 2nd screen in Zelda OOT3D is especially convient. |
It is convenient. As for the book orientation for 3DS, have you played Brain Age? Even if this particular application doesn't interest you, the avenue is there, and we are talking about creative freedom after all. Imho a 2-page foldable device is more suited for book-like learning activities than a Vita, by design.
Regarding the disparity between both screens: The disparity between the 2 screens came as an upgrade from the DS top screen though. Initially these two were the same size. If the 3DS one has more viewing range, it doesn't reduce from the DS experience (which Brain Age was on), especially when devs can set the display area to be the same size as the right page.
You may not like the kid icarus style of input, but some younger kids might find it more approachable, using a tool they've been accustomed to using in less intense session (like calligraphy, drawing). It creates a bridge between the game and the gamer imho. This is something devs can work from and gives them more freedom. As for 2 analogs, the CCPro exists and devs can use it, so the 3DS doesn't lose on that front. Discuss consumerist convenience all you want, from a creative freedom standpoint the two are equal for dual analog.









