| SvennoJ said: Eurogamer raised accessibility concerns for TotK, valid points. "If we freely let players do customizations on key assignments and such, I feel like we're letting go of our responsibility as a developer," Aonuma said. "We have something in mind for everybody when we play the game, so that's what we hope players experience and enjoy as well." Apparently what they had in mind is me throwing my weapon nearly every time I try to use the build menu, not being able to jump while sprinting and generally getting twisted up when you using ultra-hand. Some video explained why you keep pressing rb instead of lb for select (and thus start to throw things when trying to build) as a result of mixing up the 'action' side and 'select' side on the controller for various functions. A simple button assignment would fix a lot already. What else sucks, very hard to read names on the map, yellow text on mostly yellow background. When the quest said go to Toto lake I could not find it on the map, had to walk up to the tv to study the map. The map is pretty bad in general, useless in overlapping areas. Menu text is too small, contrast is generally bad and the controls and camera are often the worst enemy and the only reason for dying. The UI is taking up the most time, finding and selecting things. The steps to fuse an inventory item to a weapon are bonkers. Quick select menu is slower than using the full grid menu, down button is wasted on calling your horse while I keep ending up in quick bow select when I want to choose my follow up weapon after firing an arrow. Plus I wish you could turn off auto climb, no I don't want to run up a tree or a wall when I accidentally bump into one. A different button for collect and picking up a rock, just running by hovering up poes or loot, link picks up a rock again ugh. But please do use the same button for skip, not x for shrine animations, b for dialog and all buttons plus + for cut scenes like blood moons. I love the game but the UI and controls are the worst I've experienced since, err, BotW. And much worse than BotW. So that statement doesn't make any sense, button assignments would have been a great start. Letting me directly select what to fuse from the menu the next big improvement. Let me directly pick the next item to use while building and have it directly in my (ultra) hand instead of selecting up to 5 and throwing them on the ground around me. Having items filtered by type would help a lot for the quick select menu. Let me cook in batches, or a simple repeat last recipe at least. Let me rotate along a third axis with ultra hand (with the triggers) and option to keep the rotation tool aligned with the object. An option to have control sticks steer based on camera orientation like steering link in the world. Fix the camera so you can actually see where you are going when flying up with a control stick and can see where you are placing things when raising them above your head with ultra-hand. I'm (mostly) used to all the quirks and issues of the controls and UI by now (150+ hours in) but still routinely press the wrong buttons, mostly confusing throw for power select and confusing the menu buttons (+ and -) I avoid cooking as it's a pain to select 5 ingredients from all over the place to make each dish one by one. I rather just die and continue... Building is still often an exercise in frustration. Not helped by the glow effect obscuring things more when using ultra-hand. And combat is nothing but a series of pauses to select things, and I mostly just go the puff shroom sneak strike route, avoids getting mixed up with the buttons. What worries me is that if I put this game down for a few weeks, I'll never be able to get back into it with the way the controls are. It's a once and done game for me, just hanging on by the daily grind with the controls. Luckily all that's on offer is a lot of fun, just wish it was a lot more streamlined to play. |
But you... can reassign the buttons?
You can reassign the buttons through the Switch itself. Doesn't change the button prompts on screen, but still a pretty adequate solution to mapping the buttons. That seemed to be the primary complaint in the article. Kind of a weird thing to call out Nintendo for, when they have enabled you to remap buttons for literally every game on the Switch.









