LogFAQs > #575473

LurkerFAQs ( 06.29.2011-09.11.2012 ), Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
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TopicTime to finally play METROID: OTHER M
PartOfYourWorld
12/21/11 7:36:00 PM
#92:


PUT MY TIME IN

Just a little bit. Enough to acquire the Diffusion Beam and begin writing this. So far, this game uhh... it does a lot of things that are dissuading me from moving forward. The most glaring problem for me is the control setup. Not only is it not very intuitive... it's also simply uncomfortable. Maybe I've just got fat gorilla hands or something, but a Wiimote is just too damn small and rectangular for two hands. I couldn't use the controller in this manner for NES games back in 2006, and it's every bit as burdensome and un-ergonomic today. With a quality controller, I can play for hours while forget the fact that my hands are actually holding something. I know right off the bat that Other M will not fill imbue my fingers with this loooooovely feeling.

To all the game designers out there reading this, here's a control protip: a gamer's left thumb is meant for the main analog stick or pad. It goes there and stays there. Glue the damn thing there if need be. It should not, under any circumstance, leave the warmth and security of its home territory to go press the A button to get Samus in morph ball mode. Fail fail fail. To ball-up with Samus, you either have to leave the D-Pad with your left thumb or journey about four inches across the controller with your right. Why did they opt to go with this whacked out setup? Was it supposed to be more immersive or something? It just feels weird. A control stick and a couple extra buttons could have evolved Samus into the Dante-slaying action star this game desperately wants her to be. As things are, she is clumsily plodding through this world as I am through the control scheme.

More thoughts in a bit.

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