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Topic: IGN's Top 10 Nintendo 3DS Games

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CanisWolfred

BenAV wrote:

They did an amazing job with the controls.
It was always going to be really tough to come up with controls that work really well without changing the game and slowing it down a whole heap, but they managed to do so.
I really don't get it.
Even from the very start of the game, I could understand and use the controls... I just wasn't very good at it, but that's the same with a lot of games I play for the first time.
Then I kept playing and got better as I went, and now it feels just as natural as controlling Mario.

If some players aren't able to adapt to controls that are actually quite simple, then that's fine... they can play something else, but it doesn't mean there's anything wrong with the game itself.

How the hell are they simple?

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MikeDanger

WHAT?!?!?! NO JAWS 3DS???!!?!!!?! Should totally be in the top 3 with Transformers and Sims! This is an OUTRAGEE FUUUUUUUUUUUUUUUUUUUU!!!!!

(Sarcasm)

This list was ok, Though i'd swap Super Street Fighter 4 with Dead or Alive and maybe it's just me but Heroes of Ruin deserved a spot.

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BenAV

Mickeymac wrote:

How the hell are they simple?

Circle pad to control Pit, stylus to control the aiming reticle and camera, L button to attack...
Sounds pretty simple to me.

BenAV

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The_Fox

BenAV wrote:

If some players aren't able to adapt to controls that are actually quite simple, then that's fine... they can play something else, but it doesn't mean there's anything wrong with the game itself.

The controls are the #1 complaint I've heard about the game. I think it's safe to say that it has everything to do with the game and not the people playing it.

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BenAV

The_Fox wrote:

The controls are the #1 complaint I've heard about the game. I think it's safe to say that it has everything to do with the game and not the people playing it.

I think most people who complain either haven't given it enough time for them to adjust to the controls (I adjusted straight away, but it would vary from person to person), are for some reason incapable of grasping the concept of how to control the game well and it just never clicks for them or have hands that for some reason (too big possibly?) can't get a comfortable grip on the 3DS system (once again, an issue with the individual player, as well as possibly a bit with the system itself - maybe the XL will fix the issue for some people?) which seems to cause them getting hand cramps.

If there were these huge problems with the game's controls then I don't know why I haven't experienced a single issue in over 180 hours of playing the game.
Everyone else I've talked to about the game in person have never had issues either... it's only on the Internet that I hear constant complaining over nothing (but I guess that's half of what the Internet is anyway).

BenAV

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CanisWolfred

BenAV wrote:

Mickeymac wrote:

How the hell are they simple?

[/div]

Circle pad to control Pit, stylus to control the aiming reticle and camera, L button to attack...
Sounds pretty simple to me.

[/div]

Why use the stylus to aim? Last time I played a game that did that, it was fidgity as f***, the space was limited, and I kept covering up some radar thing. Why not use the Face buttons? Then you could use both triggers. Had they allowed for the Circle Pad Pro, that would've been even better. And why use the Stylus at all for the action sequences? Now you're basically limited to a 1-button attack. IIRC, there's also a bit more to the controls than I think you're mentioning.

Edited on by CanisWolfred

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Terave

The_Fox wrote:

BenAV wrote:

If some players aren't able to adapt to controls that are actually quite simple, then that's fine... they can play something else, but it doesn't mean there's anything wrong with the game itself.

[/div]

The controls are the #1 complaint I've heard about the game. I think it's safe to say that it has everything to do with the game and not the people playing it.

I agree with Ben on this one. The controls might be a little bit weird in the beginning and some time to get used to, but after that, it's just a blast to play through. I don't understand why people are complaining so much about the controls: Control stick moves Pit around, stylus moves reticle and camera and the L button makes you shoot. Sounds simple to me. Is there a possibility that you are holding the 3DS wrong instead of blaming the controls? Plus, do you have an idea how this game might've been controlled in a different way?

Aside from the whole control aspect, the game has a great story mode, awesome soundtrack, good voice-acting, great graphics, an addicting multiplayer mode and tons of collectables and achievements.

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MrWalkieTalkie

I like the list. The only games Im missing from it are, Street Fighter, Theatrhythm, and Resident Evil. And the only game I have that didnt make the list is Pokemon Rumble Blast.

Edited on by MrWalkieTalkie

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BenAV

Mickeymac wrote:

Why use the stylus to aim? Last time I played a game that did that, it was fidgity as f***, the space was limited, and I kept covering up some radar thing. Why not use the Face buttons? Then you could use both triggers. Had they allowed for the Circle Pad Pro, that would've been even better. And why use the Stylus at all for the action sequences? Now you're basically limited to a 1-button attack. IIRC, there's also a bit more to the controls than I think you're mentioning.

Well they did add the option to let players use the face buttons instead if they choose, but anyone who does is completely out of their minds if they wish to be competitive.
The stylus controls were really well done and allow for quick and accurate aiming.
For some games (such as Resident Evil: Revelations), the Circle Pad Pro is definitely the best options for controls, but it really wouldn't work too well in Kid Icarus due to the speed required.
And of course, there is more to it than what I described above, but that's the general gist of it.
Over time you get used to using the different variations of attacks and evading and everything.
It can take a while to get used to, but I found it all to be very intuitive and easy to use... and thanks to the awesome Fiend's Cauldron system, players can play at a difficult that suits them as they get accustomed to all the techniques required to play the game well.
I've played many games that have taken longer to adjust to that haven't had any complaint about controls...

@Terave Thanks, good to see that I'm not alone here.

BenAV

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I-U

BenAV wrote:

@I-U The controls may take an hour or two to get used to, but after that they're completely intuitive and work brilliantly so I wouldn't call them an issue in the slightest.

Hour or two getting use to? That's actually much worse than my experience with learning the controls. In comparison to the Mario games, controls that require getting use to is reasonable to deduct Uprising for when one can get right into a Mario game.

BenAV wrote:

And sure, a large majority of the stages are an air section followed by a land section followed by a boss fight... but every level in 3D Land is just jumping around platforms in 3D, every NSMB2 level is just jumping around platforms in 2D and every Mario Kart course is just driving around a track.

All you do in Kid Icarus Uprising during a stage is shoot at enemies, perform a melee attack or dodge enemy attacks, with a tiny bit of exploration during land segments. Weapons are only changable before going into a stage which can last a number of minutes, but none stray from the game's shoot and melee mechanics. In a Mario plaformer, Mario can acquire several powerups over a level which help diversify the experiences of each level. Going by New Super Mario Brothers 2, alongside jumping across platforms and enemies, Mario can shoot fireballs, use explosive golden fireballs to turn blocks to coins, take off with the P-wing and perform tail sweeps. With a number of secret exits and plenty of places to uncover that reveal coins, NSMB 2 is more open to exploration than Uprising. As for replay value, NSMB 2 uses the one million coin goal where as Uprising uses the Intensity pot, both are artifical ways of going about replay value but the former is more fitting and original.

I want to say again that I don't see how Kid Icarus Uprising is a CLEAR CUT top title of the 3DS library. I do think it is arguable for that position as you just proved.

"The secret to ultimate power lies in the Alimbic Cluster."

BenAV

Mickeymac wrote:

@BenAV - How long did it take for you to get used to TWEWY?

It was quite a while ago when I played it so my memory is a bit thin, but I recall it taking me a fair while to get used to.
A lot more difficult than Uprising, but it didn't stop it from it also being awesome.

I-U wrote:

Hour or two getting use to? That's actually much worse than my experience with learning the controls. In comparison to the Mario games, controls that require getting use to is reasonable to deduct Uprising for when one can get right into a Mario game.

Well Mario is about as straight forward as a game can get.
I don't think games should be penalised for having a bit of complexity to them... if done well (like it is in Uprising) it's usually a good thing.
Xenoblade Chronicles is one of my favourite games... it took me quite a few hours before I started to get a good grasp on things (once again, longer than Uprising), but there's absolutely nothing wrong with that.

I-U wrote:

All you do in Kid Icarus Uprising during a stage is shoot at enemies, perform a melee attack or dodge enemy attacks, with a tiny bit of exploration during land segments. Weapons are only changable before going into a stage which can last a number of minutes, but none stray from the game's shoot and melee mechanics. In a Mario plaformer, Mario can acquire several powerups over a level which help diversify the experiences of each level. Going by New Super Mario Brothers 2, alongside jumping across platforms and enemies, Mario can shoot fireballs, use explosive golden fireballs to turn blocks to coins, take off with the P-wing and perform tail sweeps. With a number of secret exits and plenty of places to uncover that reveal coins, NSMB 2 is more open to exploration than Uprising. As for replay value, NSMB 2 uses the one million coin goal where as Uprising uses the Intensity pot, both are artifical ways of going about replay value but the former is more fitting and original.

I want to say again that I don't see how Kid Icarus Uprising is a CLEAR CUT top title of the 3DS library. I do think it is arguable for that position as you just proved.

Not going to argue with you there.
I feel very differently, but I respect your opinion.

BenAV

Switch Friend Code: SW-4616-9069-4695 | 3DS Friend Code: 3652-0548-9579 | Nintendo Network ID: Ben_AV | Twitter:

I-U

BenAV wrote:

I don't think games should be penalised for having a bit of complexity to them... if done well (like it is in Uprising) it's usually a good thing.

[/div]

Uprising's control scheme is not complex. I have played a game, Metroid Prime Hunters, with a very similar control scheme to Uprising for over 1,350 hours and did not once feel that the scheme was complex. The thing with both schemes though is they are not the traditional simplified scheme of controls like what is present in the 3DS Mario platformers, so they do take some amount of time getting use to. It didn't take me long at all to get use to the controls, and yes they do become second nature quickly. In my case, that can be pinned to the fact that I've played a heavily stylus based game like Hunters for so long before. The thing is I find it more praise worthy if a game allows me to jump right in, even if the difference is a very short amount of time.

BenAV wrote:

Xenoblade Chronicles is one of my favourite games... it took me quite a few hours before I started to get a good grasp on things (once again, longer than Uprising), but there's absolutely nothing wrong with that.

[/div]

What was the point of comparing the game mechanics of Xenoblade Chronicles to the game mechanics of Uprising? Controls have been the only thing I've talked about that required adjustment in Uprising. Complex game mechanics is a whole other area from controls.

Edited on by I-U

"The secret to ultimate power lies in the Alimbic Cluster."

Banker-Style

A flawed list in may ways,Kid Icarus is far,far too low,Street Fighter shouldn't even be on the list,but at least they didn't put Ocarina of Time in number 1.
I have 32 3DS games(retail),so I should think I know what's hot,and what's not.

1.Kid Icarus Uprising
2.Super Mario 3D Land
3.Kingdom Heart 3D Dream Drop Distance
4.Ocarina of Time 3D
5.Resident Evil Revelations
6.Metal Gear Solid 3 Snake Eater 3D
7.Star Fox 64 3D
8.Dead or Alive Dimensions
9.Mario Kart 7
10.New Super Mario Bros 2
11.Theatrhythm Final Fantasy
12.Rhythm Thief and the Emperors Treasure
13.Shinobi
14.Sonic Generations
15.New Art Academy

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BenAV

@I-U The principle is the same though.
Both games had aspects to them that required getting used to.
And with Kid Icarus I wouldn't really say it's the 'controls' themselves that take a while to get used to, it's more the techniques like evading and whatnot.

Having games that are really simple that you can just jump into and play is good and it makes a game more appealing to more 'casual' players, but I would hate it if all games were like that and I still don't see why it should count against the games that take some getting used to.

I'm not saying that everyone has to love the controls in Kid Icarus, but I feel that it's unfair to criticise the game for them as with a little practice they function really well.

BenAV

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Geonjaha

mumof2kids82 wrote:

and because some people actually listen to other people's opinion when buying a game. Not me though I like making my own decisions on buying games, or watching movies.

The opinion is in the written review - not the arbitrary number that may or may not appear at the end.

Geonjaha

3DS Friend Code: 2277-6645-7215

I-U

@BenAV
Just because I feel that the controls for Kid Icarus Uprising are not handled as well as any of the 3DS Mario games doesn't mean the game is damned and can't possibly be better than them. It is one category to judge the game on, and is one category that I think deserves lower marks than the Mario titles. Comparing controls that require no learning curve to those that do, NSMB 2 and Uprising respectively, there is no delay in becoming immersed into the content of the game which results in getting enjoyment out of such a game earlier. I have said that while I don't view Uprising as a clear cut number 1 title, that it is arguable for such a position. The rating list that I would give the games I've played from IGN's list is on the first page of this topic and follows the trend of these comments on Uprising's placement: It should be higher.

"The secret to ultimate power lies in the Alimbic Cluster."

TheDreamingHawk

Theatrhythm deserves to be on thst list, but it should AT LEAST be higher than Street fighter... It got boring after a while.

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CanisWolfred

BenAV wrote:

Xenoblade Chronicles is one of my favourite games... it took me quite a few hours before I started to get a good grasp on things (once again, longer than Uprising), but there's absolutely nothing wrong with that.

I picked up on Xenoblade in, like, 5 minutes. But I agree With I-U, How quickly you pick up on an action game is not comparable to how quickly you pick up on an RPG. That depends mostly on what you're used to. That'd be like me complaining about Xenoblade because it took longer than the two seconds it usually takes for me to pick up on a fighting game. It just wouldn't make sense and wouldn't be fair.

A better example might be Star Fox Command or something like that.

Also, I should probably mention that I did eventually pick up on Resident Evil's tank controls. It required a lot of frustration and cursing, but I did it. Does the fact that I was capable of getting used to them make them good controls, though? No. F*** no. They were terribly confusing and hard to use, and didn't quite make sense. Just because you can get used to it eventually doesn't mean its good. You can theoretically get used to any control scheme with practice, no matter how bad it is. A good control scheme should be natural and easy enough to pick up on. If it takes you a couple hours, it's probably flawed.

Edited on by CanisWolfred

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