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Topic: Games That Successfully Used Gimmicky Control Set-ups?

Posts 1 to 20 of 25

moomoo

All the talk about the new Star Fox got me thinking about this. It's like Star Fox 64, but the controls are completely different and it forces the player to constantly keep their eyes on different screens. How could this work out? Why not just stick with what works?

Different kinds of control schemes exist for games out there, but they're usually not a part of an existing IP and an existing play-style. Yeah, there's stuff like The World Ends With You, that are completely different from anything out there, but they're not shoehorning a control setup on an already existing style of play that works. It made me feel down on the upcoming Star Fox.

But then I thought about one game that Nintendo released that does successfully implement a weird control scheme on an existing IP and play-style. That game is Donkey Kong Jungle Beat. Nintendo somehow managed to make a game in the vein of previous DK Country games work with a set of Bongos. It shouldn't have worked at all, but it's honestly my favorite DK game by a mile. I love it to bits. It gives me hope that the new Star Fox may not suck.

Any other games that do this spring to mind?

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Sleepingmudkip

Pikmin series worked well on Wii and Wii U

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DefHalan

Depends on how you define "Gimmicky Control Set-Up"

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RR529

I've only ever played 3 COD games. COD2 & MW2 on 360, and WaW on Wii...

...WaW saw at least 3 times more gameplay from me than the other two.

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RevolverLink

WarioWare Twisted! is still my favorite game that uses gyro/motion controls. Heck, it's still one of my favorite games, period.

Edited on by RevolverLink

The Revloggery

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Octane

There are many Wii games that had good motion controls. Zack & Wiki comes to mind, but there are many others.

Edited on by Octane

Octane

Souldin

I always play Punch-Out!! with the Wii remote, nunchuck, and balance board. It does make ducking a little harder, but it does work quickly, and is overall a ton of fun.

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Grumblevolcano

Metroid Prime Trilogy, Captain Toad Treasure Tracker, both Kirby Curse games (Canvas Curse and Rainbow Curse), Splatoon, Nintendo Land, Wonderful 101.

Grumblevolcano

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6ch6ris6

when a control set up works and makes sense for the gameplay then it is not gimmicky in my book. so i dont really understand this thread

Edited on by 6ch6ris6

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iKhan

Twilight Princess, Okami, Deadly Creatures, Pandora's Tower, Battalion Wars, Mario Kart Wii, Super Mario Galaxy.

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GuSolarFlare

any warioware game(maybe except game & wario and Wario Ware snaped, never played those)
Kirby Tilt 'n' Tumble

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Jacob717

Wind Waker HD's gyroscope for hookshot, arrows, and boomerang.

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RR529

Oh, and Ninja Gaiden: Dragon Sword was amazing.

Currently Playing:
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Geonjaha

Yoshi's Touch & Go - Built completely around touch screen controls and the microphone of the DS. It was a pretty good game and did what it set out to do really well. Nintendoland I'd say was another good example, but it really needed to be in order to showcase the Wii U's gamepad.

Geonjaha

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Megas75

No More Heroes 1&2 were my favorite games using motion controls. Tried using the Classic Controller on NMH2, didn't feel the same.

If I ever get a PS3 and Hero's Paradise, I'll probably get the Move just for that

Steam/NNID/Xbox Gamertag - Megas75

Chaoz

Metroid Prime Trilogy, Splatoon, Super Mario Galaxy, No More Heroes 1 and 2, Skyward Sword, Any WarioWare game, Twilight Princess, Kirby Canvas Curse and Rainbow Curse, Pokemon Rangers, Mario & Luigi: Dream Team, ect. Alot of people complain about gimmicks but most of them aren't even that bad.

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iKhan

I realized recently that a lot of games with "unresponsive motion controls" just need to be practiced. I thought at first that Okami's Glaive straight up didn't work, until I really got a chance to practice it. Now it's my preferred weapon.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

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