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Topic: Lacks of realistic racing games on nintendo switch?

Posts 61 to 77 of 77

judaspete

I'd like to see some more realistic racers, but after Smash Bros comes out so they implement Gamecube controller support. Analogue triggers are preferable for these kinds of games.

judaspete

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FaeKnight

Why are people so fond of the Gamecube controller anyway? Sure it works, but it's kind of clunky due to how thick it is. And it definitely feels cramped. Okay, sure it's more user friendly then the N64 controller was. But that didn't actually take much considering with the N64 controller you couldn't really reach the D pad if you're using the analog stick. And it's not as cramped as an NES controller was. But the joy cons to me, at least, feel like a more comfortable and superior controller. At least they are when not in the controller grip. In it, the shoulder buttons are in an awkward position IMO and it feels too thick and blocky.

FaeKnight

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FaeKnight

Zelda: OoT and Majoria's Mask, I believe. Been years since I played those on that system though, so might be remembering things wrong.

And while yes, the Gamecube controller is comfortable to hold, it's IMO not comfortable for long periods of time to use. It's thick, which is great for holding it. But that also makes it a tad heavier then it likely needed to be. The button layout for A, B, X, and Y is awkward. Sure, you get use to it. But it's still an awkward arrangement.

The position of the D pad works but feels a little uncomfortable to use due to it's small size, sharp angles, and distance from the rest of your hand. It's even worse if the analog stick is used for movement and the D pad for camera controls or inventory management. And while the L and R buttons are nice, big, ergonomic, and comfortable... The Z button is small and positioned in a location that feels uncomfortable. Especially considering how often it's something you need to hold down.

These are all minor complaints individually, and don't detract from the (good) gamecube games. But from an ergonomic and comfort standpoint, the Gamecube controller isn't that great of a design. Yes, it's better then the NES or X-Box (Original) controllers. Can't speak about Dreamcast controllers since I've never had one. But it looked to have similar problems to the original x-box controller's design.

There are things I like about the gamecube controller. The grips are nice and comfortable, even if the button layout isn't. And the overall design is visually appealing.

FaeKnight

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EvilLucario

@FaeKnight @ReaderRagfish Button layout basically. It's bad for a lot of modern games (and even SNES games) due to that alien button layout, but GameCube games built around the controller like Sunshine, Melee, Metroid Prime, and more really just fit the controller like a glove.

That said, I do agree that the GameCube controller is a bit overhyped because outside of GameCube games, it's not that special and can even be worse. The Xbox 360 and Switch Pro Controllers are either equal or better to me, and starting with Brawl I've always ditched the GameCube controller to either play with the Classic Controller (for Brawl and Smash 4) or the GamePad (for Smash 4).

However, I always wondered why Nintendo never made a Special Edition "Pro Controller" shaped like a GameCube controller with gyro, HD rumble, a ZL and - button, and clickable sticks. Surely that would sell at least enough to warrant making it? If Microsoft can bring back the ****ing DUKE controller, Nintendo can do the same for one of their older controllers.

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FaeKnight

Even with gamecube games, it wasn't always that great of a controller. Why they made the A button so huge, offset B like they did, and positioned X and Y that way I don't know. Everyone else was copying the positioning of the face buttons on an SNES controller, because that setup worked very well. Even the N64 controller, weird as it was, basically copied Sega's Genesis layout for the face buttons. Which to be fair, the controller might have been weird but it was comfortable to use, mostly.

FaeKnight

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EvilLucario

@FaeKnight Mostly because the A button was the most important button, with everything surrounding it. In Metroid Prime, firing was the most important thing you needed to do so just mash the crap out of that A button when locked-on. B, Y, and X weren't as important, although B was the second-most used button so it was positioned closer enough. Same deal with Sunshine with jumping mapped to A since it's a platformer. Other complex games like Zelda were also the same deal: A and B were pretty important while X and Y being the way they are isn't too bad either, while X and Y being situational items, pretty much like the N64 controller except in a bit more ergonomic places.

The GameCube had a weird as hell controller, but when games were designed around it, it was good. If you try to play a game like Super Metroid or Mega Man X on it though, good luck because you won't be able to play that well.

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FaeKnight

Well, yeah, when you make the A button two to three times bigger then the other buttons, then arrange them all in an awkward layout with the A button in the center, game developers will use the A button for most everything. Doesn't mean it's a good button layout. It just means developers are hamstrung by the need to use one or two buttons for almost everything.

FaeKnight

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EvilLucario

@FaeKnight Not quite hamstrung for Nintendo games, considering a lot of Nintendo's games only have a few primary buttons for controls. Even now with games like Odyssey, you can see that. Definitely for third-party games the button layout sucked, but Nintendo games like the ones I mentioned above were still pretty good with it because it fit the design and the controller also complements the games. It's very similar to how Nintendo designed the N64 controller around Mario 64. And speaking of the N64 controller, the GameCube controller was pretty much an evolution of that, promoting the C-buttons into the C-stick and adding back in the X and Y buttons while repositioning the Z button.

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FaeKnight

Is it just me, or has Nintendo been in love with weird controllers for a very long time? The NES and SNES basic controllers weren't weird. Small, but not weird. But things like R.O.B., the Power Glove, the Power Pad (they'd been interested in motion control gaming for a very long time)...

FaeKnight

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EvilLucario

@FaeKnight Oh yeah they have, and it's still here today. Even the Joy-Cons, as standard as they are compared to the rest of the industry, still have that Nintendo feel like being able to detach and play them like a SNES controller and ice cube effects HD rumble.

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EvilLucario

@ReaderRagfish "**** it. These sheep don't know any better. Let's just give them cardboard and have THEM make their own peripherals!!!"

"We're going to make SO much money from this."

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EvilLucario

@ReaderRagfish I remember renting Let's Tap from Hollywood. Funny how Yuji Naka went from Sonic to that.

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FaeKnight

ReaderRagfish wrote:

@EvilLucario Reminds me of Let's Tap for Wii. It came in a cardboard box, and you played the game by putting the Wii Remote on top of the box and tapping the box. You could even buy a special edition that came with two boxes, plus the one it already came in! What a world!

That's a thing?! RESEARCH Dear lord, it's a thing...

FaeKnight

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Alber-san

@redd214
I don't think no force feedback is an oversight, it's just that Nintendo doesn't care about sim racers haha.

Could the HD rumble in the joycon be used to simulate it? I've never used a steering wheel in a video game so I don't know how it might feel.

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redd214

@Alber-san I didn't say no force feedback was an oversight, I meant that not having analog triggers is an oversight. No, HD rumble can't simulate force feedback. I think you may be confused on what it is, look it up.

redd214

Alber-san

@redd214
" I didn't say no force feedback was an oversight, I meant that not having analog triggers is an oversight."
Oh ok you didn't make it sound that way in your post.

I know what force feedback is. And I know HD rumble can't replicate it, but it could substitute it for the Switch. I think I remember a video where they showed how the rumble actually made it seem like you're hitting a solid surface and stops you from pushing forward but I can't seem to find it.

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redd214

@Alber-san yes looking back and reading it I can see how you may have thought that, my mistake.

True FFB from a decent wheel is a totally different sensation than just rumble. I've used cheaper wheels that just have rumble but no FFB and it's not even close to the same. Ah well I doubt a company like Thrustmaster of Logitech would even fathom making a real wheel for the switch anyways so kind of irrelevant.

In other racing game news a new Monster Jam game is apparently in the works and dropping early next year, I would assume there will be a switch version. Yay...?

redd214

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