We've been really enjoying our time with Snake Pass on the Switch eShop so far and our review should hopefully be with you very soon; our lovely male video hostess Alex has you covered in the meantime in the video above.
One slight criticism which we have with the game, which you might have noticed if you downloaded it yesterday, is with the rumble. If you have experienced the joys of HD Rumble in 1-2-Switch, let's just say any subtlety is gone in Snake Pass. Whenever you collect something like a orb it's like the rumble dial has been turned to 11; it violently vibrates and makes quite a noise.
While it's not a deal breaker, Sumo Digital is aware of the issue and their PR representative has issued us with the following statement about a upcoming patch to smooth things out a bit:
Sumo is aware of this issue and the patch to fix this has been sent to Nintendo for approval and should go live in the coming days.
Until then, just rumble along with it.
Comments 87
is it really that bad? first!
Why does it seem like a lot of games are being chucked out before they're properly complete, with the attached tag, "will finish later"?
I've been having a great time with this game, it didn't occur to me that the vibrations were something that needed fixing.
So, the Fixed Rumble will be like Rattle Snake ?
XD
@SLIGEACH_EIRE Welcome to gaming in the modern age. It's a mess. :')
@SLIGEACH_EIRE Welcome to the gaming industry, circa 2009.
Is the time-attack mode missing in the Switch version? Thank you.
I'll passssss on thissssss until the patch goesssss live. Ssssssoundssssss annoying, like thissssss 'ssss' thing people do when talking about the game.
I actually kinda enjoyed it since my 3 Switch games before Snake Pass had no HD rumble. So it was kinda cool feeling it, that being said it's kinda random.
I've switched off (no pun intended) the rumble in the main system menu until this is fixed. Really offputting and no doubt rinses the battery...
I wish the Switch (or individual games) had a rumble slider: I find several games to rumble way too hard for my taste.
I thought it was using that to imitate the sound of the fly passing overhead as I collected the item haha
I tried to play this before going to sleep and my wife told me to turn off the sound while it was muted. Ended up switching the rumble off. It is off enough to warrant being fixed.
A Lot of developers really don't know how to use rumble effectively.
I don't think should use it when you simply collect an item in a game, certainly not some violent or elongated vibration. I think you use it each time you shoot a handgun, so it feels like you're experiencing kickback, or when you hold down the button on a machine gun and it just powers like a chainsaw, or when you get shot/hit and you get a jolt, or when you fall from a height and smack hard into a surface, and you get a single punchy vibration, or when an explosion goes off next to you and you get a violent shake, or when there's an earthquake or volcano eruption and the rumble mixes and matches both hard jolts and elongated rumbling erratically for a while, or when lighting/thunder cracks and you get a sharp shake, or when you roll over a bumpy cobble road on you get a constant series of smaller kicks that represent the impact with each stone, or when you get punched in the face and you feel a quick jerk, or when you're heart is racing in a horror game and the rumble pulses in perfect time with your heartbeat, etc.
Rumble should enhance the game experience rather than detract from it, else just leave it out if you can't manage that rather simple feat—and this comment is directed at all developers, across all consoles.
Sometimes I actually think the N64 games had better use of rumble than most of the games I play these days. Most of the current games I play with modern controllers that have rumble feel like it does when my phone is taking a call, it's just a constant whirring/rolling rumble that's often a bit too intrusive and annoying, whereas on N64 I actually felt like the rumble made sense a lot of the time.
Is it as bad as rumble in Fast RmX?
@DarkJamD what's wrong with the rumble in Fast RMX?
@gatorboi352
You can hear rumble loud and clear even when someone plays that game in moving bus. Soundtrack is great but it is hard to hear it under rumble if Switch has volume at 50% or less while playing that game in handheld mode. That one track with sandstorm is propably the worst.
Okay I thought it was just me. I was like wow that rumble is REALLY loud. Good to know it'll get fixed.
@impurekind The worst part is that I'm afraid the Switch's HD Rumble, which is amazing I've heard, will be severely under used by anyone not named Nintendo. It'll be treated like normal rumble, which is already used wrongly a lot.
It rumbles so hard that you can hear metal components in the controller resonating, I noticed the loud noise it makes the very first time I collected a blue blob thing.
@derty beat me to it.
Can anyone answer @Moon question? I also want to know.
@derty Yes the rumble is really bad when you fall. It feels like it is damaging the controllers when you die.
Maybe make sure your game works before shipping it yeah?
Based on my experience with it (Fast RMX and Blaster Master Zero), HD Rumble is little more than a gimmick. I kind of wish Nintendo hadn't loaded the joycons with all the gimmicky tech that is undoubtedly driving up prices.
I only played the first stage so far and the rumble didn't seem much worse than the other indie games using "HD Rumble" (that don't really feel like they're using HD Rumble at all.) But the constant rumbling while slithering...that's pretty annoying.
Blaster Master seems to have very abusing "HD" rumble too (feels like plain old rumble, it doesn't feel like it's using more than a 2D plane of vibration.) RMX I haven't noticed much, the game is intense enough and played best with headphones and pumping techno bass from the soundtrack that I tend not to be able to hear the rumble motors, but it never detracts from the game.
Snake Pass. maybe later levels it gets worse but for now it feels fairly 2D rather than HD, but just kind of constant while slithering. Glad they're patching it. I don't think Snake Pass would have been called out as unique in this regard if the developer didn't acknowledge an update.
@Ralizah HD Rumble is much more than a gimmick, it's just that most of the games using it so far aren't actually using it, it's just a bullet item from the PR department because it's using the HD Rumble API (because all rumble goes through the HD rumble API ) They might be tuning it a little, but neither the 2 games you mentioned nor this one feel like they're utilizing the third plane of movement at all. The whole point of HD rumble is freedom of axis across the 3 planes. It's the same tech the high end VR kits use actually.
FWIW: The arcade versions of HD rumble (much bigger motors, much heavier weights), and HD Rumble is a trade name, it's a "linear resonant actuator" everywhere else.), used in things like the Luigi's Mansion cabinet are AMAZING. It really feels like you sucked a coin into the plastic handle.
So far I think 1-2-Switch is the only thing actually using it. Splatoon 2 (so far) doesn't seem to be using it, but it's certainly early in the dev cycle with 3-5 months to go, and updating all the rumble details to a calibrated "shape" is an easy thing to revise near release. Splatoon 2 would be really fun with the real deal. The big thing is the 3rd plane (meaning ANY direction of force, not just back and forth oscilation) and very sensitive servos that can start and stop instantly in a controlled manner. Regular rumble just kind of limply oscillates and nothing else. But if you just send basic rumble parameters in it just gives you regular rumble but with sharper actuations than the old motors.
@NEStalgia It's another interesting but ultimately useless technology that Nintendo will fail to utilize properly, more than likely. I could be wrong, of course, but all I see at this point is more costly tech that Nintendo can't find a good use for beyond ice cube and marble counting mini-games.
@Jessica286 ninja -_-
@SLIGEACH_EIRE sooooo true. Way too many games are coming out like this!
@Ralizah Honestly I can't disagree with you. Was it different in 1/2 Switch? Yeah. However I really don't see much developers doing anything with it. hopefully in wrong
It wouldn't be a Sumo game without day one bugs. I still love you, though, Sumo!
@Pocky Blaster Master Zero does a decent job with HD Rumble, differentiating a light rumble from charging an attack to heavy rumbles when enemies are dropping bombs and you take hits and a few other effects in between.
It's nothing game changing (at the moment), but I finally understand how it could be a big deal if utilized correctly. And for $10, it's a nice experience; very much like Metroid in its progression and exploration.
@Ralizah
Improved rumble... Gimmick? No.
I love the rumble on Switch. It's so much more fine and precise. Like hitting right side and feeling it on the right side. The marble mini game really is great for showing off how nuanced it is.
That's not a gimmick- I don't care how loud people scream it is. More nuance, specific locations of rumble and higher quality overall is simply not a gimmick any way you slice it. Even in games not using the official "hd" part, even just normal rumble is better. One of the first things I noticed in Zelda was how good the rumble felt.
The tech is new, developers havent mastered it yet like Nintendo has in 1-2 Switch. Give it time, and we'll see games using it as professionally well done as Nintendo themselves. Even now with launch games, like I said even just normal rumble is improved with these motors. And it's only going to improve with time as they learn the sweet spot.
Going to wait for the patch before picking this up. Patch day one buy!
As for HD Rumble, I have yet to be wowed by it but I retain hope. It is a gimmick by definition but I don't think it's a gimmick in the way most people mean it these days (which is not "a unique point of sale" but "a new thing I don't like/dismiss"). If anything I think that's the little camera in the right Joycon. I don't have 1-2-Switch and can't see it becoming a focus point of future games. Hope to be proven wrong there but if we're going to bemoan the added cost of anything it's that for me.
Now to finish Human Resource Machine before the patch!
@Ralizah I think people looking for "unique uses for" Nintendo's gimmicks is what ultimately creates problems. Instead of letting Wiimotes be useful where they were useful we instead got endless waggle games because it seemed like if it didn't justify it's existence at the forefront of every game nobody was happy. And then for Gamepad we got either complete abandonment or demands for more "unique" uses. It was meant for maps and inventories and made games that needed that much better to control. Nobody noticed that amid all the complaining until BotW and Splaton 2 took it away. NOW everybody misses their map and touch inventory they complained about as uninteresting use for 4 years. It's not "exciting" but it's a gameplay enhancement.
HD Rumble is the same. Too many people are looking for it to be game changing and central to gameplay like the marble minigame, but that's not its reason to exist. The heavy marketing of it doesn't help that impression. Trying to market it for games means its taking the front seat and it's not supposed to. It's supposed to be a little nicety that enhances immersion not something that changes gameplay (unless a game is designed for it to do so.) Like the in-trigger force feedback in XBone controllers only with uses outside shooters. If it enhances immersion or feedback even if you don't notice it's doing it, when you'll notice it is when you go back to your DS4 and feel that limp dull vibrator and it will suddenly feel "wrong", that's when you know HD Rumble is working. I just wouldn't look at multiplats for that. They're going to port their code as-is and it will replicate basic rumble.
If we want to talk about useless technology in a controller, there's a big light and a giant track pad that's used as a "push rectangle for map" button in almost every game that should be mentioned I think I actually used it as a trackpad. Once. In Killzone. It was awful.
I agree with @JaxonH, even for basic rumble you CAN feel that it's a refined rumble with finer motion and sharper start/stop controls, more like the vibrator in a phone or iPad than the dull rumble of gamepad/DS4/X1 That's just when it's using the 2D plane and emulating backward compatible rumble calls.
A good "free" test for what HD rumble really feels lie: Just detach your joycons, and turn them (and the system) on. Feel that short, "bump" they make when they connect? That's HD rumble. Regular rumble can't give a sharp tap like that. Imagine in BotW....you know how you can sheild deflect? And you know how certain enemies have a split second "tell" when it's the right time to deflect? Imagine if the controller gave that quick "tap" during that tell so you had visual AND physical sensory notification to rely on for reaction times? Subtle, not a flamboyant change in gaming, but a significant gameplay improvement. BotW does not support HD Rumble, but the basic rumble feels better on the HD motors than on the Gamepad motors. Improvement to input devices and feedback is one of the few really good things that can be done on a system that's not a gimmick.
Disagree with @DTFaux though, Blaster Master doesn't seem to be really using HD Rumble. it IS using the gradient features for fine control and scaling of the effect but it still seems to be using the 2D plane and still treating it as a refined basic rumble. Nothing wrong with that, but it's not an ideal example for the hardware itself. It's the feedback version of "we have waggle so we support motion controls!" It makes its presence too known too often meaning its exaggerated.
Snake Pass I'm guessing is also not really doing HD, and the tone-down is just that they ported it in as-is for other platforms without realizing the HD motors are a good deal more powerful and it needs to be dialed back.
Arms will probably be the first "real" gaming tour of HD rumble. I can't imagine Kart doing much with it.
@Ogbert
If that's your definition of gimmick then the word loses all value as almost everything can fall in that category. I imagine these motors barely cost a buck. But I'm sure it'll be blamed for cost in ignorance- My Switch cost $300 and it would have been $250 without those 50 cent rumble motors in the controller.
I don't think it was ever something that was going to "wow" anyone. It's rumble... vibrations in a controller. That's not wow worthy. But it can and is an improvement over the stock 1990's rumble technology. Forget the marketing "HD" label and just look at it for what it is- improved motors with finer nuance and multiple locations so that the rumble can correspond with 360 degrees of contact in game (like surround sound).
Basically, this is probably the best added feature in the Switch. It's going to take time for the devs to learn it properly but it'll happen. Seeing is believing, and just experiencing the subtle taps of the rumble when Joycons connect, feeling the finer, less obnoxious rumble even in games like Zelda... it's a clear and distinct improvement.
People may not yet fully appreciate that improvement yet, but they will. Even now though I can appreciate the improvements just from the quality of the soft motor vibrations alone. It's also easier to appreciate once you see the motors for yourself in a teardown. It's not some grand expensive device that's "adding cost we'll regret" or anything. Even if it did add $5 per controller, that's money well, well spent imo.
@Ralizah Also my guess is that all controllers will be using linear actuators for rumble going forward. PS4 Pro just uses the DS4 but my guess is Scorpio will have a new controller that will use it. MS loves their "special version" controllers. It's just the evolution for rumble. It started with Occulus & whatsitsname, came to mere mortals through Nitnendo, and probably goes to MS/Sony soon enough and will end up another standard for controllers.
But of all companies Nintendo's the last I would think wouldn't find good utilization of it, they're the ones that started rumble in controllers to begin with. Everyone laughed at it, and then Sony and MS copied it forever more
@NEStalgia I'm not actually looking for developers to make specific use of the HD rumble in the way you mentioned. I'm looking for Nintendo to justify wasting resources on it at all. I've never found my controller shaking around to be a compelling or useful feature. I'm willing to have my mind changed, though.
And, to be honest, I way prefer Splatoon 2 and MK8D integrating the map features into the single-screen UI. Having to look down at an entirely separate screen in the midst of hectic madness got old very quickly and more often than not, I simply didn't bother with it.
@JaxonH That is essentially the definition of gimmick: "A feature intended to attract attention or business". And yes, practically anything these days could be qualified as a "gimmick."
Too often words get wrapped up in connotations which actually hinder the nuance of language. Considering many people trust social media posts more than actual journalism... I feel it is important to differentiate between meaning and perception, no offense intended. I get what you are saying and you do have a point.
@SLIGEACH_EIRE - Welcome to a new system launch.
These devs want to get their software on the hot new console (which is available in Ireland I hear, not hard to find!) and they may rush things to market to take advantage of an as of yet fresh and uncluttered e-shop.
@Ralizah Oh, so you're generally not a fan of regular rumble either then? If not, I don't think HD will change your opinion much It's just an improvement and refinement to the effect not an all new thing. I still want to see legit force feedback on thumbsticks. Nobody's doing that. You haven't lived till you've played with a force feedback flight stick
But where old rumble is just dull shaking of the controller this one at least can provide more specific feeling and feedback. I think for a lot of people it's going to be an improvement (even if they think they don't notice it), but if you generally don't think any rumble matters much, then, yeah, you won't like it. I didn't miss it on 3DS so it's not TOO important to me, but I wonder how often I'd have worse timing on actions if I turned it off on a fast game? Even regular rumble. I never tried it.
For Splatoon, I think the loss of the map is a big deal. I also got tired of looking at both, but having to hit a button and idle will make it less useful. In S1 you had to kind of master glancing at the second screen while watching the first. The best players mastered that (and slaughtered me) as a result
@ACK
What we have here though is something intended to improve the user experience. If it happens to garner attention in the process, so be it. But it's main purpose of being invented was to improve the experience, not garner attention. And that is how I make the distinction. If it's primary purpose of existing is to garner attention it's a gimmickick. If it's primary purpose of existing is to improve the experience, and that has the side effect of garnering attention, then it's not a gimmick by any definition. And that distinction must be made. It's the difference between a real gimmick whose sole purpose was to draw attention, and a legitimate improvement that is drawing attention because it genuinely improves something.
@NEStalgia Not really. I mean, I didn't have a problem with it in BotW, but it didn't really call attention to itself, either. I've never played a 3DS game and thought "it's a darn shame that my handheld isn't buzzing around like a... massage wand..." (keeping it family-friendly!) I get what you're saying, and I'm totally open to changing my mind if I ever find it does enhance my experience, but I never found it to be particularly interesting in the first place. ESPECIALLY normal rumble. Ever play a game that uses rumble in the cutscenes? I set my controller down during long cutscenes that don't require any input, and often find myself drawn into the narrative, only to be ripped out of that experience by the sound of the controller violently jittering on the desk in front of me.
I only comment on it because Nintendo has wasted plenty of time talking up this HD rumble. I was excited. Finally, a rumble that won't be useless, I thought... only to have every supposed instance of HD rumble totally disappoint me.
If ARMS is a good showcase for it, though, I'll probably end up getting that game: I am curious about what can be done with the tech.
I don't really see the point in rumble, i'm surprised it hasn't died off by now. HD Rumble seems like an improvement, yet there are no games yet, that truly utilizes it to make it feel like a refinement of the tired feature. I mean there's 1,2 Switch, but it's mundane at best. I hope to see a game in near future that precisely shows what it could do, while also having a great time. So I hope a game like ARMS can deliver on that promise.
@AlwaysGreener @Ralizah Oh yeah I've had that stupid rattling around controller during cutscenes issue, and twice as much so with the heavy Gamepad (and excessive rumble motor that thing has.) That always annoyed me.
I think Nintendo's talking it up because right now it's something unique to their hardware (remember the insane time MS talked up the FF triggers on X1, and then never mentioned it again?) And because the "joycon based new IP games" they seem to be working on (probably party games trying to draw the Wii crowd in still) focus on that sort of thing as a party game differentiation phones and tablets can't do. That's the kind of thing that makes the Wii crowd think "that sounds fun!" But for regular gamers, if you're NOTICING it, I'd say the dev did it wrong. The real advantages are the things you don't notice but still affect perception. Arms is where I'm putting my hopes. If you can use the motion controls and feel your punches land, that's a win. If you can feel directionality of hits against you in any mode, that's a win.
@Ralizah @JaxonH It's a gimmick until Nintendo actually produces something that actually enhances the user experience beyond a handful of demo party mini games. Whether they'll actually do that or not....well, i wouldn't count on it. They should make additional joycons without the HD rumble and sell them at half the price.
@Jessica286 I ended up buying the game and after clearing 2 levels with all collectibles, no time trial mode yet. I may be doing something wrong... but it's my understanding that in the PS4 version you get a time-trial mode after beating a level. Not the case for me so far. :/
@Pocky FAST RMX uses HD rumble pretty well, too. When you crash the controller rumbles to match the exact places your vehicle makes contact with walls.
Thank heavens for that! The rumble is so bad, I simply had to turn the game off after the opening two levels. Seriously, I just couldn't take another round of gem collecting. Why they wouldn't include an option to turn the rumble feature off to begin with is beyond me.
I'll revisit Snake Pass post patch!
Fantastic comment, @NEStalgia. I agreed with everything you had to say, and I even learned a little, too. Thanks for taking the trouble to clear things up! Top man.
@impurekind:
"I think you use it each time you shoot a handgun, so it feels like you're experiencing kickback, or when you hold down the button on a machine gun and it just powers like a chainsaw, or when you get shot/hit and you get a jolt, or when you fall from a height and smack hard into a surface, and you get a single punchy vibration, or when an explosion goes off next to you and you get a violent shake, or when there's an earthquake or volcano eruption and the rumble mixes and matches both hard jolts and elongated rumbling erratically for a while, or when lighting/thunder cracks and you get a sharp shake, or when you roll over a bumpy cobble road on you get a constant series of smaller kicks that represent the impact with each stone, or when you get punched in the face and you feel a quick jerk, or when you're heart is racing in a horror game and the rumble pulses in perfect time with your heartbeat, etc".
...or when you're reading the longest sentence ever!
@JaxonH It is the dictionary definition.
'a trick or device intended to attract attention, publicity, or trade.'
And yes, it does mean literally anything can be a gimmick. Analogue sticks, shoulders buttons, motion controls, controller-less controls, stereoscopic 3D, virtual consoles, toy robots you can plug in and control, integrated cameras, 16bit, 32bit, 64bit, 128bit, 1080p, 4K, online gaming, digital storefronts, carry handles, clamshell design, multiple screens, rumblepacks, share buttons, multimedia integration, VR, AR, backlit screens, portability, touch pads, back touch pads, haptic feedback, compact redesign, toys-to-life, assorted chips and processors, a portable/home console hybrid, streaming games and of course HD rumble - all gimmicks regardless of whether you like them, their impact on the industry and their success. That is what the word means.
I have no idea on the cost of these elements. I'm not going get to attempt to pluck numbers out of the air and assume that is correct. But rumble technology has long been a part of gaming since Nintendo first introduced the gimmick to the wide world (not sure if it was done on a less successful scale initially by others). It has been constantly evolving and can help improve immersion. So whilst I have yet to be wowed by the Switch's HD rumble I don't consider it pointless or a waste of money just yet, it feels to me a logical progression of the tech.
That's all.
@Ogbert
Again, key word intended
The purpose of HD rumble was not intended to simply garner attention, the purpose was to improve user experience. Garnering attention is simply a side effect of doing so
"Until then, just rumble along with it."
Christ...
"...our lovely male video hostess Alex..."
Haha, male hostess. That's funny.
@Moon @Jessica286 No time trial in the Switch version. It's supposed to unlock after you beat a "world".
It's missing on switch. >_<
Snake Pass looks quite nice in TV mode. I'm hoping developers can fine tune the HD rumble use in the joycons much in the same way force feedback was attempted in mice in the late 90's. The idea was to create the feeling of texture and tiny changes as you interacted with the world.
@Zimon Yeah... I've not seen a time trial, either. It seems as though there are fewer game modes on Switch. Noone seems to want to mention that, though. Why? ...I don't know. I'm honestly surprised Digital Foundary didn't point that one out... and they just LOVE making the Switch look naff.
The rumble works fine in my copy of Snake Pass.
The rumble has actually been the one aspect of the Switch that I've found disappointing. Since the N64 days, I don't know if I can name 5 games where the rumble has stood out as being particularly good or bad, and that's how it should be. It should just be there and work and not draw attention to itself. BotW is like that, but every other game I've played on the system has had loud, annoying rumble that really only seems to make the joycon feel hollow and cheap. Fast RMX and now Snake Pass have been the worst offenders. I really hope these games are not representative of what HD rumble is supposed to be like. As much as I have no interest in the game itself, I'm tempted to buy 1 2 Switch just to see what the HD rumble can actually do. When they talked about HD rumble being used in Fast RMX to give a feeling of driving over different textured road surfaces, I imagined it being an improvement on 1080 Snowboarding on the N64. They didn't even come close to what they achieved in 1080, not by a long shot.
@thesilverbrick Do you really feel that? I know they talked about that in interviews and such, but I honestly can't feel it. I just feel sharp jolting vibrations. I wonder if it has to do with how I hold the Switch.
I had wondered about that... it will be nice to play the game and not worry that my joycon is about to explode
On a side note, I thought the HD rumble in fast RMX makes sense. If you where to drive a car at that kind of speed, you would get some intense vibrations through the steering wheel... and the way it vibrates actually sounds like the car boosting... which is neat
@JaxonH I do think Fast RmX does HD Rumble well.
@Ogbert I think HD Rumble is designed for immersion. It is up to the developer to market it as a gimmick to their game.
Heard Blastermaster has also hd rumble. For me it was just a cheap and very violent rumble (like it is described here) and i feared it would damage the joy cons so i put it off. Seems to me like it wasnt intentional there also. Id like to finally experience hd rumble after owning more than ten games for the switch.
Does it bother people that the game is not 720p native? Its SD not HD
Personally im fine with it as long as its above 240p on the 3ds.
Female players will love this vibrating snake...
@Ralizah its an evolutionary stage, don't think that hd rumble or haptic feedback are perfected on the first go, it takes time and while the switch is sought after we have not begun the refinment phase,
Im sure Nintendo have a plan up their sleeve to up the production process... right now its supply constrained...
@Nintendian n.n
@Moon I know!
Remove GAME MODES and no one cares. Lower the resolution or eff up rumble and every one starts screaming. It's so weird.
I started playing snake pass last night and I don't have any rumble issues. Is there a certain part of the game that the rumble is more noticeable ?
@easygoingthief
When you're gripping onto something, the rumble can be pretty strong, it vibrates on a pretty short wavelength so it can make your hands feel a little funny.
PATCH FOR RUMBLE FIX IS UP!
That's good because the rumble was so violent I was afraid it was going to break my joycon.
@JaxonH I didn't say it was. The two things are not mutually exclusive.
I am not disputing that it's there to increase immersion, I basically stated that exact thing. But it is a gimmick in the true sense of the word. It was a big part of their reveal and it's a feature many games are boasting about utilising. They're very much using it to sell both the hardware and software. The fact it can also improve them does not make it not a gimmick.
But equally as my initial post stated, the fact it's a gimmick is not a negative. Many gimmicks have gone on to become industry standards.
@zionich yes. This is what I am saying.
It is a gimmick.
Being a gimmick doesn't not mean it's not also an improvement.
Being a gimmick is not a bad thing.
Many gimmicks of the past are now industry standard.
I like HD Rumble in concept though am yet to be wowed by it, but still consider it a positive. I disagree with those dismissing it or guessing the costs that may or may not be saved by removing it. But am stating that yes it is technically a gimmick, but gimmick doesn't not mean what most people using it think it means (not a negative).
@Ogbert
I get that.
But I fundamentally disagree that it's a gimmick. By virtue of the fact it was not designed specifically for attention. So it doesn't matter if it's advertised, or if it gets attention... none of it matters. Either it was created for the purpose of attention grabbing or it wasn't. And if it wasn't, then simply getting attention or simply being advertised for attention doesn't suddenly make it one
@JasmineDragon I can tell the difference, but admittedly it is subtle. Best way to actually experience the HD Rumble is to separate the two Joy-Cons and play with one in each hand. You'll feel the difference.
@Ogbert The thing is HD Rumble is really just another output method just like the motion controllers another input method.
It's no different than adding another button or a second screen, its just input and output. That would be like saying analog, extra buttons or using headphones instead of speakers is a gimmick. If that's the case and everything is a gimmick then nothing is gimmick.
By the definition as you posted, HD Rumble is niether a trick or device ( device is not a physical object in this definition. They are using the plan, deception or trick definition) It is simply a new output method.
@Zimon but why?
@Moon I have it too and yes no time trial either. This is sad. I wil Tweet to Sumo to ask why.
@Moon @Jessica286
Just saw that they will patch it in later. Good to know!
Source: http://nintendoeverything.com/time-trials-missing-from-snake-pass-on-switch-but-will-be-patched-in/
@Zimon Well spotted, and thanks for letting us know
@Zimon Oh thank God!! I was worry this would mark the beginning of Nintendo players being screw over the other consoles. I'm truly relieve.
@SLIGEACH_EIRE Not exactly a Switch exclusive problem.
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