Recent news Super Mario Party wouldn't support Switch Pro Controllers somewhat made sense, given the style of the mini-games on offer. Square Enix's definitive edition of The World Ends With You looks to be following in the footsteps of Nintendo's title by also not including Pro Controller support.
During a Nintendo demo event at PAX West 2018, US Gamer was informed The World Ends With You: Final Remix would not support the Pro Controller. As previously announced, the game will utilise solo Joy-Con play with motion reticle aiming and touch-screen controls in handheld mode. The single Joy-Con play style means a second player can easily join in on the fun in co-op.
Is this news at all a surprise to you? Do you think more games should try to add Pro Controller support when possible? Are you excited about this game's release next week? Tell us below.
[source usgamer.net]
Comments 98
But, why?
Why should it? The Pro Controller is ill-suited to applications like this despite having the same technology due to its design. The Joy-Con are small and detectable, making them better suited to pointing uses.
So, after Mario Party, now it's this one... great for the people who want to play with friends... if they have a pro controller, they just have to buy a new pair of JOYCON... Business is business... :/
Never understood pro controllers, to be honest. Pack in controllers are always fine to me.
Great move. :S
oh well we still get a great upgraded ds PORTABLE classic so nuthin to cry about
I mean, considering the game is purely controlled through a motion pointer this seemed pretty obvious to me.
But will it support DK Bongos?
I like the pro controller, but, even if support was there, it would be a worse experience. Like Okami on Switch, absolutely best on handheld.
Touch controls ftw
@ieatdragonz Honestly, the touch controls are so much better in Okami HD than anything else. I can't imagine playing this on any other system.
@TheMisterManGuy Gyro controls work fine on the Pro controller. There's no reason for a game like this to not support it.
@Ralizah The Pro Controller shares much of the same technology. But the shape and design of the device limits its utility compared to the Joy-Con. The Joy-Con are small and thin, allowing the user to hold them from a variety of angles, and their detachable nature allows for more complex and dynamic motion controls. Pro Controller is only really good for Splatoon-esque gyro aiming, tilting uses, and basic shaking gestures, trying to simulate a pointer or a tennis racket with it would be a nightmare.
At least it’s not the other way around, I guess. And I’m just glad it will have touch controls. Wish more games had the option to play entirely on touch. Harvest Moon has an awesome touch interface.
Minor bummer. Doesn't totally affect me.
@TheMisterManGuy The Switch doesn't utilize pointer controls. And, sure, joycons are much better when it comes to motion gesturing, such as in games like Super Mario Odyssey, but, as far as I know, there isn't heavy motion gesturing in this game, which is why you can do all the same stuff via touch screen controls in handheld mode. There's no reason not to support the Pro Controller.
I think every game possible should support the pro-controller. That said, it's not a deal breaker.
@Ralizah The gyro can be used to simulate a pointer as seen in Okami. Also this game is fully controlled via motion if you use the joycon, or touchscreen if you want to play it that way
@volteccer You can "simulate a pointer" with a pro controller just as well as you can with a joycon. It's the same technology.
@Ralizah Sure, but that would be ridiculously cumbersome. You really want to make slashing motions with a pro controller for the entire length of a 50 hour game? You're aware that even walking around in TWEWY requires pointing, right?
As long as there's Power Glove functionality, I'm happy.
@volteccer I find motion gesturing cumbersome to begin with. And don't get me wrong: I don't like the Pro Controller. All I need for my Switch games are joycons. I think it's great that you have a controller that allows you to play a game in any position you like when they're unhitched from the grip. But other people do like the Pro Controller, and if the controls can be made to work with one of the primary controllers for the system, there's no reason not to support it. It's literally giving players fewer options for no good reason.
@Ralizah Not everyone has a Pro Controller, and again, it's more limited in terms of utility. So you're better off starting with the default controller when making a game, rather than an optional purchase since everybody has both Joy-Con.
Was buying, now not buying.
This is actually a bit disappointing. My joycons broke after about 1600 hours of playing games so I bought myself a pro instead of replacing them just yet. So effectively I have no controller that I can easily play this game with.
That said, I'm still pissed at Square Enix teasing a mobile Port of this a couple years ago and now it looks as if we now have the mobile Port coming to console with the core mechanics of game already broken so I don't even know if I was going to buy this new anyway.
EDIT: for the sake of it, I just looked up some more footage from the game and it is beyond clunky how they've designed this. The original concept of this game was "make it do everything." Every different type of action you could do with a DS was supposed to have some way of being implemented in the game. And we start begging for a sequel as soon as it's done and Square Enix basically tells us to screw off. Then several years later they give us a teaser specifically using Twewy art, all for just a mobile port. And then they crippled the game Concepts just to be able to put it on mobile.
And now past the 10-year anniversary of it coming out, we still don't have any sequel or anything else at all. But we're getting a port of a port. and the concept is gone and the controls look like they suck. I don't even think I would buy this version for twenty bucks.
Every game should support the pro controller and then let the consumer decide. It is a traditional controller I don’t even understand how this keeps happening.
For a guy like myself who still play Duck Hunt with the NES zapper, I totally understand this as this game was made with touch functionality in mind. You don't want to play Duck Hunt with a traditional controller as that makes no sense same as you don't want to play The World Ends With You with a traditional controller as the controller lacks a few features that the touch functionality offered.
@TheMisterManGuy Well, of course. Nobody is saying this should support the Pro Controller INSTEAD OF the joycons. Just that there's no rational justification for it not to support the Pro Controller IN ADDITION TO the joycons.
I love my pro controller
TWEWY is a 2007 NDS remaster launching at $60, and there is limited controller support. As one that hasn't played the game (though I understand it's highly praised), that's kind of a turn-off. Even if it were cumbersome, the option would've been appreciated. Poor optics and disappointing.
My left Joy-Con is on the fritz and I'm not shelling out the money to fix/replace it. Not to mention that I dislike motion controls.
Also, I'm not the biggest fan of handheld gaming or touch controls. So...
A real shame too, as I wanted to see what all the praise for this game was, but I geuss it will just be a pass for me.
Big whoop. I never played it and I’m looking forward to it, as I’ve never got around to playing the DS version. Handheld mode, joycon, whatever, as long as it works smoothly....
....we’ve come along way since the Wii waggle days.....they’ve really figured out how to make motion controls a lotmore fluid and intuitive in the past 10+ years. Sounds like it would suck to use a pro controller based off the core mechanics I’ve seen, anyhow
@EightBitMan Your ability to post self-descriptive comments is breathtaking.
@retro_player_22
So hoping Duck Hunt is coming out for Switch online 🦆
Kind of expected this considering how both the DS and iOS versions played. My left one was a little iffy from the start but I never sent it in for repair. May just buy a new pair.
O.k well that's one pre-order now cancelled. Hugely disappointed.
@jtmnm $50 actually but yeah that still barely changes the valid gripes.
@PipeGuy64Bit Thanks for the correction. I don't know why I was certain I saw this marked at $60.
@JHDK If it doesn't support DK bongos. I say we March on Square Enix head quarters and demand our right to BONGO BEAT!
@jtmnm Well it was marked at $60 in online retail sites for quite a while before the actual price was confirmed during last month I believe.
I don't have a Switch pro(yet) so this doesn't affect me at all. I never got around to playing this on DS so I'm hyped for Final Remix.
If Captain Toad can do it why not this? It's a deal breaker for me
So......does that mean it doesn't support being played in portable mode at all? Cause if so that is absolutely a deal breaker for me.
Just to be clear I've played the DS version and I understand why it wouldn't work on a traditional controller scheme. It has to do with the design of the game in a fundamental level. I'm disappointed it couldn't work but not disappointed in the dev team or anything. They did the best they could.
Strange decision..
Welp, there we go, game is going to be crap then. I'm not touching this.
I kinda already have it on iOS anyways, lol
@invictus4000
Well maybe you have tiny hands. For soneone with big nan hands the Joy cons, even in their frame, are not good for me.
Great news, they just spared me 40 bucks!
I have too many games on Switch already anyway.
If I wanted one with motion controls only, I would just pick up one of my old Wii games and there's a reason why I don't do that anymore.
That sucks. No sale! Sorry bout it
I much prefer the pro-controller over joy-cons when playing on TV for extended periods of time. Still, I was wondering how they would implement controls on TV (touchscreen for handheld felt pretty obvious) for this since it was announced. Not surprised then, that they decided to forgo the pro-controller entirely in favour of some kind of pointer controls. I think I'm just gonna play it handheld then, if I get it at all. Because if it's touchscreen anyways, I might as well stick with the android version - depending on what else might have changed - which will undoubtedly be much cheaper
@Ralek85 Exactly. In portal mode when you're outside ok but at home playing on tv.... a pro controller is a must. This shouldn't be a problem now
WHAT? THEY COULDN'T SHOEHORN SOMETHING TOGETHER TO USE THE PRO CONTROLLER WHEN IT CLEARLY LACKS THE NECESSARY FUNCTIONS FOR THIS GAME THAT WAS ORIGINALLY DESIGNED WITH A HEAVY TOUCH FOCUS?! OUTRAGE.
Anyone who's surprised by this or thinks it's a bad decision is a prime example of why humanity needs to come to an end.
"...the game will utilise solo Joy-Con play with motion reticle aiming and touch-screen controls in handheld mode"
TWEWY was one of my favourite games on DS, but whether you’re using the touchscreen or JoyCon, Final Remix on Switch version will employ the exact same tap-to-move controls as the mobile version (which I already own).
I wish TWEWY the very best on Switch, but for that reason, I’m out.
@BladedKnight You're probably right, these twits seem dense.
@nonprophetmusic I’d assumed that Final Remix on Switch would use a traditional analogue stick to control Neku’s movement. You know, because unlike an iPhone, the Switch has those.
"Humanity needs to come to an end".
Hmm, that’s a perfectly rational response to those who’d prefer physical controls! Yeah sure, they are the ones with the problem. 🙄
No sale then!
@ieatdragonz I am not an motion controls hater but I have to say that in okami I always did the brush with the analogue stick (even in handheld) as it worked away more accurate and confortable for me.
@Ralek85 Yup, I’ll be sticking with the mobile version, too. As Square Enix charged for the iPhone and iPad versions separately, I bought the game twice. Seeing as it’ll be no different on Switch, I’ll stick with what I’ve got. Especially as they’re charging full whack for it.
No Pro-Controller support no buy. Easy as that for me.
I hope this is not a new trend when developing a game.
I played the Android version and this is basically a port of that one.
It's quite clear why they don't support the Pro controller. This is a touchscreen game, so they will replace that with the Wii like pointer motion controls of the Joy-Con.
@Aerona
You probably need both gyros to compensate for the 2nd screen on the DS.
I have no idea how they adapted it to the Switch in TV mode. This game really had a weird (but great) gameplay and you clearly needed both your eyes looking in different direction if you didn't want to use the auto mode for the 2nd character.
No Pro Controller, no sale.
But then I wasn't going to buy it anyway so I don't suppose it matters really. The easiest form of protest.
Co-op? Nintendo.com says the game is only 1 player
@Cobalt your switch didn't come with any?
this game only works with 2 joycon, so unless you broke or lost them there's no need to buy more.
@ALinkttPresent it's assumed that you can (optionally) control your partner using a 2nd joycon.
while not official co-op, it would be easy enough to pass that joycon to someone else.
@Kevember touch screen is still gonna be the way to go. I'm sure the motion reticle will be okay, but this kind of use-case makes me lament the passing of the Wii remote pointer. At least there's the obligatory button to re-center the cursor
@The_Pixel_King with all due respect, what did you possibly expect? A game built for touchscreen input to be reworked for a traditional game pad?
@nonprophetmusic I'd say that's a bit extreme, though I completely agree with you. I don't quite understand the strange sense of entitlement people have who argue Super Mario Party and now this need pro controller support, despite obvious reason for it to be absent. I love the pro controller, but I'm not about to throw a fit about this
@Cobalt
If you have a Switch and your friend has a Switch, you already have four Joy-Cons, so what's the problem?
Meh I play captain toad with the pro controller just fine and that has a pointer too, even if they think its an inferior way to play whats wrong with giving people options? The game is already inferior to the ds version just cause it has the same battle system as the app one
@PhazonEnhanced it's not entitlement to expect a game to support multiple controllers when Nintendo sells them to you as though they will be supported. There is absolutely no reason to not support it.
If anything it's entitled of Square and Nintendo to expect people to be ok with them being this lazy.
@Moonlessky but does captain toad require you to "scratch" back and forth very quickly?
or draw a near-perfect circle in a split second?
or repeatedly make slashing movements across your character?
@saintayu inputting attacks just wouldn't be possible without completely overhauling the combat system, which in turn would destroy the gameplay.
it's like expecting guitar hero to be made compatible with a dance mat because "guitar controllers and dance mats are both music game controllers" or DDR be made compatible with a guitar controller.
@thedicemaster except they already have changed the combat system to the one used in the tablet remake.
And that the pro controller can be used for motion controls just the same as the joycon. So your example is completely wrong.
Also the game was originally meant to played with touchscreen controls so by that logic you should just play it undocked right?
@PhazonEnhanced No, I didn’t expect that at all. Not in the slightest. What I did expect however, is that they’d allow the characters basic movement to be controlled with the left analogue stick! You know, like the original DS version. Is that not a reasonable expectation?
@saintayu joycon controls simulate the touchscreen.
and it wouldn't work with a regular controller because it's too big and heavy.
with 1 hand the uneven weight and large size would either hurt your arm or cause you to fling the controller through the room, and with 2 hands you'd lack the dexterity to make the quick movements required by the game.
and the one change the mobile version made in the battle system was to turn your partner(who in the original version already was an optional part) into an extra pin, the actual mechanics for using pins in battle remained exactly the same.
supporting pro controllers would mean using buttons(taking away what made the battle system unique) or using the same pointer controls as the joycons, which would lead to a lot of frustration.
@thedicemaster I'm aware since the first time I played this was on a DS. The partner controls are different and that changes the battle system. I never said the pin system itself was changed. Still the partner dynamics and trying to balance them was part of the fun of the original.
If people want to use the pro controller then that should be up to them. It's sold as an official controller and it should be used with every game. You can claim its uncomfortable or whatever but that doesn't make it true for everyone.
I legit love people are mad a touch screen only game won't shoe horn a traditional controller..
I was going to try this, but I hadn't played it before and was unaware it was full touch screen control, which I personally don't care for. So, I'm probably not going to go for this now.
@The_Pixel_King that is reasonable, but I haven't seen anything that explicitly states you can't move with the analog stick
I gotta say it, I'm still not sure if I'll like this one. I'm mostly just curious who these kids are and why they're suddenly in Kingdom Hearts 3D: Dream Drop Distance. JRPG's aren't typically my thing unless it does something to the done-to-death formula that grabs my attention, like Paper Mario or Tales of Symphonia/Tales of the Abyss. I'm probs gonna buy it anyway... after paying off other preorders I have.
@saintayu Nintendo never made any promises of universal support for the Pro Controller. Nintendo's efforts to support handheld mode conveniently goes hand-in-hand with supporting the pro controller, as both play styles have similar limitations when compared to split joy cons. However, having that choice has led plenty of people to whine when a couple of games are designed in a way that favors the joy con over a pro controller. Could you use the pro controller to move the motion reticle? Sure, but anyone familiar with the game knows it would be incredibly awkward to rapidly twist the controller around for the kind of gestures TWEWY requires. Split joy con are (near objectively) better suited to the point and flick controls, so that's how Sqenix asks that you play. I understand that it excludes a piece of hardware you chose to purchase, but this is more or less the same as refusing to buy a game because you found out it doesn't support button remapping. Player choice is nice, but developers aren't obligated to provide it.
@KayFiOS TWEWY certainly changes up genre expectations, and that's a big part of what makes it the cult hit it is. The real world urban setting is a shift from cliched fantasy RPGs, and the gameplay mechanics and story are similarly unique. A little is lost without the original DS hardware, but having played the mobile Solo Remix, it still holds up well, and the combat is a bit easier to boot
Nintendo's bright ideas department strike again
@PhazonEnhanced I never said I wouldn't buy it because of this. I said I don't agree with them not supporting a controller that for all intents and purposes (your comment even pretty much agrees) is the same as the ones they are supporting. If any other console maker sold a controller that was, yet again, for all intents and purposes the same as the one that you're using to play the game but didn't show support for it in their own games (Mario Party) and didn't push for at least token support in every other game most of the people toeing the party line here would be dragging them through the mud.
I seriously doubt it would take much for Square to support it either and if people didn't want to use it then they didn't have to. I will reiterate that I will be playing this game in handheld mode anyway and hoping that they don't ruin the touch screen controls because that is the way that I want to and because, objectively, that is how the game was meant to be played.
Personally, that's how I plan to play this game. That doesn't mean I'd try to prevent or champion taking the ways other players want to away from them.
@PhazonEnhanced Reminds me a bit of Earthbound, the way you describe it! Well, I gave that a chance, and even when it hit me with terrible inventory space, I loved the crap out of it, and still consider it one of the best SNES games I played! Think I'll add this to my list of preorders.
@saintayu I don't disagree, it would be easy for Square Enix to add support for the pro controller, and there's some potential for it to come after launch. While this would make everyone happy, I still think it's within the dev team's rights to include only the ideal control scheme's, regardless of what the players might want, or think they want. It's important to remember that this is not a widespread problem; these are the only two games I know without pro controller support. That said, I feel both of them have valid game design reasons. I really feel that people are blowing things out of proportion here.
That aside, touch is objectively the best way to play this game. Even if by some miracle the motion reticle stays centered as well as the Wii's IR pointer, a touch screen is better suited to the precision you want and need in TWEWY's battles.
As another aside, I'm already kicking myself knowing I won't be able to resist buying this game, despite owning the original and Solo Remix already.
@KayFiOS you really can't compare it to earthbound.
the entire "game world" plays in a single real city(or rather city district which seems to have gained independent city status, but that's real world stuff)
they changed a few names for landmarks, streets, and businesses slightly but most places really exist.
the game is split up in "chapters"(days and weeks) with different streets opening up on different days(days are not real-time, a day is over when you beat the mission for that day/chapter)
and it is also unique in the combat system, with pins replacing weapons/spells(up to 6 can be equipped at the same time) and these pins all requiring a different gesture to activate(slashing, tapping, drawing, and holding different things)
as an example, most telekinesis skills require a gesture(tap, slash, or dragging) on loose objects(cars, signs, etc.) while pyrokinesis(fire magic) requires dragging across empty ground, and force rounds(magic bullets) usually require tapping on or near the enemy.
another uncommon trait is that there aren't any real random battles(a few of the later days have a small chance of a single random battle when you enter a street) instead you "scan" to make enemy icons visible and tap them to initiate a fight.
later on you can tap more than 1 icon to fight multiple battles in a row without recovering in between.
and the best thing about the game is that you get a lot of options for balancing risk and reward, allowing you to lower your level or increase enemy strength to increase the rewards you get.
Hmm this is slightly worrying only in that I hope they don't force me to use touch screen when the joycon are docked for handheld rather than letting me use motion. I intend to play handheld but I prefer not using touch controls....fingerprints on the screen drive me crazy, and they don't wipe off like high end phones and gorilla glass. Plus too easy to scratch with dust.
@Ralizah does Okami HD let you play without touch in handheld mode? I double dipped on X1 and Switch, but honestly imagine playing on Switch...unless it forces touch controls.
@Yorumi And you'll have your tea without sugar, because it was determined to be best without sugar. It's a Japan thing
I said this for Mario party and I'll say this again for this game.
Why make a pro controller thats ridiculously over priced if you release games that dont support it?
I don't actually care for this though as i have no plans to ever buy it.
@NEStalgia Yeah, you can just use the analog sticks to paint if you want. I usually use the sticks to power slash and touch controls to paint everything else. Mixing and matching painting controls organically like that works well for me.
I always imagine that touch controls would be the superior option for this game. Although I am interested in trying it with the Joy-Cons just to see how well it plays. I'm just thinking one controls Neku (touch/motion) and the next controls his partners (buttons).
Guess it would be easier to play with individual controls in each hand compared to one altogether which would make multitasking controls harder, not unplayable as far as I imagine.
@Yorumi And thus history was born. "I'm doing it the right way, your way of doing it is the wrong one!"
The Western way of doing it means offering everyone every possibility they may want. Which sounds harmonious until it turns out, like always, that people are never satisfied and always find something to complain about. Offer them 500 choices, and it's the 501st that's the one they'll insist on getting. You need to read more of this forum
The Japanese way means you offer only one choice, and some people will be quietly miserable but learn to accept what is offered, or find someone else's offer. It means often taking something other than what you really want, but also enforces a more harmonious output that everyone knows their "place" and what they are expected to accept. That, however can be abused, by abusing people's cultural submission to offer them minimal (but is based on an honor system that assumes any respectable person would not do that, and that being disrespectable is an uncommon choice. Which is often true there...but otherwise is met with mixed success.)
Which is the better system?
It's kind of like the debate between the Justinian legal systems. Japan (and much of Europe) use Inquisitorial, UK and US use Adversarial systems. Law scholars debate endlessly as to which system is better. Proponents of Inquisitorial point (accurately) that Adversarial most always leads to closed doors plea bargaining rather than actual verdicts. Advocates of Adversarial accurately point that the latter is effectively presumption of guilt from the start. Most lawyers argue that both systems just arrive at the same result through different means anyway, and the outcome of most cases would easily have been the same in the other system.
Same thing on a cultural scale. Different pros, different cons, people end up wanting whatever they can't have anyway.
I'm sensing a vocal minority thing here. Sure, it sucks that there's no Pro Controller support and I agree there should be. But every single Switch comes with 2 joycons, whereas the Pro Controller is an optional extra. Would all the people stamping their feet and threatning to cancel preorders be as vocal and angry if it was the other way around, and joycons weren't supported but the Pro Controller was? I think not, somehow.
@Yorumi Hah, and I instinctively go for the more Japanese way of "the developers must have decided this button layout is ideal for some reason I haven't discovered yet. I should learn to play it the way they intended it, considering they spent a lot of time coming up with this mapping." Often that's true as well. Though mostly if I don't like the button layout, the only way to really make it better is the Elite controller with rear paddles for those *$#@ button stick presses. (Except Nier Automata, screw the Sony-first R1 to fire setup. But the game has that optional, meaning the devs believed both setups had merit. )
As for inputs, this one is Square-Enix, not Nintendo making that decision. Though I'm equally annoyed if I can't just use the motion aiming while in handheld mode.
And in a case like this, one reason to do that could be economics as well. Mandatory test protocols (either within S-E or Nintendo) may be required for each controller supported. Project managers loooooove 300 page test protocols. It gives them something to do. Dropping a controller might mean dropping a whole test project.
But Okami did it...
@Yorumi You don't know corporate project managers enough It doesn't matter if it makes no sense. It doesn't matter if there is no functional procedural difference between two controllers as the inputs are simply OS level mappings. If it's printed as supported the entire product compatibility verification suite will be run against it!
And, yeah, DS games tended to be all about showing new gimmicks, so I'm not surprised to hear that. I pre-ordered due to hearing it was such a good game, and the story premise is interesting enough...but it's sounding less enjoyable by the minute.
"D&D doesn't tell you to hang from the ceiling and blow up a balloon before rolling the dice. "
What, what? It doesn't? Since when? Did they change that when they removed THAC0?!?
To be fair I think it's specifically Japanese video game designers that think the gimmics are a great idea. I don't see too much of that in Western games. Unless Ubi cramming board games into every AC and W_D counts? Or stupid collectibles. I also think Japan views games more as toys for children than Srs Bsns for adults, so it probably makes more sense.
@Yorumi They're quite the paradox. That description is true of adults there...and yet it's a place where everyone is more zany and less uptight than the stick-up-your-rear west. It was the first place to adopt the cell phone and the last to adopt the smart phone. They were the pioneers of half the advanced technology of today and still rely on pencil and clipboard sign-in sheets, and fax machine communication. Everything is a paradox there. There's a conversation in another thread from a few of our "living in Japan" friends seconding the 12 hour work day and no time for play, family, or anything mentality. But that's a European take on Japan. We Yanks are even more up-tight and joyless than the Japanese. I commented in the other thread that the disclaimer that Japan is awful always has an asterisk "worse than everywhere on earth, US not included." They spend more time at work but that's not to say they actually work more than us. It's a country where it can infamously take 2 hours to send an email. And their productivity is quite a bit below the US. The thing is (and oddly I'm not sure how I seem to be familiar with this and the western folks here that are living there seemingly aren't...) but it's not about actually working all the time. It's about the fact that the managers are working all the time and it's considered impolite to leave and let them work so everyone else stays even if they have nothing to do. And that's become a cultural standard. It's about being there to show team unity, not about doing anything of particular value. Though of course here in the US, we have a lot of the same problem, except we delude ourselves to thinking that being always on call with a cell phone straight through the weekend isn't working. At least in Japan when they leave, they actually leave. We walk out, but never actually leave.
Of course....we taught them how to be like that at the height of the war-industry years....and industrial expansion era under the robber barons. And then they applied their feudal unity and diligence to end up with the system they have now. So it's kind of our fault anyway....
Ironically the other thread also confirmed, no play on the train. Not enough room to move your arms let alone play a game. Kids and college kids get to play on trains when it's not rush hour. So the mystery still endures. It does explain why almost every Japanese game is shounen anime stuff though...adults just aren't playing...well..adult males anyway. Women have a lot more time there, it's more like 1960's-1980's culture here. Thus 1-2 Switch.
This is odd because I understand and totally get why it isn’t supported but the fact that this article stated that has made me oddly wonder what it would be like to use the pro controller to play??? Hmmm I’m sure when the game comes out I won’t even care!
@The_Pixel_King See, but you're not thinking logically. That would take effort. If they can no-effort it, bam, that's so much easier, and still money.
I'm not sure if they're doing a physical release, but if not, and it doesn't sell too well, then you, or collectively, we, have spoken as a consumer base. But the question is, will it even really matter?
If they went into this on a budget of $40,000 and produced this and only sell 1200 copies digitally, they're still ahead. And, it's gonna be one of the really -decent- offerings the Switch has, and the way I see it, the Switch has at least 3 or 4 more years of life in it's run. (I personally hope longer than that, but we can't know how these crazy Nintendo guys are working. Probably prototyping new hardware now.) I know I've thrown out random sales figures and what's surely a wildly inaccurate budget, but... it's business.
Turn as little work into as much money as possible. I'm not praising that kind of mindset or work ethic among devs, because that's when we as consumers get complacent with getting the shaft.
I can't see why anyone expected them to overhaul any real elements of the game.
Perhaps the call for an end to humanity on this issue was -slightly- dramatic, but you've still gotta take things like, "Cardi B, is making music," into consideration. Am I really THAT unjustified? Reallllly?
@Yorumi You're the weird uncle. Papa and Mama game company are letting you look after their son, that they made, so they do know what's best, and you can either be in TWEWY's life or not.
@PhazonEnhanced Yeah, but as I've stated, there are other factors in that. See my above post because I am bad at the internets. But, if we're being real, the dev team likely tried to make it work, and probably curse near gave themselves carpal tunnel trying to play it.
If it works but it's uncomfortable as bad word to play then does it really work? No. I'm sure they tried and found it to generally detract from the experience. So it didn't make the cut.
Please saying that every switch game should support the Pro Controller, never played Severed.
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