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thelastgogeta

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thelastgogeta

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I haven't actually tried the Dualsense, but my guess is that the "next" big thing is gyro-assisted aiming which has been popular since the 3DS (Ocarina of Time 3D) and Wii U (Splatoon) with PC borrowing it as well. The Dualsense is good as it can support that feature, but it isn't doing anything that the Dualshock 4 (The Last of Us 2) didn't... At least nothing that I expect to catch on.

On that note, there is definitely potential for more precise HD rumble to produce unique experiences and I'd say that the adaptive triggers have mountains of potential but I don't see it being done by Sony or by other studios. (I think the PS5 controller will go far on PC though for some smaller games)

Gyro-assisted aiming is another story since aiming is ubiquitous, 3D Mario has had it for almost two decades and dual analog is not the best on its own. That's a case that can also be a harmless option with ease but also transform the experience.

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thelastgogeta

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#2  Edited By thelastgogeta

Weapon switching isn't something that I've really dealt with much on PC, so I'm just detailing console and portable experiences here and it ranges quite a bit.

On the PERFECT end: Astral Chain on the Switch

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I have some problems with the game in other ways, but the radial menu for your five Legions slows time if you hold the button but you can also tap the button multiple times or hold it a buffer a selection IIRC to do a quick-select which doesn't affect the flow or pace of the game. Besides this, there are three main weapons to flip through on the d-pad (two directions dedicated to this) and it only takes one press for a different weapon.

On the GOOD ENOUGH end: Devil May Cry 3: Special Edition on the Switch

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Devil May Cry 3's Switch port doesn't break new ground completely since PC mods like DDMK by serpentiem added a bunch of things, but to stick to the official stuff. Last year's port was the ambitious one yet by a mile and brought in not one but TWO WEAPON WHEELS as a series first.

Dante w/o StatuesDevil ArmsGunsStyles

DMC3(SE), 2005-2019

221
DMC3SE, Modded/Switch556

For most of the game's existence, Devil Arms, Guns and Styles could only be changed at statues in fixed locations during missions or before a mission. On one hand, it meant that weapon synergy could be exploited with ease as it only takes one tap to get to what you want but on the other, you can't use three gun types or two styles in a boss fight.

With the Switch release, you can flip through all ten weapons after you get them in a linear order with only a few guns being skippable. There is also a radial option for Arms + Guns if you hold the Change Arm + Gun buttons and tilt the right stick, fortunately, you can change both at once so you can point up to switch to Dante's default kit with both buttons held. It doesn't feel responsive enough for me to use it alone but I can use it in addition to the regular cycling. Styles work fine as they have been assigned to separate D-Pad buttons, that said you need to double-tap fast to access two of the six since 4 D-Pad directions aren't enough.

For comparison, DMC3SE with the DDMK mod allows you to change a ton of attributes (like your weapon loadout, how many air dashes you can do or the song that's playing). If you want more details on the official controls, but you can follow this online manual (4th page is where the Switch exclusive mode's controls are detailed)

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To put it briefly, the wheel isn't the problem but how functionally it is built and what other things the game expects us to do. It is a great solution even without slowing time but another option is to make slower access to weapons a selling point like fighting game commands.

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I won't spoil all of the weapons in The Wonderful 101, but it lets you can make a larger hand, sword or gun with bigger shapes with your heroes in the mix which multiplies the potential variants that can be accessed at will without pausing.

It has some faults as RNG can play against your attempts to be optimal in using a specific hero/weapon with over 100 of them to manage, but it's wonderful that it allows enables people to go wild with the right analog (drawing option), touch-screen/touchpad (drawing option), second screen (menu-selection in real-time for heroes - usually not intended for combat) and holding the morph button (enlarges morph/weapon on your selected hero when using the right upgrade).

The act of drawing the morphs out slows time on most difficulties (removed on highest difficulty unless you use Hero Time dodges - sorta like Bayonetta), so there is a crutch to help out but most importantly, the game wouldn't really benefit from a Weapon Wheel. It would need multi-layer weapon wheel to choose between a ton of weapons and the possible sizes which wouldn't account for how the act of drawing the liner slows time usually and can be used offensively.

P.S. I wanted to mention Shulk's Monado Art's Wheel in Smash Ultimate too but this post is running on and it is functionally very close to Devil Arm/Gun switching on DMC3SE's Freestyle mode on Switch besides how it is for modes that expire over time and cooldown. It is interesting how people buffer charging it for invincibility frames and to eliminate landing lag though.

The Ratchet and Clank handled wheels great and I didn't mind Goldeneye's cycling but I wasn't playing the games too seriously. Jak 3 had 12 guns split across 4 directions, three apiece which was neat even if you might need to press a direction twice on rare occasion.

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thelastgogeta

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Like csl316, I didn't grow up with the C64 or Ben's work but respect the legacy of the games that I missed. It is a real shame that he passed so early and I appreciate the tunes which were shared.

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#4  Edited By thelastgogeta

I'd usually recommend playing an entire series of related games in order, especially if the only way to get other games has the black sheep included but Devil May Cry 2 isn't just bad but depressing enough that you may as well skip it.

It added nothing story-wise worth noting whether we count it alone or it next to other games which could have taken the chance to reference aside from Dante being so out of character that the timeline has avoided addressing it.

The timeline for the games is 3 > 1 > 4 > 5 >< 2.

(It is unclear whether 5 is set before or after 2)

The 3rd game was before the first and actually makes the first more compelling due to great writing. The 4th game takes a lot of notes from what the 3rd set up as well besides being a foundation which this game isn't ignoring.

It is possible that an enemy or character from DMC2 might show up, but you can return to DMC2 when you have the time after all of the others.

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thelastgogeta

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To answer you, yep, it is a pretty good deal but there are still some questions about the quality of the port (apparently being addressed - the games were running too fast) and Ultra SF4 sweetens it even if most people will probably have a copy of that somewhere or be a little burned out on it. I'll probably consider preordering for Steam though.

Looking for advice on which game to learn? Whichever you find the most fun really, I'd be more capable of picking a game if these were ports of the console or portable versions which have additional characters and modes but as they are based on the Arcade versions with some additions (like Training mode - not confirmed for all games yet). Ultra Street Fighter 4 is probably the best pick due to the roster being massive and many of the cast being in other games with a lot of similarities.

SFV (and AE) decided to reinvent a number of things including controls for certain moves (fortunately patched for some) but you'll be spending a lot of time learning no matter which way you take it. Learning in the trials for USF4 and SFV:AE is a probably a good call to develop some good habits and develop execution but I doubt any of the games in the collection will have it so you might prefer the Xbox 360 Third Strike if you haven't thrown away your Xbox.

Also, the Switch also has an exclusive mode to make up for the lack of Ultra Street Fighter IV, but yeah, in comparison to a whole game. >_>

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#6  Edited By thelastgogeta

Here is an archive of the story: https://web.archive.org/web/20101212110054/http://www.sbpress.com:80/2008/09/the-art-and-history-of-tea-bagging

Found it on Simple Wikipedia.

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#7  Edited By thelastgogeta

No idea what the punishment for the crime of necromancy around these parts are, but I've had a classic 3DS for 3 years now and decided to pick up a Circle Pad Pro to make up for my inconsistent R button which makes it difficult to engage with a lot of games (Monster Hunter 4G, Senran Kagura 2 and so on). Even Fire Emblem If/Fates forces you to use it to choose a partner to support your attack, a series which should really be playable to full capacity with the touch screen let alone the inputs that the Wii Remote has.

I was surprised at how good it feels to hold and that it also had another R button input which allows me to bypass the R button being inconsistent completely, it also happens to have buttons placed much like the Wii U Gamepad which followed it which feels like a better fit than the New 3DS which throws more buttons towards the cartridge. It won't fit in my pocket anytime soon, but it is still rather easy to slide out to switch off the wireless (the only hidden control option).

Will it resolve all of my R button woes? No. A good number of games like Fire Emblem if don't recognise the attachment, fair enough since there is next to no reason to expect someone to be using one of those for a turn based SRPG. Codename S.T.E.A.M had more camera work involved so it was a lucky one from the same year and developer. Gaist Crusher (God) is also an unfortunate case which doesn't support this, presumably since they were trying to push a cute add-on of their own: http://www.nintendolife.com/news/2013/08/weirdness_these_gaist_crusher_3ds_add_ons_arent_particularly_stylish

For people who aren't aware of what the R button does in that game, it handles transformations between Melee Form and Weapon Form (new set of attacks, a unique defense option for each - Melee blocks and Weapon dodges, it can be used to cancel attacks, some enemies are only able to be hurt when first hit with a specific form first and Melee form has great defense) then offers a bonus set of attacks for Extreme Form when held. Since Lock On has been re-mappable in E.X. Troopers and on the touch screen for Monster Hunter, this could have worked out pretty easily with a bit more thought.

Huh, you haven't compliment the ZL or ZR or bonus Circle Pad Option? Yeah. Resident Evil Revelations (already beat it once) still felt well designed for the movement system provided, same goes for Resident Evil The Mercenaries 3D (which doesn't support this - so I won't be playing the game for a while >_>). I can walk, run, do scripted dodges when I know what I'm doing and aim while moving. The D-Pad or Touch Screen have done a decent job with what the second Circle Pad handles so far. I might change my mind with more games though.