[quote name='QiG']I can think of several examples of subtle motion control implementation that don't bother me at all: Balancing as you walk on a bridge in Uncharted, aiming an arrow in Heavenly Sword, turning a valve in Killzone, yanking out a soul in Folklore or shaking off an enemy in HotD:Overkill. The common thread in these examples is that when you are expected to carry out a motion it 1) mimics what you'd actually be doing with your hands B) is the only thing you need to focus on at that moment in the game. And maybe it is just another muscle memory routine, but to be fair it's pretty complex to steady the controller while jumping, dodging and throwing bombs that are coming in from multiple directions.
I'd be more inclined to bite my tongue if I kept seeing people say "Wow, this game is really innovative. I feel like the motion controls really added to it. The presentation/audio/graphics are blowing me away." I couldn't say that there's one single thing I'd call game breaking but when I noticed I was challenged more by getting my character to perform how I wanted to than the level design (which is key in platformers), all the other things on top of that I don't agree with just added up enough for me to stop and realize that I'm simply not enjoying this game as much as I hoped/expected to.
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Now I agree with zeiganstrell on this... The control is not so bad that the entire game you're preoccupied with "getting [your] character to perform."
It's just that picking things up with a shake isn't quick or fluid the way that action is with more standard controls (such as using the run button to do that as in other Marios). And the whirlygig never seems to engage quite when you'd like -- you have to anticipate it a bit and, assuming you're trying to get the most height you can get, hope that it engages at the apex of your jump. Ideally, neither of these would be uncertain.
Still, the suggestion that the control is such a preoccupation that it effectively ruins the game is bogus. For me, it's more about the feel of the game over repeated playthroughs. Because of the waggle, picking up stuff or whirlygigging is awkward and clumsy. Given the high quality of the rest of the game, it stands out.
And yes, were this a non-Mario platformer, we'd probably move right past this as a "little thing." But it's Mario, and I don't think it's unfair to hold it to a higher standard given that Nintendo themselves set that standard with their earlier works.
I'd be more inclined to bite my tongue if I kept seeing people say "Wow, this game is really innovative. I feel like the motion controls really added to it. The presentation/audio/graphics are blowing me away." I couldn't say that there's one single thing I'd call game breaking but when I noticed I was challenged more by getting my character to perform how I wanted to than the level design (which is key in platformers), all the other things on top of that I don't agree with just added up enough for me to stop and realize that I'm simply not enjoying this game as much as I hoped/expected to.
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Now I agree with zeiganstrell on this... The control is not so bad that the entire game you're preoccupied with "getting [your] character to perform."
It's just that picking things up with a shake isn't quick or fluid the way that action is with more standard controls (such as using the run button to do that as in other Marios). And the whirlygig never seems to engage quite when you'd like -- you have to anticipate it a bit and, assuming you're trying to get the most height you can get, hope that it engages at the apex of your jump. Ideally, neither of these would be uncertain.
Still, the suggestion that the control is such a preoccupation that it effectively ruins the game is bogus. For me, it's more about the feel of the game over repeated playthroughs. Because of the waggle, picking up stuff or whirlygigging is awkward and clumsy. Given the high quality of the rest of the game, it stands out.
And yes, were this a non-Mario platformer, we'd probably move right past this as a "little thing." But it's Mario, and I don't think it's unfair to hold it to a higher standard given that Nintendo themselves set that standard with their earlier works.