The golden rule for First/Third Person Shooters on Switch: make Gyro-aiming an option

When Doom 2016 made it’s way to Nintendo Switch curtiosy of the amazing folks at Panic Button, many took notice of it’s quality work. However, there was one major function mission from the base game: no gyro aiming. Gyro-scopic aiming slowly got a base in thanks to the 3DS and WiiU GamePad, and when Nintendo revealed the Switch proper in January 2017 and said, specifically, it contains DNA from all of Nintendo’s past consoles and handhelds, they weren’t kidding. Both left and right Joy-Con, and the Pro Control, have gyro sensors inside them.

Gyro aiming has, in a way, become the superior aiming function compared to what we got with Wii. While I will still swear by Metroid Prime Trilogy’s fantastic reworking of the controls for the Wiimote, the Joy-Con and Pro Controller have become a control method of choice when playing things like Splatoon 2, Doom, and indie re-releases of Star Wars: Jedi Knight II, Turok 1 & 2. Hell, even the official Doom Twitter account stated why Motion aiming was patched into Doom on Switch: everyone wanted it in the game, and it made a world of difference.

Yet somehow, Capcom didn’t get the memo.

110285-resident-evil-4-wii-front-cover

Still the best twelve years later.

Resident Evil 4 is still a high watermark for the series, one being Shinji Mikami’s last directorial effort with the series he created back in 1996, and successfully blending third person shooting action and horror. The best release of the game has so far been Resident Evil 4: Wii Edition. It not only keeps the Gamecube’s graphics, but also added the exclusive PS2 content to create in my opinion the best package of the game. It also had motion aiming, which made the game play ten times better.

Come eleven years later, and despite contract developer TOSE putting motion aiming via Joy-Con controls in Resident Evil Revelations 1 and 2, Capcom not only didn’t put motion aiming in the upcoming releases of Resident Evil 5 and 6, but didn’t bother to put them in Resident Evil 4 on Switch. It was bad enough Capcom sees the Switch as a place to dump ports as continued litmus tests, but not even putting the extra effort is telling.

But should we demand them be put into the games? Well, yeah, it would help me enjoy them but Capcom are fucking lazy. They should not be rewarded for laziness, but god help us if we punish them, they might take it as a sign that there is no audience on Switch because audience metrics now suddenly matter again for a Nintendo system. Then again, they could probably coast off the fact Monster Hunter World is such a huge “success” with 10 million units shipped.

Though I still wonder how well it actually sold.

2 thoughts on “The golden rule for First/Third Person Shooters on Switch: make Gyro-aiming an option

  1. It’s disappointing that Capcom continue to be useless but technically speaking, the aiming controls in RE4 Wii Editions were IR based, not motion based so it wouldn’t have been completely simple to port it over. But, as you point out the code monkeys at TOSE could create a scheme so… yeah bloody hell Capcom.

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  2. I agree with this on principle but Switch motion controls just aren’t that good and I usually end up turning them off in anything besides Splatoon. The input lag, drifting and slowness of them just feels like a big downgrade from Wii and Wii U. Not to mention a lot of games don’t have a recentre button. I guess I’m down for gyro as long as it’s done right, which a lot of devs will deem that it’s not worth the effort. We need better hardware first.

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