Doom on Switch may have changed everything with new motion controls

Doom on Switch may have changed everything with new motion controls

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id Software

id Software and partner studio Panic Button rolled out a patch to the Nintendo Switch version of Doom on Monday, and players dug in, hopeful for fixes to a few glaring issues. Indeed, we saw updates to issues like frame-rate snags and audio bugs. But the patch’s most interesting effect was a complete surprise: a new “motion control” toggle.

Wait, what? Is this some sort of Wii-like waggle thing?

Far from it, turns out. id Software has surprisingly borrowed a page from Nintendo’s playbook—but in doing so has also delivered a first for a first-person shooter.

Still sick from SixAxis

When you think of motion control in shooter games, you might think of Metroid Prime 3: Corruption or Red Steel from the Wii. Both of those shooters required aiming a Wii-mote as a pointer at all times, and this enabled a remarkable level of precision. Trouble was, holding your wrist up to aim for extended periods could hurt, and higher-speed “aiming your head” controls were tough to nail.

Or you might think of PlayStation 3’s disastrous Lair, which launched with horrendous wave-your-SixAxis requirements.

When you turn motion control on, you can adjust motion sensitivity and toggle Y-axis inversion. The latter is a nice touch, while the former would be better if it had separate horizontal and vertical sliders. But it's still pretty easy to tweak, thanks to the menu being accessible at any point in a <em>Doom</em> Switch session. (FYI: aim assist is automatically disabled in motion mode.)
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When you turn motion control on, you can adjust motion sensitivity and toggle Y-axis inversion. The latter is a nice touch, while the former would be better if it had separate horizontal and vertical sliders. But it’s still pretty easy to tweak, thanks to the menu being accessible at any point in a

Doom

Switch session. (FYI: aim assist is automatically disabled in motion mode.)

Doom‘s updated version on Nintendo Switch doesn’t really resemble either of these. It instead gives players a common FPS control scheme, as seen in series like Halo and Call of Duty, in which all moving and aiming is done with joysticks… only it also lets you simultaneously fine-tune your up, down, left, and right aiming by gently nudging any Switch control scheme around in those directions in your hands.

If this sounds familiar, that’s because Nintendo implemented similar controls in its Splatoon series and to some extent in the Wii U’s Star Fox Zero. Only, Nintendo being Nintendo, it did it differently. When motion control is turned on in either Splatoon game, players must waggle their hands to control all vertical-axis aiming. (Horizontal-axis aiming, on the other hand, continues to work both in motion and on a joystick.)

Splatoon‘s biggest fans and pro players will tell you that its motion controls are the way to go. I said otherwise in my review of both games, and I stand by my reason: that Nintendo didn’t open up its motion control options so that players could assign motions however they saw fit. It continues to feel so-close-yet-so-far.

Tech

via Ars Technica https://arstechnica.com

February 20, 2018 at 07:50AM

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