
There are some instances, though, in which the stylus just seems forced, as if the developers added in these controls simply because their game was made for the DS. Most of the time, fortunately, these games will have d-pad options also, but sometimes they don't.
Have you run into any games where the stylus controls were clunky and unnecessary? If so, which titles are the worst offenders?
Reader Comments (Page 2 of 2)
4-27-2008 @ 12:58PM
miles said...
i have a couple.
the only sudoku game that does it well is Brain Age, all others either make you use the stylus or have an option to use the d-pad, def forced when stylus is the only option to pick and choose numbers.
Super Mario 64 DS, i feel everything worked fine, but the game forcing you to use the touchscreen for the menus was a very annoying feature, especially when finding out where you haven't gotten those last few stars.
Magical Starsign, you can use the D-Pad but you can only walk when using it, using the stylus you can run, thus making the stylus in a way forced, unless you want to double the time it takes to beat the game.
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4-27-2008 @ 1:02PM
Morose said...
I'm with John B on Phantom Hourglass. I kept wanting to use the D-pad, because it was a Zelda game, and it felt really odd to have the pad bring up the map and menu when I was trying to move around the screen.
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4-27-2008 @ 1:18PM
Mr. Mee said...
On a different note, I thought the first Nanostray was kind of annoying in terms of touch screen. The only way to switch weapons was to use the touch screen. This is a bullet hell game so why would you risk removing your fingers from d-pad control or the shooting button just to switch weapons? I found it quite annoying at least.
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4-27-2008 @ 1:35PM
J.K. said...
I got an easy three choices and they're all popular and sure to piss someone off that I've listed them.
1) Star Fox Command - Controls are a bit swishy though if you can get used to it accurate, but to not give a choice was bad as stylus only control can cramp a hand on that one due to the movements.
2) Zelda:PH - Totally and completely wrong in having it that way only just to suck up to the non-gamer group. Action games like this require precision and the stylus doesn't allow, also as many know some movements get confused by the slashing of the stylus causing an undesired effect at times.
3) Ninja Gaiden - It works great for a time, but then when you end up in locked up rooms with spikes around the outside you start to curse the game heavily due to the lack of precision to land a jump where you want or lack of an ability to terminate a roll before taking a poker in the pooper.
Coincidentally I've had all three, and the one that by far is hurt the least by this is Zelda. I just happened to get rid of it due to all the insipid backtracking to the ocean king temple after every little thing you do. Became a true chore and pain to always boat back, retread the same crap +1 floor that I just never touched it again and sold it months later. :(
Looking at others posts I want honorable mentions here for games where 'something' of it you need to do in the game is stuck on the panel:
- Final Fantasy CC:RoF
- Super Mario 64 DS
- Nanostray
- Juiced 2
- Castlevania:DoS (drawing to kill bosses within a time)
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4-27-2008 @ 2:15PM
ArmiMaan said...
Custom Robo Arena required you to tap the touch screen to activate "Soul Boost" during battle, which was really unnecessary because the [Y] button had absolutely nothing assigned to it. It didn't hamper the game experience much, but it sure was annoying.
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4-27-2008 @ 2:23PM
ozone said...
forced stylus? remember the smackdown vs raw... that was piece of crap!!!!!!!
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4-27-2008 @ 2:25PM
chill penguin said...
I must say, the controls of Zelda PH were a nice idea...
Nevertheless they were horrible to use since they were not precise enough to play a game like that (anyone else tried to ram that first tree for more than one minute and later rolled accidentally when fighting all the time?) and i caught myself trying to use the D-Pad alot (ALOT!). It just felt wrong.
Same goes with New Super Mario Bros.: why not map the "saved" mushroom/flower/whatever on L, R or Select? I guess that would've made too much sense...
Starfox Command is almost unplayable. Couldn't get into it, got rid of it.
I liked the touchscreen use in Rune Factory though. It made crafting alot more comfortable. That's how games should use the features of a console, to reduce chores (weird to say that talking about a Harvest Moon game) and not to turn the whole game into one as in Zelda PH.
Oh, and i also liked the Metroid controls!
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4-27-2008 @ 3:07PM
fraeone said...
Mario vs Donkey Kong 2!
Absolute worst offender. The first game controlled like a dream on GBA (one of my favorite GBA games ever) and in the second one, you have to stroke your player upwards to do a jump. It was a total disaster.
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4-27-2008 @ 6:21PM
Sunfizz98 said...
Luminous Arc - The fact that basically everything had to be done through the stylus is just wrong.
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4-27-2008 @ 7:27PM
Keith said...
Just a heads up but Luminous Arc actually has three different control schemes: right-handed stylus, left-handed stylus, and D-pad control. You can switch between the three in the Options menu or by pressing Select.
4-27-2008 @ 8:29PM
Jacksons said...
Super Mario 64 DS analog/camera - awful.
New Super Mario spare item - awful (though I found pressing lightly on the plastic trim around the bottom right corner of the touchscreen works great.)
Zelda:PH rolling maneuver - awful.
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4-27-2008 @ 8:31PM
moopa said...
Nanostray 1 - Ruined by the use of stylus for weapons.
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4-27-2008 @ 10:21PM
Frastoglegnia said...
Interesting that so many people found PH's controls irksome -- perhaps because Wind Waker set their expectations unusually high.
The constant return to mazed locations and the imposition of a timer annoyed me more than the controls. Despite those flaws, I found the game fun and ingenious.
Dementium, on the other hand, was a promising game (with unusually evocative music) destroyed by an awkward three-handed interface. Moving through the space with a stylus while being forced to simultaneously alternate between a flashlight with which to see and a gun for protection with one half of one hand, while the other hand switches the light on, fires and examines? Ridiculous.
Dementium was also created in an historical vacuum, since the developers confused a clunky interface, infrequent save points and instant death for narrative tension. It was as if someone had created a survival horror game for the DS in the early nineties, and imagined people would be frightened by inconvenience.
My character might have been in danger, but so was the cart itself. Especially since I like to play next to the open window.
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4-27-2008 @ 11:37PM
alberthegreat said...
zelda phantom hourglass controls never felt right to me.....
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4-28-2008 @ 2:07AM
Nixontech2071 said...
Metroid hunters: Awful controls in general! But the D-pad is a long loved tradition of control variables. I somewhat believe the stylus only destroys the screen, I shouldnt have to buy screen protectors. They leave a bad image on the DS. Plus you have to be careful while putting them on.
I am NOT going to go through the trouble of buying an import screen protector from japan.
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4-28-2008 @ 11:40AM
Professor Lario said...
Final Fantasy: CC is a good game, but very frustrating. The dual-use of the touch screen and buttons make many of the special moves unusable.
Advance wars did a good job, but I hate having to go into a menu every time I end the turn. Oh wait, that is more a design issue, huh : )
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4-30-2008 @ 1:34PM
Zeke said...
Here's an oldie-but-goodie: Castlevania: Dawn of Sorrow. Its touchscreen controls were pure gimmick, forcing you to quickly grab your stylus and draw a sigil after beating each boss (with the buttons). Portrait of Ruin improved on this a bit by adding unlockable characters who control with the stylus, and mostly leaving touchscreen stuff out of the main game.
We could have a similar debate about gratuitous mic use. In my book, the winner hands down is Lunar: Dragon Song. The mic has exactly one use -- running from battles -- which wouldn't be so bad if it weren't also the *only* way to do so. Running is a basic RPG option that should be available with a minimum of annoyance.
Everyone who has cited Prime Hunters or Phantom Hourglass in this thread is missing the point so completely it boggles the mind.
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5-04-2008 @ 8:51PM
J.K. said...
Would the point be that if Nintendo tells you it's better that way you have to ignore every negative feeling you get about the control and just eat a turd sandwich with a smile on your face? I didn't have issue with Prime Hunters, that worked, and you had a CHOICE of pad or stylus. Zelda though deserves every cheap potshot it takes for the control and also as #33 said: "The constant return to mazed locations and the imposition of a timer annoyed me more than the controls."
5-08-2008 @ 2:45AM
Zeke said...
It's not mindless fanboyism. I have better things to do than praise stuff I didn't actually like. My point is that Phantom Hourglass IS its controls; there's no separating them. The game is designed around the touchscreen so completely it's impossible to picture it as a d-pad/buttons game.
The topic of discussion is "forced stylus", and to me, that means having to use the touchscreen when alternatives could easily have been provided. MegaMan Star Force is a good example. You have to pulse into waveholes by tapping them, but since you can't do it from very far off, there's never a situation where using a button instead would be ambiguous. (The R button worked fine for Battle Network.)
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