![]() ![]() ![]() People who are playing it as a handheld are having such a radically different experience than people playing it on a TV that each Switch game almost contains two different versions within itself. It can be all of the above, but the more of the Switch’s versatility a game brings into play, the more it has to tailor itself to the special constraints that attend the platform’s expanded possibilities. The Switch can be a TV console that you play on from across the room in a comfortable chair, or a handheld console, or a mobile touch device. They scarcely bear any relationship to the graphic interface, nor do they really follow consistent conventions beyond, “The shoulder buttons will cycle-through… something.” It almost feels like every single aspect of the game has its own bespoke controls that operate completely differently from everything else. ![]() Darkest Dungeon’s gamepad controls are frustratingly unintuitive and awkward. The really bad news is that still might be the most practical way to play. For my part, using the Switch’s touch interface has involved a lot squinting and mis-clicking. My problems here do not seem universal by any means: Kotaku’s Gita Jackson seems to be getting along swimmingly with the touch controls, but I don’t know how she got to that promised land. All the buttons and icons feel impossibly tiny and delicate on the Switch’s screen, which never seemed small to me until I played this specific game. The touchscreen controls at least make sense by giving you some way to interact directly with the visual interface.īut I’ve struggled with that because it doesn’t feel like the interface was rescaled for the Switch. It’s telling that most of the tutorial text in Darkest Dungeon seems to be subtly pointing you in the direction of the touchscreen controls, before grudgingly acknowledging that of course you could use the gamepad. ![]()
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