I'm playing Metroid Prime Hunters' campaign mode and I've experienced everything you described. Instead of using the main series' solid control shceme, they went with your choice of the stylus camera or face buttons as a second analog substitute. Holding the system in one hand while having to also use the one shoulder button will cramp your digits fast. You are forced to use the inaccurate, clunky face buttons to give your off hand a break or swap which hand does what, and, when you're fighting one the cheap bosses you have to switch back. Playing even a more action oriented touchscreen only game, like the DS Zelda's, don't cause any cramping, because you can hold the system with your off hand in many balanced, comfy ways.Atmos Duality said:I can, and have since around 2001.The Apple BOOM said:I don't understand what you and others are saying about this claw issue. Do you find yourself able to use the right stick and press buttons on the Wii U, PS4, or XB1? I never have.
On the previous gen controllers (or at least, anything that's like the dual-shock design; PS1->PS4, Xbone/360, & Gamecube) I have these marvelous little things called "shoulder buttons" that I can use my index and middle fingers to press while using the analog pads. That's up to four simultaneous inputs that my thumbs will NEVER have to worry about.
Now, there are obviously other buttons on the face of those controllers for your thumbs to press, but smart game design (at least, where 3D camera controls are involved) will place important/timely functions on the shoulder buttons rather than the face buttons; or at least, those functions you're most likely to use while using the analog sticks.
The problem arises when you're missing one of those sticks and have to use other controls to make up for it.
On the 3DS, this means either sacrificing the ABXY buttons to use as a surrogate D-pad , OR using the touchscreen and stylus. The latter is exceptionally awkward, because it doesn't just alter how you input commands, but how you hold the entire unit. (and the awkwardness applies to left or right-handed folks, but lefties have it especially rough since the circle pad is on the left side of the 3DS)
Since you have to dedicate at least a finger and thumb to holding the stylus, this negates both the advantage of the shoulder button, and comfortable usage of ABXY buttons (which become EXCEPTIONALLY awkward to press).
Kid Icarus: Uprising showcases this design failure completely. It's possible to learn how to "claw" the buttons you need, but your hands pay for it.
Without some automation of the camera system (which isn't possible in all 3D games), those control concessions limits game design options, which is why handhelds need to stick to 2D games or slower, turn based games (Pokemon works great on handhelds for this reason).
I encourage you to at least try something like Kid Icarus Uprising, or any PSP-original port of Monster Hunter and then compare it to a contemporary 3D-camera console game. If you still don't notice the difference, well, allow me to officially welcome you to Earth on behalf of humanity, lizard-folk. ;p
I avoided Uprising because the only control options were poor compromises to each other, just like Hunters. (In fact, I never played Hunters until now after playing the demo and finding the controls to be horrid.) Nintendo apparently knows they have human customers, because they made a stand just for playing Kid Icarus. (GTW, way to spit on Yokoi's grave by reviving his other series and making almost as unportable as the Virtual Boy.) They just are really slow to adapt away from the three armed lizard people they think, since the N64 era, exist. Our only hope now is devs don't treat this as the console equivalent of a second analog, unless there is no choice in their game's design, until (and if) Ninty fixes the pain issue.