


But I can see why it would appeal to people who haven't played it before and are avid console gamers, and the more people play the game, the better it is for everyone involved, so I fully support the work done on proper gamepad implementation.To be able to purchase download games or download demos and free software from Nintendo eShop on the official website, you'll need to have a Nintendo Account which is linked to your Nintendo Switch console. JKA is mechanically far too complex to be played on something that limits your input so much. Specifically for JKA, techniques like poke are genuinely impossible to perform on a gamepad, nevermind the quick and precise camera movement that is required for other techniques, hell even just basic movement techniques are close to impossible without a mouse (can you even strafe jump on a gamepad at all?). The reason you don't find this utterly counterintuitive method of navigating a 3d environment awkward at all is because you've grown up doing it and don't know any better. Not to mention that the thumb is a very crude and low-precision finger to begin with and that it is incredibly difficult to get anysort of consistency in the camera movement given the displacement and time dilation factors ontop of that. To get the same result on the screen with a gamepad though, I have to displace the stick to the left, wait a few moments for the camera to move, then release the stick again. With a mouse, if I make a movement to the left by 1cm, then there will be a 1:1 corresponding movement of the camera on the screen which makes very precise and accurate movement possible. The movement of your thumb and the produced movement on the screen are not mapped one to one, but have aspects like degree of displacement (how far you move the stick away from the center) and time (how long you have kept the stick away from the center) factored into them. It works better because on a gamepad, you control your movement and vision with a stick that works based on time dilation.
