Ty said:bryanb said:The map in Metroid Hunters visually displays enemies and information that you cannot see from a FPS perspective. How exactly is that a waste of space? Sounds more like invaluable tool.
Doesn't the map/radar in Metroid Prime already do this?
You really are not getting this. Let's go over this again: the map in MP is available via a stop real time action subscreen.
Ty said:bryanb said:No, I would be moving my right hand away from the ABXY buttons in order to hit dynamic buttons on the touch screen that select pre-defined weapon configurations. For example, is it Castlevania Circle of Moon that uses a complex dual card system for power ups? It requires going to a subscreen and then navigation with the Dpad. It sucks. It takes time. However, that COULD just be the touch of a few dynamic buttons away.
My point is that the "virtual buttons" on the screen simply represent other "buttons". You could concieveably do the same with more buttons that have that function mapped. In addition, you'd be saving screen space which is what you wanted the map on the upper screen to do in the first place.
"Conceivably mapping functions" to either of the four face buttons or the shoulder buttons which are most like being used for something else is not going to do it. You just aren't getting it.
Hand held and console gaming are both greatly limited in gameplay due to the limitations of the six or eight buttons that can be employed at any given time. Being able to expose 4, 6, 8, etc additional buttons that user can have all most instant access to without stopping the action of the game makes the game more friendly and adds more depth.
There's really not much to say here but you simply are unable to grasp the basic user interface potential of a touch screen.