I guess I just wanted to ramble about the hardware design among the DS lineage, without making a coherent point or contributing to a particular thread.
The clamshell design never really caught my attention. The Switch and Vita had the right idea of using a single screen as both a game monitor and tablet interface. I’ve never had Hinge Problems with any of my DS systems, becase I was always a meticulous child when it came to handling my hardware, but to me the hinge is just another point at which the system could break.
The touch screen is basically a mouse pad, and I do like that a lot. One of the first games for the DS (for many people it was a pack-in cart) was a Metroid Prime: Hunters demo. The game basically controlled like a PC shooter. You used the touch screen to move a cursor with high precision and inconspicuous latency. Many shooters on the DS used this formula, like Call of Duty 4: Modern Warfare, and Brothers in Arms DS. This fascinated me as a kid, because I was never allowed a PC with internet access, and I didn’t have a PS3 or Xbox 360. Modern FPS games were super foreign to me, but the DS gave me a glimpse of the genre.
Metroid was frustrating because it required the user to designate an entire hand for aiming. This works for a mouse and keyboard, but the DS doesn’t offer much to do with your off hand. With the d-pad and L button used for walking and shooting, other actions were mapped to touch screen controls which ate up precious screen space. In order to jump (which is something you do a lot of in Metroid Prime: Hunters), you double tapped the touch screen, which is pretty awkward. I ended up trying to play the game with the “dual stick” option, which uses the set of face buttons as a separate d-pad, but this would get me smashed in online deathmatch mode.
Not to mention it’s just uncomfortable to hold a DS in such a way that you can use the d-pad and scribble on the touch screen. Kid Icarus: Uprising directly addressed this by including a 3DS STAND WITH EVERY GAME, which hoisted the system on a little table so that it could be played without having to use a hand to support its weight. But like… why make a game that controls like that in the first place? We eventually got the Circle Pad Pro (by “we” I mean “I imported one for Monster Hunter 3U”) which is a hilarious mech suit for the 3DS; its only provision is an extra circle pad. Nintendo were clearly privy to the increased complexity of camera controls for games on their handheld system, and this is such a goofy workaround. I think the only games I ever played that utilized the add-on were MonHun and Resident Evil: Revelations. Both of these games actually played worse with the Circle Pad Pro. They were clearly designed foremost for single-stick control. Like, I used a bow in MonHun 3DS, and it was a huge disappointment to learn that I still could not move the character and the camera simultaneously while aiming. I had already gotten used to playing with “the claw” technique, due to the PSP versions basically requiring this.
Whenever I use a 3DS in 2019 I just think how that space could have been utilized for something else, like a physical keyboard, or a trackball, or a heartrate monitor, or a crank. Petit Computer and its followup SmileBasic were great for demonstrating how the DSi and 3DS systems could be used as programming environments. However, typing code with a virtual keyboard, on a screen which only registers a single contact point, is, really, tedious. Still, I appreciate games that aren’t afraid to use a keyboard as a primary interface. The DS homebrew roguelike Powder was unique for allowing full digital keyboard control for all character actions, similar to how these kinds of games play on PC. Not necessary, but cool.
The DS really could have been a good all-purpose personal device. It definitely wanted to pretend to be one. Pictochat was really fun for like, an hour, until you realize it’s just a gimmick that takes up space on the home menu. Journal entries and calendar planning would have been more helpful features. Y’know, or anything that utilized the touch screen to its full potential. The 3DS eventually had calendar and alarm clock apps that you could buy for $5 each, which is kind of a joke. They’re jokes right? I hope none of you bought them. SwapNote for the 3DS basically picked up were PictoChat left off. The free app allowed users to draw and send notes to people via personal inbox. I would constantly be getting drawings, messages, audio clips and photos from anonymous people on my friends list. This totally could have and did become a disaster, so the service was taken down and replaced with a similar app that could only transmit drawn notes. It was a really neat little experiment that showed how the 3DS could be used for social media, for better or worse.
Oh, also, the 3DS had a working internet browser, which I used a lot. The PSP had one too, but it was basically unusable compared to the direct mouse and keyboard control that the 3DS could emulate. Anyway I don’t know what I’m saying. The Switch is a really interesting piece of hardware. It’s just a little less exciting now that Nintendo is shifting the focus to pure gaming hardware, rather than all of the goofy gimmicky things the 3DS could do. The Switch touch screen almost never gets used–it feels like a byproduct of the previous handheld system.
What are some of your favorite DS/3DS games that utilize the hardware in unique ways? Bangai-O Spirits is a given, thanks