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DOOM For Nintendo Switch Features Waggle Controls But No Gyro-Aiming

There’s been a lot of confusion regarding DOOM and its control schemes for the Nintendo Switch. It now appears as though it does feature motion controls but they are confined to shaking the right Joy-Con to do melee attacks and Glory Kills. There isn’t any gyro-aiming which many were hoping for in the first person shooter.

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27 thoughts on “DOOM For Nintendo Switch Features Waggle Controls But No Gyro-Aiming”

  1. Not quite sure what to make of this. Let’s hope devs haven’t forgotten what was learnt in the Wii era; motion controls can be great, but they can also be terrible and/or unnecessary.

    1. Going by the various games in the Call of Duty series from the Wii up until Ghosts on Wii U, using waggle is fine for melee and reload. This was also copied by other well-controlling shooters on the Wii like The Conduit 1/2 and GoldenEye.

    2. If in the right hands that aren’t lazy, it can be natural for shooters. Look at CoD from Wii to…Pii U. With such rich options to set up the motion calibration and sensitivity yourself which is what Doom on Switch should follow, fans can practice and feel a lot comfortable with gyro based motion controls. No longer the IR dependency is in the equation so it should be much easier to use.

  2. Not exactly happy but makes sense that they didn’t go with gyro aiming. The thing that was great about the Wiimote was that it was constantly correcting itself because it had a pair of IR strobes that would tell the wiimote the orientation that it was in. The joycons don’t have that. They work okay but in a fast paced shooter like Doom, you don’t want to be pressing a button to reset the orientation constatntly during gameplay.

    1. That’s a good point, but it doesn’t seem to be a problem in Splatoon. At least I haven’t heard anyone complain about it.

      In fact, I can’t recall actually making a concious effort to reset the gyro in Splatoon; even though, now that I think about it, I must do it like 10-15 times a match.

        1. That’s an over exaggeration. Your character moves faster and your enemies move faster, but it’s not such a fast, precise shooter that having to press a button every once in a while to correct the camera will screw you over.

      1. What do you mean “press a button every once in a while to correct the camera”
        You talking about motion controlls on splat? i cant play with motions controlls….lol dunno how you people can do that.
        Maybe im used to much on Fps games like Halo when i have over than 1300hours on Halo 1-2-3-4-reach-5 :P
        Also No shit Splat is not fps if anyone reply on that its the same controll. Vs Motion that is much different lvl of aiming

        1. By nature, gyro aiming isn’t 100% accurate. The camera tends to drift over time. So in Splatoon a button on the controller is dedicated to centering the camera, allowing you to correct the drift.

          Analog controls for fps games are frankly inferior to every other form of control. Motion controls are more accurate.

    2. A sensor bar as an “anchor” was definitely a big deal for the gyro setup on Wii. You could consider it a requirement for absolute/tracking controls, and the pointer-controlled games on Switch (such as world of goo) show exactly the kind of drifting the anchoring was meant to prevent.

      However, the gyro control used to augment dual analog shooting is relative, much like the stick motion is relative. You face and aim with the stick, then nudge yoru wrist to perfect the aim (from say a shoulder shot to a headshot). Drifting is no longer relevant as the “correction” happened when you did the initial aiming with the stick. Gyro only adjusts from where you were already looking.

      Just to be clear, nobody wanted IR-pointing like in the best Wii FPS games. That wouldn’t work for the reasons you mentioned. We wanted gyro adjustment to alleviate the issue known as “dual analog isn’t good for FPS”, much like what you see in Splatoon.

  3. This seems to be a consistent practice from Bethesda so far on Switch. While the support is appreciated (I’m absolutely picking this Doom up), I hope the waggle here is simply a symptom of getting used to new hardware and that they improve their ability to fully utilize the system with future support.

  4. King Kalas X3 {I only buy exclusives that interest me on Switch. For everything else that interests me, there is PS4.}

    This doesn’t surprise me. They did just add this feature into the game after people expressed disappointment in not having motion controls. They didn’t have the time to implement gyro controls or Wii Motion Plus or Joy-Con levels of motion controls.

    1. King Kalas X3 {I only buy exclusives that interest me on Switch. For everything else that interests me, there is PS4.}

      Could a later update fix that? Maybe, but it’s probably gonna be awhile.

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