^ hey if SS worked for you great. Maybe I was having hardware issues or just couldn't get a hang of the controls. It took me like forever to figure out the timing for dark souls. Maybe I just didn't give SS a good enough try.
Wow, I think that's the first time here someone was just like "maybe your right.. Asellus."
Anyway, like I said, the typical inversion of controls in like a flight situation such as Star Fox combined with the Wii-mote for certain flying or airborne segments was pretty uneven.
To be honest, one of my larger concerns is just with joysticks generally, navigating with the nun-chuk was more challenging than usual because I'm not left-handed, but also because Joystick controls have always felt somewhat more imprecise compared to the D pad, all the way back to N64 or even including in the Arcades.
Most 3D action games opt not to include complex action scenarios in response to those concerns in the 3D realm, Nintendo opted not to sacrifice any ambition.
I feel like all the concerns people levied at SS are equally applicable to SMB64, the Wii-mote aspect, whether it's navigating the beetle, the hookshot, the sword, the slingshot, even bombs are all pretty posh but turning a sharp corner on a ledge or negotiating a weird camera angle are all just as potentially fraught with challenge.
In general though, Nintendo manages to make it all work anyway, and more often than not, a simplified approach whether it's Arkham or something else, ends up even more awkward because despite the absence of scenarios that would likely make you feel the heat (more enemies on screen), the few you end up dealing with have such a sludgy vibe even though there is no issue of not winning it's often awkward anyway.
In essence, subtracting the possibility of getting hit or death isn't making the mechanics any better, it's just removing what people conventionally conceive as the source of their irritation, and the issues in SS are more attributable to 3D games in general than the Wii-mote.