Worst example is the Nintendo Switch controller. The triggers are binary so you can’t control your throttle in racing games.
Super Mario Sunshine used the analog triggers on the GameCube to differentiate a partial press where you can move around while spraying water or a full press where you can’t move, and the control stick is instead used to aim.
Consequently, in the Switch port, you can no longer half-press, so emulating the GameCube version is a better experience than playing the official Switch port.
For Sunshine, they mapped RT to half press and RB to full press, so there isn’t really any practical change, except hitting a different shoulder button instead of partially pressing the same one.
I do agree on lamenting the triggers being digital though. I played a lot of Rocket League and the lack of fine grained controls alone was enough to not really enjoy it on Switch.
Worst example is the Nintendo Switch controller. The triggers are binary so you can’t control your throttle in racing games.
Super Mario Sunshine used the analog triggers on the GameCube to differentiate a partial press where you can move around while spraying water or a full press where you can’t move, and the control stick is instead used to aim.
Consequently, in the Switch port, you can no longer half-press, so emulating the GameCube version is a better experience than playing the official Switch port.
For Sunshine, they mapped RT to half press and RB to full press, so there isn’t really any practical change, except hitting a different shoulder button instead of partially pressing the same one.
I do agree on lamenting the triggers being digital though. I played a lot of Rocket League and the lack of fine grained controls alone was enough to not really enjoy it on Switch.
I still lament the loss of analogue face buttons from the PS2 controller.
It was mostly used on racing games where newer analogue triggers are a lot more precise, but it can make emulating older games tricky.