![]() ![]() Being able to get used to how flick stick feels in an environment suited to that kind of camera movement without even needing to map gyro makes it a really great candidate in my eyes. A platformer like Sonic, on the other hand, is always using fast, natural, and broad camera movements, and you don't need to precisely aim anywhere. And sure, you could say something similar about DOOM 1993, but the flick stick by itself I've found actually isn't great for precision aiming, just fast, natural, and broad movements. But it's the fact the game wasn't designed with vertical mouselook in mind that's really a game changer there. Apart from those camera modes, the camera is also highly customizable, so you can change the sensitivity of almost every aspect of the camera to help you adjust. This was changed by default in the latest update to play more traditionally, but the strafe camera is still in there, so you can use it to practice precision with flick stick. Basically it would use DOOM style strafe controls and play more like a 3rd person shooter than a platformer. ![]() As well, it used to ship with a mouse aim camera setup set by default. SRB2 also heavily encourages jumping and rolling with the triggers as opposed to the face buttons, so your thumbs can always rest on the sticks anyways. Not needing to worry about looking up and down eliminates the need of a gyro modifier, though it's a simple enough game that you can map one with room to spare. The fact you don't need a precision camera makes it easier to just let the input feel natural. This is why I'd say SRB2 in particular is really great for this kind of practice. It's really impressive just how intuitive flick stick is when you make that change. And that's the thing, it really does become second nature just like standard aiming. It's just as good in any game, and practicing having it feel second nature by going back to old favorites or something less intense where you can afford to keep gyro turned off most of the time is better than trying to bash your head into a wall at something you already have to devote a bunch of brainpower to. I think a misconception people have about gyro+flick stick is that it's best used in high action, competitive environments, and that's not really true. And when I say "getting it to feel that way", I'm not implying it's inherently less immersive or natural, I really do just mean you need to relearn a bunch of muscle memory. Getting it to feel just as immersive as standard camera aim is an important step to feeling more comfortable with it. ![]() So, I decided to help it feel more natural I'd try and plug it into games like Dragon Quest 11, Spyro Reignited, A Hat In Time just about any game that generally doesn't benefit from flick stick much anyways, but also doesn't suffer much either. I'd more or less always be consciously thinking about it when aiming, and that would slow me down too much. One of the biggest hurdles I found in getting good at gyro+flick stick was just having flick stick feel natural in most scenarios. Looking up and down both isn't enabled by default nor is the game designed around it. It's a fully 3D platformer based on DOOM (1993), and it still runs mostly in software mode. Seemingly strange suggestion, but Sonic Robo Blast 2. ![]()
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