Chip
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As someone who mis-spent half his high school career playing SFII on the SNES, I can say that 4 face + 2 shoulder buttons is a perfectly viable option. You may be used to 2 rows of 3, but it is not inherently better or worse than an alternate layout. As long as you have 6 buttons, the system works.Turnip said:Street fighter 2 used 6 unless you pressed start to swich between punching and kicking which sucked. Most arcade cabinets have 6 action buttons. You could use the shoulder butons for the missing two but that never feels quite right to me. If the only reason for not having 6 is that it would look too crowded that seems silly when were having a keyboard, 2 anologs and a d-pad already making it look very crowded.
And the argument against 6 face buttons isn't based on it "looking" too crowded. It is based on it "being" too crowded. Take a good look at the renders. In order to get 2 rows of 3 buttons in (while still having enough clearance from the edge of the unit and the analog pad) you'd really have to squeeze them together. As in practically touching. Hitting either of the middle buttons without hitting the adjoining buttons would be tough. Nearly impossible for people with fat thumbs (like myself), especially during frantic gameplay.
I agree that having 6 face buttons is, in theory, better than 4. However, there just isn't room for them in practice.
What there is room for is 4 shoulder buttons. Considering the inevitability of PSX emulation, I feel having the proper number of shoulder buttons is important. I hope the developers agree.
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