I don't think its because they're not putting the time in, just taking the wrong approach and not making the most of the standard movement system in conjunction with motion, i.e. moving the ship in Zero will still move the cursor - 90% of the Arwing sections can be played like the original Starfox console games, assuming you keep the GamePad relatively still. You could spend all the time in the world trying to learn something but won't get far with the wrong perspective.
It's like how many feel like the controls in fighting games are too difficult, it's a similar thing here imo - it's not that the controls are bad, you just have to take a learning approach with them. Most are used to controls not being a part of the challenge in video-games these days, but why shouldn't they be?, as long as they are functionally sound the implementation makes sense in context and challenge.
I will say that I don't think the game does quite good enough a job teaching you how to play properly, so that's probably part of the problem. And I get why opinions are divisive on the controls, they're not the most intuitive due to dealing with 2 screens simultaneously and recalibration, but I think many people are missing out on a really good game due to at least some misconception.
Disagree on Kid Icarus too
, one of the best 3DS games thanks to the controls, if you can deal with the hand aches...
Remember when the snes and N64 versions came out? My mind was BLOWN. There was no quibbles over controls and people not getting it - just collective minds being blown by everyone who saw or played them.
Yep I remember
. 3D graphics were still quite a new thing back then. A new Starfox game with more 'next gen' graphics wouldn't have even close to the same impact as many N64 games had. Nintendo need to find ways to make the experience fresh, and they chose to try doing that with controls.