This time, I was handling the big-screened New 3DS LL (That's the Japanese version of the 3DS XL), and if we're honest, there really wasn't much difference from my now-obsolete 3DS XL at home on initial handling: the corners are still curved, making it, once again, far more comfortable than the OG 3DS, while both screens are bright and vivid -- perfect for the palette of Nintendo's gaming... oeuvre. However, there are no games that appropriately make the most of the analog stick (at least, not yet). Here at TGS 2014, with Monster Hunter 4G , the right stick was assigned to camera duties, a role it shared with the d-pad and, er, about a third of the touchscreen too. Understandably, the tiny stick was the better option, as it was easier to access and offered a better degree of control.
That's because the new stick has a rubbery finish, while its location means it's easy to nudge a little and then swiftly return to the X, Y, A and B buttons. Then there's those secondary shoulder trigger buttons (which should work nicely with that stick once games arrive): they're a little smaller but they're appropriately spaced enough that you're not going to hit ZR instead of the primary R trigger. It'll be interesting to see how Nintendo handles transitioning between existing 3DS hardware and these new models, which will likely require completely different controller layouts to make those new buttons worthwhile. Both models launch in Japan on October 11th -- and I bravely vow to waste hours and hours on Smash Bros. in the ensuing days to bring you Engadget's official verdict. (You're welcome.)