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07-25-2014, 01:22 AM
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Manco
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: Aug 2007
: based damage system
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We're looking at the complaints re: controls very closely.
I feel like an asshole for immediately jumping in with complaints, but if you guys are looking for feedback...

I think the main problems I had was with the walking, running and the new jump system. Having walk and run mapped to the severity of the left stick’s tilt makes a certain amount of sense on its own, but the implementation tripped me up a few times for a couple reasons:
  • From a standstill, it seems that Abe always takes a couple of walking steps before breaking into a run. This ‘stickiness’ made it harder to clear jumps which require a running jump, as Abe now always needs enough space to get up to full speed – space which he doesn’t always have. It also gives a noticeable (if slight) feeling of friction of movement – when I push the stick all the way right I want Abe to immediately break into a run, not work himself up to it.
  • Many of the harder puzzles (especially in secret areas) require you to have a precise judgement of Abe’s movement, which is harder to pull off because of how easy it is to tilt the stick a little too far and have Abe run too far forward.
  • Having to move the stick in a direction to make Abe do a hop makes things more complicated than it should be. For a long while I kept accidentally stepping on mines because Abe had shuffled forward too far. I eventually managed to get this right, but it felt like using the stick was an added complication and not the most elegant way of doing things.

Most of my issues here are minor things which usually just take some time to adapt to, which probably has something to do with knowing the original game’s control scheme so well. The biggest issue I had was with some of the secret areas with meat saws and mines which needed more precise movement than I felt the game was giving me, which a few people have pointed out already.

I would personally have preferred it if running was a distinct state which you go into by holding a shoulder button just like sneaking, and if tapping X did a forward hop rather than a vertical jump. Again, maybe that’s just because I haven’t fully adapted to the new control scheme yet, but it was a feeling I couldn’t shake through most of the time I was playing.

Anyway I just wrote a whole lot of words about a control scheme quirk, so I feel obligated to point out that the issues I described only came up in a few specific puzzle areas and overall the game’s fantastic and I really enjoyed playing it and am looking forward to playing it more.
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Last edited by Manco; 07-25-2014 at 01:24 AM..
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