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  #1  
09-03-2014, 06:56 AM
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Two "old school" control toggles coming to New 'n' Tasty

http://www.oddworld.com/2014/09/oddw...hool-controls/

X to hop



L2 to run

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  #2  
09-03-2014, 07:29 AM
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This is bloody fantastic! best news I've seen all week!
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  #3  
09-03-2014, 07:31 AM
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I love you guys so much.
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  #4  
09-03-2014, 08:18 AM
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The fuck? No classic control scheme? :'(

But still, pretty amazing that they would include an update like this!
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  #5  
09-03-2014, 08:35 AM
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Boo-urns I say!

This is why Oddworld & JAW don't treat their fans like shit - as some twats would have you believe.
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  #6  
09-03-2014, 08:41 AM
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I don't mind the migration of movement/gamespeak.. I'm very happy that they addressed these two issues! Couldn't ask for more!
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  #7  
09-03-2014, 08:47 AM
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aye, D-pad gamespeak seems much better.
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  #8  
09-03-2014, 10:40 AM
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Amazing! That's great news.

Can't wait to test it.

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  #9  
09-03-2014, 12:31 PM
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This will pretty much address my main concerns about the controls in one fell swoop, awesome!
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  #10  
09-03-2014, 01:53 PM
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The two .gif files on the site are named MiserlyDopeyIvorygull and MiserableOrganicItalianbrownbear.

What.
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  #11  
09-03-2014, 01:58 PM
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I'm going to be using a keyboard, but I'm happy for everyone else!

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  #12  
09-03-2014, 02:13 PM
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:
The two .gif files on the site are named MiserlyDopeyIvorygull and MiserableOrganicItalianbrownbear.

What.
That's just how Gfycat names uploads, with random words instead of random characters.
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  #13  
09-03-2014, 02:39 PM
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And here's me thinking it had a hidden meaning...
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  #14  
09-03-2014, 03:41 PM
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Hmmm. Interesting. I adapted to the new control scheme easily. I don't know whether I should switch to this, or not. I shall have to test and see.

Regardless, it's good to see what was arguably the biggest (logical) complaint by much of the community has been addressed. I give you kudos for that, however, I'm waiting for the obligatory

:
Why not use triangle for hop? It worked in the original!
Also, in that second gif there are hazard signs with mud skulls around the steam vents. Were they already in the game? I don't remember them on my playthrough.
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  #15  
09-03-2014, 04:01 PM
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I'm going to be using a keyboard, but I'm happy for everyone else!
I found the keyboard much easier playing the originals.
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  #16  
09-03-2014, 04:58 PM
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I didn't really have much of a problem to the controls either. Out of all the complaints I heard about New 'N' Tasty, this wasn't one I agreed with. Whilst they weren't exactly a drastic improvement, they were fluid and accessible to casual gamers. However, I definitely thought they should have allowed a classic control scheme for those wishing to relive the original, and this definitely shows they're willing to listen to feedback, props to JAW for this move.
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  #17  
09-03-2014, 09:28 PM
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Didn't leap used to be on triangle? X was crouch, essential for rolling out of a run.
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  #18  
09-03-2014, 10:55 PM
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:
Didn't leap used to be on triangle? X was crouch, essential for rolling out of a run.
Yes.

We made some concessions to modern gaming, the first being that X should be jump.
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  #19  
09-04-2014, 12:05 AM
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Correct me if I'm wrong, but the only logical reason they would have put crouch on X in the first place was that it's a hold-y action, where jumping is a press-y action. Any word on how you're going to address this? Is it just going to be a complete swap of X and /\?
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  #20  
09-04-2014, 12:13 AM
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:
Correct me if I'm wrong, but the only logical reason they would have put crouch on X in the first place was that it's a hold-y action, where jumping is a press-y action. Any word on how you're going to address this? Is it just going to be a complete swap of X and /\?
I don't understand the question. We're not touching cross and triangle.
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  #21  
09-04-2014, 12:18 AM
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Address what? We're not swapping any buttons around.

Crouch is on circle, and it's not a hold-y action, it's a press-y action to switch between crouching/rolling/scooching and standing/walking/running/sneaking. It also drops you from a hang.
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  #22  
09-04-2014, 01:34 AM
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My assumption for the original game's controls is this: think of the X, O, Square, Triangle buttons as another D-pad.

X effectively becomes 'down' and triangle becomes 'up'. Crouching moves you downwards, and jumping moves you upwards. That's what - I assume - was the thinking behind that layout.

While that makes a kind of sense, nowadays, no other games use that layout that I'm aware of. Instead we've seen a huge shift towards a button layout convention that is used in many, many popular games across a range of genres. I wanted to meet peoples' expectations so they could just pick up the controller and have it 'feel right', particularly for people who don't play a lot of games.

The truth is, the overhead in adding multiple control schemes is not negligible. It takes time to implement support for a second control scheme, it takes double the time to balance and test controls, and it takes time to add the menu options. Plus, all of these things add the potential for more bugs. Ultimately, we decided that time was better spent on other aspects of the game (as with everything in game development, how you spend your time is always a careful balancing act).

We have a little more time now the game is shipped, which is why we're able to go back and add these new options!

I'm curious how you guys (as people who continue to play the original game to this day) found the new layout. While it's not what you expected, did you find it problematic to get used to?
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Last edited by CrowbarSka; 09-04-2014 at 01:42 AM..
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  #23  
09-04-2014, 02:50 AM
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Apparently I drastically misunderstood what's going on here. Don't mind me :[
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  #24  
09-04-2014, 03:23 AM
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Perhaps it's a bit early to discuss, but what are the plans for the PC version? I for one love the original controls and is one of the only games I use the arrow keys for. So I hope you do bring the original controls to NnT.

Regardless of that, Having rebindable keys is a must for that version.
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  #25  
09-04-2014, 04:12 AM
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Thanks for listening JAW, good work!

On the topic of controls; will the PC version have fully customizable controls or are we bound by a scheme there as well?
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  #26  
09-04-2014, 04:23 AM
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I can't imagine the PC controls being that different considering PC keyboard controls haven't really changed much over the years. I could perhaps see an option for WASD? Was that in the original?
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  #27  
09-04-2014, 05:03 AM
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There's no way this game is not gonna have wonderfully rebindable controls on PC.
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  #28  
09-04-2014, 05:24 AM
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Yes, Windows, Mac and Linux will have rebindable keys.
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  #29  
09-04-2014, 05:53 AM
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Ah that's some good news too

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  #30  
09-04-2014, 08:06 AM
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:
I'm curious how you guys (as people who continue to play the original game to this day) found the new layout. While it's not what you expected, did you find it problematic to get used to?
The biggest concern for me was the analog run, which I thought should've had its own button. I also had an issue with the lack of a forward hop button. It seemed a little pointless to have 2 buttons perform the same action (hoist) but completely remove a button function present in the original (forward hop), but you guys are fixing that (THANK YOU )

Really I have no issue with any of the other control migrations. I'm excited to see how it'll feel to control Abe with a stick rather than a d-pad.

Also, you've made my day revealing that you'll be able to rebind all the keys on the PC version.

One question though: Do you guys have an idea whether the PS3/vita version will come before or after the PC version?
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