Sunday, April 7All That Matters

The atrocity


The atrocity



View Reddit by spicysenpai6View Source

48 Comments

  • RSwordsman

    What else did that reviewer say about the controls? Something like “Goldeneye had it right– stick was forward, backward, and turning, and the other hand was strafing and up and down.” Good god.

  • AVBforPrez

    It’s so funny that people freaked out about this, I grew up on Goldeneye so I’m an invert nerd but I immediately understood why this was better.

  • MDClassic

    Timesplitters 1 was where I made the change. It was either figure it out or get left behind.

    We don’t do that kind of stuff nowadays.
    Nowadays everybody is a legend.
    Sad really.

  • S-Markt

    according to flight controls i used the left stick for view and using the right stick was pure horror, so i opened up one of my controllers and soldered the connections of the sticks to make the right stick act like the left and vice versa. it was only one pin and worked fine. years later i learned to play the other version too.

  • aztechfilm

    To be fair, I remember the first time I played Timesplitters 1 on PS2 and it was the first game I played on console with this control scheme, I absolutely hated it and couldn’t get used to it for the life of me.

    Obviously over the years it became the standard but that original experience with it was polarizing

  • nicolawb

    This is sort of out of context IMO.

    [https://www.youtube.com/watch?v=EbG5AG9xOWY](https://www.youtube.com/watch?v=EbG5AG9xOWY)Watching this it seems as if the right stick moves in set angle interval ticks effectively mapping an analog control like it was a digital one which looks like it would feel terrible. It looks like you are controlling a mech.

    So surprised to see something so sensationalistic on r/gaming /s

  • cmdrmeowmix

    I remember an old shooter game I had on ps1 where it was left stick moves and strafes, and you use the bumpers to turn, right stick to look up and down.

    Wtf was that shit

  • tadnar

    It makes sense from the perspective of improved controllers and the separation of movement from view.

    The earlier popular console FPS on N64 used only 1 thumbstick, so you’d need that to handle most of your control. The best way to do that would be to let you turn, and move backwards and forwards with 1 stick. Looking up and down or strafing would be relegated to other buttons, and it wouldn’t be until 2 stick controllers that it would be possible to fully separate the view of your “eyes” with the movement of your body.

    Of course at that point, everybody was still used to the original 1 stick mapping for their left hand stick. Fun thinking back to when I first played Halo and was so confused with the controls.

  • Swordbreaker925

    It’s astonishing how long it took devs to figure out controls. Many old PC games don’t even support mouselook

    Hell, Dark Souls 1’s PC port doesn’t even support mouse inputs at all without mods, but that’s due to developer incompetence

  • SweetCosmicPope

    I remember these days, as well.

    I absolutely hated dual-analog joystick controls, and vastly preferred Turok controls.

    Now, I can’t imagine trying to play a game like that. lol

  • Sambo8820

    I would say Goldeneye on the n64 was worse especially playing it on the hardest difficulty the controls make some levels near impossible.

  • Moose_Hooves

    I was born in 1997, what were first person shooter controls like before they became like this?? I always assumed that was the standard

    Didn’t Quake, one of the most popular shooters ever made, have these same controls?

  • happyfatman021

    I remember when I first experienced this control scheme I was appalled. I was so used to playing Goldeneye on N64 with the single joystick to turn and move while the C buttons would be used for… well I actually don’t remember because I don’t think I ever used them, but that’s what I was used to with shooters on a console (clearly I wasn’t the only one). Obviously now I have adapted but it felt horrible at first when I didn’t know any better.

  • drc84

    I never thought I’d get used to this. I played socom with scout configuration (which means Goldeneye controls) and resisted it for a long time.

  • warriorx1200

    the age of tank controls – 256×224 pixels, no depth buffer, polygon wobble, no analog sticks, games with CD-ROM. how i miss that.

  • majorpickle01

    honestly, watching my dad play GTA i can understand the issue they had with it. He will walk, then stop walking and aim with the right stick

  • dentbox

    I tried to play Goldeneye for the first time in about 20 years the other day and thought I’d had a stroke.

    How the hell did we play with those controls? The stick’s like forward-backwards and turn left-right 🥴 Animals

  • Beaan

    In their defense it’s not like Alien Resurrection played well. Sure, it had the modern FPS dual analog stick control scheme but it was VERY clunky. It was plagued with poor frame rates and the look sensitivity along with the movement was really slow and jittery. It did not feel good. Back then games that had tank controls did play far better. Goldeneye and Perfect Dark are what immediately come to mind. Or even the original Medal of Honor for that matter if you’re looking for something else on the ps1. Still a cool and interesting part of gaming history nonetheless though and worth revisiting if you’re ever interested.

  • GreatNateLives

    I remember using a d pad as intuitively as if it were a vr handset as a kid but holy balls looking back how did we get by before analog sticks

  • BlishBlash

    I still think the way modern console games handle camera controls is pretty flawed. Generally, well-designed console games will avoid forcing you to manually control the camera as much as possible. The more you have to use that right analog stick to adjust the camera, the clunkier the experience gets (especially during high-intensity gameplay). And that’s for experienced gamers, for new gamers it can be a nightmare.

    That’s why first-person console shooters have generous auto-aim, and third-person console shooters tend to either have lock-on or whack-a-mole cover gameplay that gives a generous amount of time to aim and shoot.

    Even with PC games, it could be argued that the popularization of mouse controls has shifted how FPS are designed. While the original Doom did technically have mouse support, it could be played fully on keyboard and wasn’t designed with vertical aiming in mind. You aimed horizontally, and the game had very generous vertical auto-aim. Because of this, shooting at enemies was less about precise aiming and more about movement. Thus the maps were complexly designed and had elaborate enemy placement that forced you to strafe and weave.

    Compare that with modern FPS where, in the vast majority of cases, the speed and accuracy of your reticle is what counts most. Maps are much more streamlined, and enemies are fewer in number and have more obvious placements. Obviously there are other factors at play, and there were plenty of FPS between Doom and today that exist between the two extremes (Quake, Unreal, etc). But I think it’s more than fair to say that mouselook had a very strong impact on FPS design. Classic Doom is practically a different genre from modern FPS, while still being an amazing game to this day.

    Basically what I’m saying is that controls impact how games are designed. You can’t just say “look how silly this reviewer is for complaining about a control scheme we take for granted”. Modern control schemes aren’t always a straight upgrade – there have been sacrifices made along the way.

  • YaboiGh0styy

    Fun fact if this quote wasn’t laughable enough wait until you see the ending quote which the reviewer says:

    “Fans of console first-person shooters or the Alien film series will probably be better off waiting for Fox’s recently announced Aliens: Colonial Marines for PlayStation 2.”

    And for those who don’t know Alien: Colonial Marines was developed by Fox interactive and EA for the PlayStation 2 in 2000 but was cancelled in the following year. Then 5 years later in 2006 Sega acquired the license and had gearbox work on an Aliens game under the same name and took another 7 years for the game to come out and by the time it finally released it was a buggy mess and despised by everyone who played it. Watch angry Joe‘s review.

    I wonder how this dude reacted to Halo combat evolved since that came out a year later and it had the same control scheme and it’s considered a revolutionary game that changed first person shooters forever.

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