Comment by nemomarx
1 day ago
I've read some early reviews of a licensed alien shooter where they complain about how confusing the control scheme is - left stick for movement and right for aim.
Before Halo it wasn't really intuitive I guess?
1 day ago
I've read some early reviews of a licensed alien shooter where they complain about how confusing the control scheme is - left stick for movement and right for aim.
Before Halo it wasn't really intuitive I guess?
https://en.wikipedia.org/wiki/Alien_Resurrection_(video_game...
(For anyone else curious)
https://www.reddit.com/r/gaming/comments/3du770/alien_resurr...
and the particular quote I was thinking of for the record.
That's really strange because that setup was effectively the default for N64 games. Stick under your left thumb for movement and the C buttons under your right thumb for camera control
It's not strange because it's not really true. The default controls both of GoldenEye and Perfect Dark used the stick for moving forward/backward and turning left/right. Turok did use the c buttons for walking and the stick for looking though.
Forgive me sounding like Claude, but you’re absolutely right! I’ve played platformers from that era recently but it’s been a long time since I touched the shooters. I was mixing them up in my recollection. The shooters had a weird mix and for some reason even though Goldeneye had a bunch of control scheme options, none of them let you put all movement on one input and all camera control on the other.
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Yeah, that's another point: the modern first-person controls you describe were once thought to be counterintuitive compared to the old Wolfenstein style controls.
A similar point holds for third-person games: Before Super Mario 64, all third-person games had Wolfenstein style tank controls where left/right rotates the character in place and up/down makes it move forward/backward. E.g. Tomb Raider or Mega Man Legends. The idea to make character movement relative to the camera viewpoint wasn't obvious.
(Though the Tomb Raider developers tried to work around this to a degree by fixing the camera behind the character, which prevented to most counterintuitive control issues Mega Man Legends had, but also meant free camera rotation was impossible.)