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Comment by hylaride

10 hours ago

Goldeneye for me. My friends and I spent HOURS every Friday night into dawn playing that, shit-talking each other. The licence to kill setting (where one hit no matter what killed you) with no-Oddjob slap fights. I often nostalgically wish I was young and immature again thinking about it.

I was excited to hear it was being rereleased on the Switch's online service. I tried to play it and couldn't get past the first level. Console FPSs have since developed pretty unified controls (with axis inversion really being the main option) that don't cleanly map onto the port. I couldn't get a familiar control scheme in GoldenEye and gave up after about 20 minutes of trying.

  • the control scheme only makes some sense if you use the 'triwing' n64 controller IMO. Even though you have access to enough buttons and sticks etc to make it 'work' on a more modern controller design, it's still not the same.

    • No, the control scheme is just bad. Tank controls just don't work for shooters, especially with how they were developing at the time.

      Similarly, old shooting games before doom sometimes had no dedicated control for strafing. They didn't seem to realize how important it was. But it's bad.

      If you boot up Goldeneye and Perfect Dark in an emulator, you can set them up with the control scheme that uses the C buttons as the second "stick" and remap things to give yourself near real dual stick controls like in modern shooters, and it's night and day. The games stop feeling clunky. The autoaim becomes actively harmful.

      I did this once to my brother in multiplayer and there was absolutely nothing he could do to combat my fluidity of movement. It was trivial to just circle strafe him.

      Having the two axis of a control stick do radically different things (turn vs move) is terrible. It's like playing a racing game where pushing up on the stick is your accelerator. It's just hard to use that input in a controlled way while also trying to deal with the other axis.

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