M°°nblade;148622252 said:
Are you?
Or don't you fully understand what an 90° turn means?
M°°nblade;148622813 said:
Is reality wrong (I'm not aware of different definition of what the word 'stopping' means)?
https://www.youtube.com/watch?v=vtNNljAgxic
M°°nblade;148620350 said:
What? I can perfectly turn 90° left or right while walking or running, without 'stopping' in real life.
M°°nblade about that life, saying fuck ya'll to the world of physics. Bravo breaking down the laws of reality so you could achieve the most fluid controls possible. You guys really are dedicated.
M°°nblade;148620350 said:
Realism is not the goal of a videogame a great majority of the time. Functionality is within the constraints of your stated goals for the title.
M°°nblade;148620350 said:
RE1 and Tombraider came out in 1996 when the PS1 controller didn't have analog sticks. Times have changed.
Times has not remotely changed the superb effectiveness of Tomb Raider's controls one iota, however. Times changing does not actually indicate anything at all relating to TR's controls. Popularity of a particular control method over another is also not an indication of quality one way or the other regarding TR's controls.
It's so bizarre how people don't grasp how weird these discussions actually are.
Tomb Raider is a videogame in the true sense of the word. Its controls are abstracted away from real life into a set of hard fast rules that could only be possible in a game and are unbreakable and that, whilst they have a steeper learning curve than alternatives, add up to amongst the most precise controls ever implemented into the genre.
Just like candles still have utility and are supremely effective given the right goals in modern society (looool KooopaKid) and just like Chess despite having a much more complex and arbitrary set of movement rules than Checkers remains one of the most strategically appealing board games to this day, Tomb Raider remains a brilliant expression of control precision that is unparalleled to this day.
Tomb Raider's controls are meant to be mastered and once mastered you can complete feats of astonishing control brilliance. The shit we can do in the game thanks to the beautifully defined control ruleset and implementation is completely incredible depending on how much you practice (blindfold gaming, sequence breaking, "one arm playing", etc). The controls
necessarily have a higher learning curve than Mario 64 or whatever 3D movement game you're thinking of most likely, but the end result is a control scheme that is so supremely effective at high level play that most of those games you'd mention simply cannot touch it.
It's a trade off!
And here's the big point, so wait for it:
There is room enough in the industry for multiple vibrant approaches to 3D game control, much like there is room for different genres, different characters, different controllers.
Indeed, the industry could be healthy enough to even contain more than two or three or more control schemes for this genre that are all equally as desirable but for completely different reasons, all with advantages and disadvantages against one another!