Refreshment.01
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Now guess who is getting on who's nerves.Apology not accepted... because you didn't get on my nerves.![]()
Thanks for tolerating me. Seriously.
Now guess who is getting on who's nerves.Apology not accepted... because you didn't get on my nerves.![]()
Golden Eye.
Is just how it is, conditioning the response desn't change it.
Now guess who is getting on who's nerves.
Thanks for tolerating me. Seriously.
The game that forced me to learn dual analog controls was Time Splitters.
Why would Halo be the 'standardizer' here for twin sticks, when it was already the standard for ps2 launch games a year earlier?
I mean, the entire reason the xbox even had twin sticks was sony did it first.
Evolution was basically Goldeneye (2xcontrollers) -> Turok -> Alien Res -> Timesplitters (and other ps2 games).
Amazing how fast everyone adjusted, Halo CE next year..
Why would Halo be the 'standardizer' here for twin sticks, when it was already the standard for ps2 launch games a year earlier?
I mean, the entire reason the xbox even had twin sticks was sony did it first.
Evolution was basically Goldeneye (2xcontrollers) -> Turok -> Alien Res -> Timesplitters (and other ps2 games).
Amazing how fast everyone adjusted, Halo CE next year..
You should have added "as default" on the title.
Also the first game that used it hardly caused the "revolution". I'm pretty sure that most people credit Halo for that, even though it's more recent than Alien or (let alone) Goldeneye.
This could be something interesting to consider. However due to the way the topic is formulated i don't know if it will be welcomed to discuss.Additionally, why is a "twin-stick layout" a significant step in FPS development? Goldeneye and Turok were two of the first console FPS games that supported aiming with an analog stick (movement on c buttons). In Goldeneye, the analog aiming was a central design feature, although the default control scheme used the analog stick both for movement and aiming (by pressing a modifier key). That is the major step in FPS development, right? Having analog movement at the same time as analog aiming does not enhance the FPS experience in any significant way. This feature is still not used in the "premium FPS platform", that is PC, so players don't appear to value it.
You are indeed correct here. Turok 1 came several months before GE and it did used the thumbstick for aiming and the C buttons or Dpad for movement. Really cool that both game support alternative control schemes for players of different dexterities, a nice perk of the N64 controller.A little bit offtopic, but if we counted (OP's rules explicitly say we can't, but still) N64, shouldn't Turok come before Goldeneye? I'm seeing a lot of Goldeneye posts but I remember Turok moving with the C buttons and aiming with the stick. Or was that in later iterations? I swear I remember playing Turok 3 with that scheme at least.
i just love how bluntly you always point out the fact. But it makes me worry about you because of possible bomb treats XDPeople didn't adjust, Bungie just figured out the correct amount of aim assist to make players think they were actually aiming themselves while the computer does the work.
A little bit offtopic, but if we counted (OP's rules explicitly say we can't, but still) N64, shouldn't Turok come before Goldeneye? I'm seeing a lot of Goldeneye posts but I remember Turok moving with the C buttons and aiming with the stick. Or was that in later iterations? I swear I remember playing Turok 3 with that scheme at least.
Cerebral bore, man, cerebral bore.
You're grasping at straws here. Who in their right mind wielded two N64 controllers when playing multiplayer? Not to mention that that configuration was impossible when you had 4 players!You could use dual analog controls in goldeneye in multiplayer, either 1 v 1 with both players using dual analog, or 1 vs 2 players using normal controls.
Did Timesplitters had the twin stick layout where left was forward/backward/strafe and right was look by default? Or did it have by default what we now call Legacy which was closer to Goldeneye where strafe was in the right stick and you'd turn on the left?Why would Halo be the 'standardizer' here for twin sticks, when it was already the standard for ps2 launch games a year earlier?
I mean, the entire reason the xbox even had twin sticks was sony did it first.
Evolution was basically Goldeneye (2xcontrollers) -> Turok -> Alien Res -> Timesplitters (and other ps2 games).
that seems to be pointlessly restrictive but if I play by that criteria:
-ps2 was the first console with default dual analog controls
-X-Squad was the first TPS released for the console (I think) and has dual analog aiming
-If X-Squad doesn't count due to being a TPS, both Unreal Tournament and Timesplitters were US launch games. So them both I guess.
Did Timesplitters had the twin stick layout where left was forward/backward/strafe and right was look by default? Or did it have by default what we now call Legacy which was closer to Goldeneye where strafe was in the right stick and you'd turn on the left?
Additionally, why is a "twin-stick layout" a significant step in FPS development? Goldeneye and Turok were two of the first console FPS games that supported aiming with an analog stick (movement on c buttons). In Goldeneye, the analog aiming was a central design feature, although the default control scheme used the analog stick both for movement and aiming (by pressing a modifier key). That is the major step in FPS development, right? Having analog movement at the same time as analog aiming does not enhance the FPS experience in any significant way. This feature is still not used in the "premium FPS platform", that is PC, so players don't appear to value it.
Because as others have stated Bungie perfected it and nobody has looked back since. Bungie also was the very first to succesfully combine it with other mechanics that were either new to the FPS genre, clunky previously or never done before, such as rechargeable shields, golden tripod (throw grenades/use melee without needing to change weapons) and player controllable vehicles.Why would Halo be the 'standardizer' here for twin sticks, when it was already the standard for ps2 launch games a year earlier?
I mean, the entire reason the xbox even had twin sticks was sony did it first.
Evolution was basically Goldeneye (2xcontrollers) -> Turok -> Alien Res -> Timesplitters (and other ps2 games).
Amazing how fast everyone adjusted, Halo CE next year..
People didn't adjust, Bungie just figured out the correct amount of aim assist to make players think they were actually aiming themselves while the computer does the work.
Yes.W-wait a minute, wait a minute. Wait. A. Minute.... You mean to tell me that this whole time you could play Goldeneye while using the analogue sticks of 2 separate controllers?
Not my words. I don't agree with that statement. I just see that many people believe that and i disagree.Oh boy here we go again. "Halo was the "true" first game to use analogue! It caused a revolution!"
Every time this subject comes up, everyone ignores Descent which was released in January 1996. That had traditional dual analog controls.
By comparison, GoldenEye didn't come out until 18 months later. Turok was 14 months later.
I don't think Descent is the right answer if we count OP's rules. The twin joystick that it supports looks nothing like a dual analog controller. You don't hold it the same way for starters. So even if that scheme is the default, how can it be credited for this when it feels nothing like a FPS as we play them now?
Does it even support that control scheme with a dual shock controller?
I liked that game and it was the first that I can remember playing that way. I thought It was the best control scheme change back then.![]()
I think this was it?
What was the first PC FPS with mouse aiming (or really, Y axis control) as a core mechanic?
Fully 3D first-person games with restricted free look had appeared as early as 1992 on the PC, allowing the player to look up and down, although vision was controlled by dedicated keys rather than the mouse. At the time it was still cutting-edge technology and didn't become widespread until the age of 3D accelerators. For instance, in the 1993 seminal game Doom, it was not possible for the player to angle his or her view up or down, though Raven Software's Heretic, based off the same engine as Doom and released in 1994, added a restricted free look to the engine. Dark Forces released in 1995 and more technologically advanced, featured 3D look but more restricted than the free look of the earlier Ultima Underworld and System Shock, released in 1992 and early 1994 respectively.
Raven Software's November 1994 release CyClones featured a rather primitive implementation of the free look; main movement was via keyboard (with turning and strafing via key combinations), but the on-screen weapon aim point was moved independently via the mouse. Moving the aim point against the edge of the screen would cause the viewpoint to shift up (only temporarily) or to the side (again, haltingly). Unfortunately, this system proved cumbersome and Raven Software did not develop this particular system further. The 1993 DOS version of Bram Stoker's Dracula also used the mouse to aim the player's weapon cross-hair, similar to CyClones, but the player's viewpoint was controlled entirely by the keyboard and did not move with the cross-hair.
The next major step was using the mouse to control the free look. Marathon by Bungie, released in December 1994 for the Apple Macintosh was the first major release to feature the mouse-controlled free look that would later become universal. The first major game for Intel-based PCs to allow mouselook was Descent, it was not the default control mapping, but quickly became the de facto due the game's inherent need to constantly be able to look all three dimensions. The first with full-time fully 3D mouselook by default was Terminator: Future Shock (published by Bethesda Softworks in 1995).[3] However, Terminator: Future Shock did not become very popular and the original Marathon was not available on the PC platform, so their impact was limited. Quake (1996), is widely considered to have been the turning point in making free look the standard,
You're grasping at straws here. Who in their right mind wielded two N64 controllers when playing multiplayer? Not to mention that that configuration was impossible when you had 4 players!
I routinely BTFO my roommates in college using that configuration.
I'd have people come into the dorm insisting they were GE masters and I trounced every single one of them.
Like, if you didn't know about it, thats on you, but it was 100% the best way to play the game.
That is awesome.
What was the first PC FPS with mouse aiming (or really, Y axis control) as a core mechanic?
I routinely BTFO my roommates in college using that configuration.
I'd have people come into the dorm insisting they were GE masters and I trounced every single one of them.
Like, if you didn't know about it, thats on you, but it was 100% the best way to play the game.
I would say either Ultima Underworld or System Shock (depending on whether or not you qualify the former as an FPS). I'm pretty sure there were FPSs that had y-axis aiming before, although I don't think they were for PC.
Well, you are wrong.No it wasn't because it was still weird. The left controller stick had you turning left and right and the right stick had you strafing left and right. It may have been twin sticks but it was still a legacy control that no one uses anymore and there was no way of changing that to a modern configuration.
Seems like a lot of things flew under your radar. I never thought Halo was any special at all after playing FPS games on my N64 for 4 years before Halo even existed.I wish someone had told me Timesplitters was the playable Goldeneye sequel I could play on PS2 back then. It flew completely under my radar
Ultima Underworld is a first person dungeon crawler that was brought into full 3D with a polygon engine. It does have mouse free-look, but it wasn't really required to play the game. System Shock does put a little more emphasis on mouse look, but it isn't a feature that was enabled by default. You had to press the E key to enable it.
I honestly struggle to remember how I ever managed to play legacy FPS games.
You're grasping at straws here. Who in their right mind wielded two N64 controllers when playing multiplayer? Not to mention that that configuration was impossible when you had 4 players!
Pretty sure that pressing 'E' in System Shock makes you lean. You're thinking of the mouselook mods, which give it a SS2-style "inventory mode" which is toggled with 'E'.
I read the question as "What was the first PC FPS that had Y-axis control using the mouse," which would, to my knowledge, be System Shock. And it is required to complete the game, since there are, amongst other things, security cameras on the ceilings that must be shot out to progress at some points. But if the question is "What was the first game with mouselook," it's probably Marathon.
Not only that but this "excuse y" wasn't even true.So you come back with "that doesnt count because a of ridiculous execuse y"
Can we count robocop 3 as an fps? 1992 and it had y axis mouse control. Not really mouse look, tho.
I haven't played it, but from what I've seen it looks more like you move your crosshair up and down a static screen as opposed to actually being able to look up at the ceiling. Though I guess that does count as y-axis aiming.