maharg said:I think they'll probably just avoid putting you in situations where switching needs to happen that quickly. There's nothing wrong with a more limited control scheme so long as the game doesn't demand you do things with it that are unreasonable.
EatChildren said:Same goes for the auto aim. As long as the combat is designed in a way that enemy ambushes are fast and require quick reflexes, auto aim wont be a problem at all. Its all about context.
turnbuckle said:Only really concerned with how it's going to feel controlling Samus with a dpad.
Mael said:We all know that dpad sucks big time for anything going with diagonal (and require another button to differentiate running from walking to boot). It's not because the game is Metroid that it's gonna change, as long as there's movement in 3D it's best to have an analog stick.
There's a reason we used them in the 1rst place, or we arguing now that mario64 would be better with a dpad or other M is 2d?
SpacePirate Ridley said:Just imagine Kraid's gargantuan ass!
Now with boobs physics!
...FoxHimself said:The biggest gripe I have with the game is the fact that you have to have permission to use your weapons.
robor said:I'm not going to argue any further but I will say that your comparison here is why this argument began in the first place. It's pathological and renders itself irrelevant. Both games cover entirely different fields of interactivity even though they're third-person. They require different schools of thought and encourage vastly different forms of play.
Magicpaint said:This game is going to be so freaking awesome. GOTY. Metroid still the best franchise! ;D
It's just a matter of design.Mael said:But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
M3d10n said:It's just a matter of design.
If the platforms/obstacles are laid out in alignment with the 8 fixed directions you can input with the d-pad (or even better, aligned to only 4 directions), and the camera isn't spinning around the character all the time and keeps it's overall alignment with the possible movement axis, the game wouldn't be any different than a top-down 2D game with jumping elements. And those played fine with d-pads.
Mael said:But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
Panajev2001a said:Little Big Planet.
(z-layer changes with analog stick == meh...)
Mael said:But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
robor said:Give it a few months and you will.
robor said:Give it a few months and you will.
Crash Bandicoot 1-3 on PSX. 2 & 3 even supported analog controls but the d-pad controls still worked better.Mael said:But I still want to know which game where the character is moved in a 3d place is better controlled with a dpad!
divisionbyzorro said:I don't think you can ever say that a D-Pad is categorically better than an analog stick for 3D movement.
That said, if the game is designed properly, the lack of an analog stick doesn't have to hamper the experience. I don't doubt that the game plays well based on listening to conversations on podcasts and reading hands-on impressions, but I would never go so far as to say that a D-Pad improves the experience over an analog stick.
levious said:is it even true analogue 3d movement? I've been asuming there's multiple planes that you shift back and forth between, like Guardian Heroes but maybe without the transition animation between.
*puts flame shield on*nincompoop said:Crash Bandicoot 1-3 on PSX. 2 & 3 even supported analog controls but the d-pad controls still worked better.
You sure you're thinking of the right games? The camera always gave you all the information you needed. Even during the scrolling into the screen parts it's panned far enough back to allow you to react to what's in front of you. Please don't confuse "I suck at this game" for "this game sucks".Mael said:*puts flame shield on*
These games sucked anyway, the way the perspective showed the game would to plenty unwaranted stupid death >.>
Not exactly a good example.
:lolThrei said:The game will drop, people will claim the controls are unresponsive and not suited to a dpad, videos of people doing insane speedruns on the same fucking controls will surface, nobody will care until Other M 2 comes out and it's motion only, and those same people who called the controls unresponsive will use those aforementioned speedrun videos as proof that the game "absolutely CANNOT control properly via motion like it can on a dpad, take this video for example:..."
nincompoop said:You sure you're thinking of the right games? The camera always gave you all the information you needed. Even during the scrolling into the screen parts it's panned far enough back to allow you to react to what's in front of you. Please don't confuse "I suck at this game" for "this game sucks".
Eteric Rice said:Yes, we do.![]()
That's nice but it's still proof that a 3D game can use dpad controls and still be totally awesome and be loved by everyone on the planet who isn't named Mael.Mael said:I'm not confusing anything, I'm just saying I hate these games so it stand to reason that the first expression to come to my head is : 'this sucks'
in short, I don't care whether or not the games sucks, I hate it either way.
nincompoop said:That's nice but it's still proof that a 3D game can use dpad controls and still be totally awesome and be loved by everyone on the planet who isn't named Mael.
It has nothing to do with them knowing how to implement analog controls correctly. The levels obviously were designed with the standard control scheme in mind (just as M:OM is being designed), so the analog controls in Crash 2 and 3 ended up being a pointless addition. Not sure what the point of your Nights example is since Nights IS played on a completely linear plane (unlike Crash Bandicoot) and it WAS designed with analog controls in mind.Mael said:Yeah but that doesn't show me in any way how a 3d game can use a dpad better than an analog stick, after all I give a rat's ass whether or not you'll have fun with it if I hate it myself :-/.
And that could still be the makers of the crash games not exactly knowing how to implement an analog stick(not saying it is)...
Heck Nights would have been a better example here...
I mean at least you're not navigating a fucking line that makes me wonder what was the point in not making the game 2d >.>
nincompoop said:It has nothing to do with them knowing how to implement analog controls correctly. The levels obviously were designed with the standard control scheme in mind (just as M:OM is being designed), so the analog controls in Crash 2 and 3 ended up being a pointless addition. Not sure what the point of your Nights example is since Nights IS played on a completely linear plane (unlike Crash Bandicoot) and it WAS designed with analog controls in mind.
nincompoop said:But the reason you dislike Crash Bandicoot has nothing to do with the controls. It still stands as an example of a 3D game with really good controls, regardless of whether you think the camera perspective leads to unnecessary deaths for some reason.
Pixe said:Japanese trailer
http://metroid.jp/setswf/second_jap_high.flv
What does this have to do with the argument over d-pad vs joystick controls? Or the controls in M:OM or Crash Bandicoot, for that matter?divisionbyzorro said:3D controls and camera are intrinsically linked. You can't separate the two.
Take RE. Those controls sucked. Why? Because the camera was fixed. Pushing "up" to go forward doesn't make sense with that camera. But if the camera is floating behind the player, a la RE4, pushing "up" to go forward makes sense of a sudden.
nincompoop said:What does this have to do with the argument over d-pad vs joystick controls? Or the controls in M:OM or Crash Bandicoot, for that matter?
Cat in the Hat said:This may of been said already but.....HOLY SHIT
joseph1594 said:Why the hell do people act like they already have played the game? Why are people complaining about stuff that we don't know how it works or if it is that way in the whole game? Wait til the game comes out, seriously.
joseph1594 said:Why the hell do people act like they already have played the game? Why are people complaining about stuff that we don't know how it works or if it is that way in the whole game? Wait til the game comes out, seriously.
Agent Unknown said:So is it confirmed that you always need permission to use different weapons? I can accept that during the tutorial and first mission but that would really hinder the feel of the game once you start exploring more levels on your own (assuming the marines and the cmdr don't follow you most of the game).