It came as a sudden and rather astounding shock to me. I had waited several years between playing old-school action adventure games and their modern counterparts, and when I finally came around to it I found the controls alien and weird. I couldn't quite put my finger on what was different until I realized...
There's no jump button.
This can't be right? Games like Sleeping Dogs, Brutal Legend, Hitman Absolution, Shadow of Mordor, Thief, Tomb Raider, even Batman have tons of high flying leaps and death defying jumps. Yet there is NO jump button.
Action Adventure games seem to be well along down this path now of the context-specific jumping. You can leap across gaps, grab a ledge, vault over a short wall, or jump down on an enemy from above but you can't just "jump".
This may not seem like a big deal really, I mean who cares? As long as you can still jump when you need to who cares about not being able to jump whenever you want to.
Well I think it goes a little deeper. It's not just the jump button you can't do. You can't even walk off a cliff anymore. There's an invisible wall that prevents death by fatal misstep. When you ran headlong into a wall, you hit the wall, you didn't vault up it. Despite having more buttons than ever on game controllers, we now have more actions than ever tied to single buttons.
I'm not dissing these new games by any means, I rather enjoy them myself, but in some ways while my interactivity with the environment increases, I feel my freedom of mobility decreasing. I feel less compelled towards caution, less concerned about precision, I know as long as I tilt my thumbstick roughly in the right direction that the game character will figure out what to do. That I think is the big problem I have with it all, it's all my character's skill now and none of my own.
Context-sensitive actions in games seem to be the new king, and while I don't really fault game developers for it, as it is the inevitable step in streamlining the game, I feel it strips away aspects of challenge. I notice as time goes on that with an increase of AAA Action titles going this route I've simultaneously witness an increase in the popularity of Indie Hardcore Retro Platformers.
I'm not even the sort of gamer who really craves hardcore difficulty, I can't stand bullet-hell games or any sort of twitch-based Nintendo-hard games but I feel that most modern action games have all their difficulty "stripped" away once you learn the patterns of the AI. In older games even if you knew the layout, had a walkthrough in your lap, if you didn't time your jumps, hit that grab button at the right moment, or know just how fast you needed to go to leap that chasm, it wasn't going to work out too well. It was more player skill.
I am curious though, am I alone in this? Do others lament the dying jump button? What is the compromise?
There's no jump button.
This can't be right? Games like Sleeping Dogs, Brutal Legend, Hitman Absolution, Shadow of Mordor, Thief, Tomb Raider, even Batman have tons of high flying leaps and death defying jumps. Yet there is NO jump button.
Action Adventure games seem to be well along down this path now of the context-specific jumping. You can leap across gaps, grab a ledge, vault over a short wall, or jump down on an enemy from above but you can't just "jump".
This may not seem like a big deal really, I mean who cares? As long as you can still jump when you need to who cares about not being able to jump whenever you want to.
Well I think it goes a little deeper. It's not just the jump button you can't do. You can't even walk off a cliff anymore. There's an invisible wall that prevents death by fatal misstep. When you ran headlong into a wall, you hit the wall, you didn't vault up it. Despite having more buttons than ever on game controllers, we now have more actions than ever tied to single buttons.
I'm not dissing these new games by any means, I rather enjoy them myself, but in some ways while my interactivity with the environment increases, I feel my freedom of mobility decreasing. I feel less compelled towards caution, less concerned about precision, I know as long as I tilt my thumbstick roughly in the right direction that the game character will figure out what to do. That I think is the big problem I have with it all, it's all my character's skill now and none of my own.
Context-sensitive actions in games seem to be the new king, and while I don't really fault game developers for it, as it is the inevitable step in streamlining the game, I feel it strips away aspects of challenge. I notice as time goes on that with an increase of AAA Action titles going this route I've simultaneously witness an increase in the popularity of Indie Hardcore Retro Platformers.
I'm not even the sort of gamer who really craves hardcore difficulty, I can't stand bullet-hell games or any sort of twitch-based Nintendo-hard games but I feel that most modern action games have all their difficulty "stripped" away once you learn the patterns of the AI. In older games even if you knew the layout, had a walkthrough in your lap, if you didn't time your jumps, hit that grab button at the right moment, or know just how fast you needed to go to leap that chasm, it wasn't going to work out too well. It was more player skill.
I am curious though, am I alone in this? Do others lament the dying jump button? What is the compromise?