Phoenixmgs said:
The contextual cover system is definitely easier no doubt; however, those cover systems will get you killed, that's just a fact. Any time a game attempts to predict what you want to do, there's going to be times when it predicts wrong, there's just no way around that.
You say "fact" like it means much in this context. The Sun rising each day is a fact. Man Utd not being at the top of the table right now is a fact. Me sitting here typing away right now is a fact...
"Those cover systems will get you killed" is
not a fact. You needed a qualifier of 'sometimes' - but then the exact same thing can be said about input cover systems, ergo the criticism becomes redundant. If you're not keen on this system, fine, but you can't just dismiss it and expect everyone else to share your subjective experience and/or opinion.
Requiring a button to do that removes all those issues. Watch high-level play in any cover shooter like Uncharted or Ghost Recon Future Soldier and you'll see players very sparingly use the cover system.
Having a button also takes up a whole input on a joypad, and those things are a precious commodity. Quite often cover buttons are multi-functional, and those also cause problems. Both have positives [to some], and negatives [to some], and it's also relative to the individual game's design.
shrekfan246 said:
For the record, I'm going to say that this is a YMMV thing as well, because I actually fucking love the contextual cover in the Tomb Raider reboot games, and vastly prefer it to the button-snap system in games like Gears of War or Mass Effect 2/3.
Ditto'd. On higher diffs Mass Effect's relatively lethargic system got me killed more than any firefight in the first nu-TR (still not played past the opening hour of Rise).
I loved not having to jab another button to magically unstick Lara from a surface, and together with the aiming system it built one of the very best 3rdP action titles I've played since--- well, ever, really (certainly in terms of movement and response. TR's frustratingly - bordering on ruinously - easy even on the highest diff, and I feel Lara's perks need to be kept as nerfed as possible to make her as vulnerable as possible. same goes with climbing and falling skills).
I'd say contextual systems are harder to get right, but when they work they add so much more to the experience and flow of gameplay (by comparison I think button cover mechanics are mostly just lazy, and are a frustrating mess when implemented carelessly). I remember the cover system in Rainbow Six Vegas was pretty good; there the glued-to-a-wall mechanic helped precise cover peeks, observation/situational awareness, and breach set-ups.