After the initial hurdles in the demo, I had no problems with the controls at all and I've played through the game and scored some pretty speedy (I thought) times in the time trials.shadow skill said:The control scheme is actually the second worst part of the game, the first being the utter lack of clear in game objectives despite the use of Runner vision.
Get what exactly?BallPtPenTheif said:Let me know when DICE gets around to skinning those polygons. There's so much potential in the game's control scheme it's just too bad that DICE doesn't get it.
They only are partially in charge of that.Richard Groovy Pants said:Knowing Microsoft dick moves, yes.KaZZaP said:anyone know if your gonna have to pay for these on the 360?
Same here. I've always been a fan of minimalistic, geometric architecture. It reminds me a lot of the secret cave levels in Super Mario Sunshine; platforming stripped down to the essentials. Plus, not having the level covered in random scaffolding and other such crap will probably make it easier to spot additional routes.SuperFriendBFG said:I find the whole style to be rather refreshing.Bob_F_It said:It looks like someone took a bucket of bleach and a grenade to Escher's artwork.Gormers1 said:You cant play it because of how it looks? It looks great!BallPtPenTheif said:Let me know when DICE gets around to skinning those polygons. There's so much potential in the game's control scheme it's just too bad that DICE doesn't get it.
Do you jump constantly?shadow skill said:Its more natural when one is focused on movement to simply have the left and right turn actions on the same stick you use to move. Do any of you strafe in real life constantly?
This game is all about motion, it actually slows you down while strafing which by itself is realistic even though it grants you the ability to move in a diagonal line going fowards or backwards which really makes no sense but that is besides the point. Then there is the fact that you have no real sense of height in the game as well, the game interface breaks down even further because the game is asking you to deal with objects of varying height without having body awareness. It's not just asking you to shoot shit, it's asking you to move quickly while negotiating various obstacles because of the task the spatial distortions present in all first person games become all the more important.Woe Is You said:Do you jump constantly?shadow skill said:Its more natural when one is focused on movement to simply have the left and right turn actions on the same stick you use to move. Do any of you strafe in real life constantly?
Do you circlestrafe in real life?
Does the action stop in real life to show you some plot exposition?
Why should real life have any bearing on how you play a game?
The stick thing is a matter of modifying controls and I admit that it's a pretty big flaw if you can't (I didn't check, since I play with the default settings just fine), but using real life for almost any argument about a game that doesn't claim to be the next step in realism is a poor one.
What I said has nothing to do with which version you play; besides I have the PS3 version What I said has everything to do with how human beings actually move. When you walk into a room and you need to change direction do you strafe in that direction or do you turn your body and head in the direction you need to go? The only time you will strafe is if there is an object in your path that makes turning impractical. This is not a problem in FPS because you are being asked to aim at targets, speed is unimportant so having your strafe actions on the same stick as your foward and backward motion isn't a problem and is probably advantageous because it is easier to use one hand or thumb to control aiming. (Though people do swear by using both hands for aiming in console FPS because of Goldeneye.)Indigo_Dingo said:I'm gonna go out on a limb here and say you're basing it off the 360 version?shadow skill said:The control scheme is actually the second worst part of the game, the first being the utter lack of clear in game objectives despite the use of Runner vision. The lack of a centre camera button and this really nonsensical insistance on traditional fps stick controls cause the game to break down particularly towards the end. They should have used a legacy stick setting as it makes for more natural movement which is important in a game like Mirror's Edge.
The joys of creative improvisational platforming. Their level design is too constricted and the developers view the running paths as contrived racetrack-like routes which are meant to be refined by the player.Woe Is You said:Get what exactly?
I agree that the floating platform DLC is just silly, though.
Turning is only possible with the opposite control stick no matter what configuration you use. What I am saying is that turning should be handled by one stick, not two specifically the stick that also controls forward and backward movement.jamesworkshop said:you can turn using the left stick whats the problem
Agreed. Metroid Prime was a great game, but I would've preferred traditional FPS controls. Turning with the left stick from a first-person perspective just feels awkward.number2301 said:So instead of forwards, backward, left and right / look up, down, left and right you want forwards, turn left (also known as look left), turn right (ditto), backwards / look up, down, left and right? Or even more mindbendingly look up, down, move left and right on the one stick? Where's the logic in that?
You're either creating a strange new control system or losing the strafe function and whichever you do you're giving a totally different control system to what virtually everyone expects from the game given the perspective. Sure the gameplay might be closer to games which use a different control system, but when you're in first person most people will expect first person controls.