Two Steam pixel-art platformer demos: looked through loads of pixel-art sort of standard-action platformers on Steam, these were nearly the only two decent-looking 2D ones I managed to find that didn’t have flashing VFX. But they both felt like they were trying too hard on presentation over actual gameplay. And Asteborg screen-shakes with every hit, ack.
I recently got mad at a stalker mod for giving it call of duty controls you couldn’t rebind, but then I started laughing because they left quick bandage and medkit on [ and ], the most intuitive keys.
I mean yeah wolf and doom were both controlled by most people exclusively by keyboard, and there was also a wacky “mouse only” or at least “mouse mostly” setting for doom (hence the “right click to move forward” joke)
And don’t forget all the joystick sickos whose primary analogy when fps was invented (“piloting” around the game avatar in first person) was spaceflight games!
I think before trackballs and then optical mice like, 50-60% accuracy with the rail was very, very good. Kinda crazy to compare it to how ez it was to nail shots in ut2k4 instagib just a few years later
yeah, half life was by no means first, half life was maybe the first retail release that took it for granted, but quakeworld etc were around for a very long two years before that