My subconscious is occupied at most times with how epic breaking out of UNATCO was in Deus Ex…I think of personal liberty or sumthin’ what with the busting out of the government’s grasp … However the NSF terrorists can’t beat the MIB or the robo mechs for enemy quality in a narrative sense, I just found their conversations more unsettling than the faceless giga enemies that hound you later. I wish there was a story thread where JC became a double agent for Paul’s side… The character designs for the NSF uniforms also make me think
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No I haven’t played a narrative shoot man since Deus Ex… Me and the crew were getting hyped for S.T.A.L.K.E.R. before Being in your Twenties intervened.
Now that I’ve gotten the jist of the actual history of the warring states period from playing 2 koei games (Pokemon Conquest and Samurai Warriors 4DX) I’m going to be spending a lot of time looking at characters in games and asking myself “Is character a Takeda Shingen? Are they an Akechi Mitsuhide?”
Are you a Hideyoshi?
a magazine review of one of the capcom generations discs on ps1 that said it was bad because “you aren’t going to say “who wants to come and have a go on my vulgus?” to you mates down the pub, are you?”
i can’t imagine saying that in regards to any other game either, though
i’ve mentioned this a bunch before but i do think it’s interesting how like in the early 2010’s i remember seeing “the early 3d era doesn’t age well at all” just being accepted conventional wisdom around pretty much every game space and now that seems to have all shifted because low poly games are visible and successful. people are even way more generous to tank controls now, which i am slightly surprised by. feels like whatever is considered like embarrassingly off-limits by one generation is very likely to become a big thing in the next.
I find that’s the ideal use case though! It’s rare now but there were games with truly awful camera relative controls that had you swerving off wildly with every camera change. Like you could choose between the two in Silent Hill 2 and the relative controls were unusable to me outside of needing them to beat a couple of bosses.
Absolute edge case but I once heard someone describe twinstick controls as tank controls because of the idea that you move in one direction but aim a turret independently of movement
There was some amount of getting lost in that style of game because some people aren’t as good at mentally mapping out the logical space of the game world based on the static backgrounds they can see. I think a more significant problem for the era is that it took skill to thread the needle between a cinematic angle and a usable viewspace, and a lot of games had already rendered half their backgrounds before they figured out that mattered.
the hd port of gc resident evil had that non-tank control setup which a lot of people immediately gravitated to, so i kinda gather people either did hate tank controls, or they thought they hated tank controls because that was like… the “correct” opinion
camera relative controls are hard to get used to if you are mainly used to modern games which i think probably explains that better than people hating em. also i can’t remember but it may be the default option in the new ports as well
REmake’s Type C controls were the ideal, maneuvering your human avatar with a gas pedal was such a great idea, it is tragic how no other game has followed its lead as far as I can recall