Originally posted by Brats
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Losing analogue movement to strafing doesn't make a difference, most PC FPS games offer digital movement and they're doing fine, plus you can map your analogue stick to aim (left/right and up/down) with it. Even reviews at that time recommened to use the "Turok-scheme".
And regarding multiplayer, that's just not true, it's possible to play 4-player multiplayer where everyone is able to control their aim with an analogue stick.
I just mean that most of the levels lack any kind of height beyond one level above another. There's nothing of the kind of verticality of maps like say Phobos or Face from Unreal Tournament, which means the game does play on an almost flat plane. Maps like those I've mentioned would be a nightmare with the Goldeneye engine.
I think, Goldeneye wouldn't gain anything significant through the inclusion of a jump-button, but that does seem restrictive to anyone used to strafe-jumping and stuff.
Originally posted by Yoshimax
and you won't win any speedrun with it.. but yeah, that isn't the point.
I don't know .. it depends I guess.. I remember having a hard time, especially in multiplayer, when using the R-button too often. It may kind of work in many situations against the AI, but against a human opponent, standing in one place for too long wasn't that healthy.
The R-thing worked like a charm at the beginning to get me into the game, but after some time I found keeping its use to an absolute minimum worked best for me.
I could play more effectively and it really felt like "mastering the game", even if it may not have been intened by the developers.
Originally posted by Wools
BTW: I'm wondering on which positions some of the games would've stood, that have been ruled out by their "only one game per series restriction" (for example Final Fantasy VI or VII).
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