The only part that really required responsive controls were the fighting sections, and it handled those really well.
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Shenmue 3!
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Indeed but released Shenmue 3 with the same controls would be a deathwise. I do not wish to fight with the game to do simple tasks. The controls were nothing to do with the 'feel' of the game. That feel was created by the pacing of the game and the design of the locations and all of the ideas packed in there.
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The same controls (naff or not) wouldn't be too bad if the game was built with original Shenmue's resources. A lot of games find charm by embracing their naff, dated features (Fez, Minecraft, Terreira, Mega Man 9, Super Paper Mario). Jet Set Radio HD is a bit of a dog at times in the controls but you get used to it and work in its limitations. Shenmue 3's main attraction is that it's the end to the first two games so it makes sense to complete it in the same way?
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Originally posted by nakamura View PostComments like one posted above make me absolutely belly laugh. Keep something awkward and clunky because that is the essence.
Thank god we don't do that or we will still be playing 8bit quality games.
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Originally posted by darkangel View PostPretty harsh man, I didn't mean that should be for ALL games but for the ones for whom the controls make the game. Just like Shenmue, and just like old school Resi. You change the controls, you change the very atmosphere and feel of the game.
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I'm not sure that the choices regarding Shenmue's controls were solely a product of the single analogue stick on the DC pad. They could've had Ryo's movement mapped to the stick, but they deliberately chose the D-pad instead. Camera control is mostly limited to re-centre using the L trigger anyway, the stick is just used for the first person FREE mode.
edit: Maybe the d-pad movement was a product of the game's Saturn origins. Although even then they could've designed it around the 3D pad.Last edited by wakka; 09-03-2013, 16:17.
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I'm not sure that I agree that the movement was mapped to the D-Pad by choice. There's no advantage to it - you can have the same weighty control with an analogue stick.
They clearly felt that free movement of the camera whilst walking was an important element of the game (and I would agree), so they made the pragmatic decision to map the movement to the D-Pad instead. It was specifically due to the lack of a second analogue stick.
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