Or shudder tank controls for games like Grim Fandango
Comment on Why did in game cameras take so long to get good?🤔
Cenzorrll@lemmy.world 1 month agoSimilarly, if you go back even further into console and PC gaming history you can find some game that use what, looking back, would be considered terrible control layout and/or gameplay mechanics.
You can just say resident evil.
- Zoomboingding@lemmy.world 1 month ago- Lost_My_Mind@lemmy.world 1 month ago- I like Grim Fandango 
 
dmention7@midwest.social 1 month ago
I played OG Doom for years with keyboard only. Up/Down arrow for forward/backwards, Left/Right to turn, and then holding Alt to strafe. RIght hand on the arrow keys and left hand controlling strafe/run/weapon selection.
I don’t honestly recall if mouselook was even an option back then, but I tried playing with those keyboard only controls recently and literally could not even. It’s kinda wild how hard it is to imagine anything other than WASD-mouse for a FPS these days.
moody@lemmings.world 1 month ago
Mouselook was an option, but since the engine didn’t have any options for looking up and down, it always felt weird to play with a mouse.
Hawke@lemmy.world 1 month ago
Was mouselook an option in version 1.0?
I believe they had a weird hybrid with mouse looking around and also moving forward and back.
It was definitely a time where they were figuring out how to make control schemes work, how to use two-button mice, etc. I remember playing Unreal (not Tournament!) with the numpad and thinking it was great.
wasd-standardization is one of the best breakthroughs in computer gaming in the last 25 or so years.
moody@lemmings.world 1 month ago
I don’t know if it was in 1.0 but definitely before the final version. I tried it before 1.666 was around and chose to play keyboard only.
LunarLoony@lemmy.sdf.org 1 month ago
Mouse look was a thing in Wolf 3D, and similar to Doom, it did the whole forward/backward bit too. Really weird.