I generally point to controllers first and foremost. Itâs incredibly difficult to get good 3D movement without two analog sticks. The N64 only had 1. The Playstationâs were optional, so those games were in a weird spot where the sticks were ignored or treated as a bonus option (often with the D-Pad being mapped to the left stick and the right stick just not getting used at all).
But itâs not just that simple. Iâm replaying the PS1 version of Spyro the Dragon, and while itâs not perfect the camera usually does a good job of following Spyro while he still feels great to control with either a D-Pad or a stick. I could map the shoulder buttons to the right stick and get camera controls that way, but for the most part itâs not necessary. According to legend they hired a guy who had previously worked on flight control systems for NASA to help with Spyroâs controls. Little things like the movement speed, camera height, and the distance from the player character make a huge difference, and Insomniac clearly put a lot of effort into those details that other devs didnât.
Some games still managed to do a decent job in spite of these limitations, and the power of emulation can help a lot. A couple years ago I played throught the PS1 Armored Core games. I tried to play them as they were originally intended, with the movement and camera controls split out across the D-Pad and shoulder buttons. But after a while I gave up and re-mapped them to the sticks. But having my right thumb on the right stick makes it harder to use the face buttons, so I mapped those to the shoulder buttons. Once I got it all sorted out the games controlled wonderfully.
Iâve recently been playing through God of War (2018), and one of my biggest complaints is how bad the camera and movement is. Everything feels slow and clunky, and the camera never lets me see what I want to. Itâs too close to Kratos and his thick ass takes up too much of the screen. The graphics and art direction are great but I canât appreciate it because I can only move the camera in a very specific way, and often the game either softly guides the camera towards where it wants you to look it just full-on takes control away from you and itâs really annoying.
Another game Iâve been playing is Bloodborne. Once again they give you no control over the distance from your character and have a very limited vertical angle. One of the strengths of Bloodborne (and most FromSoft games) is the use of vertical space in both level design and combat design, but the limited vertical placement and angle of the camera makes it a pain in the ass to actually see what you need to.
chunkystyles@sopuli.xyz â¨6⊠â¨months⊠ago
I just finished playing this for the first time. I started with a controller, and moved to more and keyboard. Itâs a lot better with a mouse.
paultimate14@lemmy.world â¨6⊠â¨months⊠ago
Alas I have the PS5 version.