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Why adding modern controls to 1996's Tomb Raider simply doesn't work

⁨39⁩ ⁨likes⁩

Submitted ⁨⁨8⁩ ⁨hours⁩ ago⁩ by ⁨Agent_Karyo@piefed.world⁩ to ⁨games@lemmy.world⁩

https://arstechnica.com/gaming/2026/01/the-problem-with-revisiting-tomb-raider-reacclimating-to-tank-controls/

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  • Arcane2077@sh.itjust.works ⁨7⁩ ⁨hours⁩ ago

    TLDNR: Combat feels a lot better, the rest of the game (namely the platforming) breaks because of the grid system of the originals

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    • joyjoy@lemmy.zip ⁨3⁩ ⁨hours⁩ ago

      Too long; do not recesitate? 

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  • SatansMaggotyCumFart@piefed.world ⁨6⁩ ⁨hours⁩ ago

    Is it because she falls over with proper physics?

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  • Katana314@lemmy.world ⁨5⁩ ⁨hours⁩ ago

    I’ve found the same thing with survival games camera controls. The originals were made with odd camera angles in mind for scenic purposes for better or worse. Tank controls mean that your direction doesn’t change when the camera suddenly shifts.

    Fatal Frame had a median scheme that was tricky to work out but useful. You move relative to the camera. If the camera changed, but you didn’t change your thumbstick direction past a few degrees, your character would keep moving in a straight line.

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    • Maiq@piefed.social ⁨2⁩ ⁨hours⁩ ago

      Tried playing Goldeneye and Turok a while back on the steamdeck. The controls were so bad I couldn’t get any nostalgic satisfaction at all. Some games were meant for awesomely weird controllers.

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      • 0li0li@lemmy.world ⁨2⁩ ⁨hours⁩ ago

        Godhand and it’s tank controls. It’s just painful to play, but it has one of the best combat.

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      • rafoix@lemmy.zip ⁨1⁩ ⁨hour⁩ ago

        Gondeneye always has a dual analog gameplay option just like modern games. It requires the use of 2 N64 controllers. It also let you turn off all the auto-aim if you really wanted to flex your analog skills.

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