I'd recommend this video to people about to start the game. I think the point about feathering the triggers to pre-empt directional imbalance loss is going to be a big one.
Some people will likely only press the triggers after they've already starting losing balance in a direction, but as Tim Mentions, don't treat the triggers like a QTE, instead learn to constantly use them in a rhythm even ahead of time to maintain a more constant harmony in balance.
I think calling it "The Grand Turismo of walking simulators" is amusingly pretty apt. In other words, it's a walking simulator where the act of walking itself has deep simulation mechanics, whereas traditionally simply walking in other games is fully automated or straight forward, closer to an arcade racer or something, instead of versus a simulator like Gran Turismo, rFactor etc.
Some people will likely only press the triggers after they've already starting losing balance in a direction, but as Tim Mentions, don't treat the triggers like a QTE, instead learn to constantly use them in a rhythm even ahead of time to maintain a more constant harmony in balance.
I think calling it "The Grand Turismo of walking simulators" is amusingly pretty apt. In other words, it's a walking simulator where the act of walking itself has deep simulation mechanics, whereas traditionally simply walking in other games is fully automated or straight forward, closer to an arcade racer or something, instead of versus a simulator like Gran Turismo, rFactor etc.
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