With me it's more a case of the gameplay is built so closely around them that they'd feel bad to play without them. Like, I prefer Tomb Raider Anniversary to the original because it's fully designed to be 3D, and Jade Cocoon used both and obviously full 3D movement felt better , but REmake HD proves how goofy full 3D movement in a game that uses and is designed around tank controls can be, and it absolutely ruins the game.I've seen defenses of tank controls enough times to prove a significant number of players don't care that much about movement being good in games.
And yet people seem to forget that RDR2 has the best and most in depth horse riding to date.Like, I love and appreciate games with fun and snappy movement, but RDR2 is one of my favorite games and its movement feels really deliberate and slow. I guess I was so immersed in that world that I didn't really mind how it felt.
I've seen defenses of tank controls enough times to prove a significant number of players don't care that much about movement being good in games.
Yeah. I had some serious issues with Odyssey, but the sense of movement alone made it worth playing. It controls better than any other 3D platformer out there. I feel the level design is not as great as some past games, but it is never not fun to play.Yup. If Mario Odyssey wasn't such a joy just to move around in I wouldn't have been nearly as motivated to grab all those moons.
Tank controls were fine in PC games where the camera is fixed to be behind your character (AND allow you to do a quick 180Âş turn) since it allowed for precision platforming or aiming. The problem comes when they force them in games where the camera changes depending on where you are. Those cameras only really work well with pointer controls.I've seen defenses of tank controls enough times to prove a significant number of players don't care that much about movement being good in games.
And yet people seem to forget that RDR2 has the best and most in depth horse riding to date.
That's a very good one indeed!I'm surprised Splatoon hasn't come up. There's a game that's elevated by its movement
I've only played the first one, and that with the play tests. I agree. The squid paint mechanic is very fun.I'm surprised Splatoon hasn't come up. There's a game that's elevated by its movement
Sekiro is the best example IMO. It's such a joy to control Wolf and just move around. The movement speed, the responsive controls, the hopping from rooftop to rooftop with the grappling hook, it's just plain fun even without considering the combat.
I played RE2make shortly after a Sekiro replay and it was excruciating. Yes, different games and genres, but it still impeded my enjoyment to see Claire run so slooooooooowly. I felt like I was constantly mired in molasses. Meanwhile, a game like TLoU2 retains the survival horror aspect without compromising movement quality so much, so I don't buy the "oh it's meant to be like that because of the genre" excuse. Hell even Souls games, which are meant to be methodical, stamina-limited, etc. still feel good and responsive to move around.
Other recent-ish games that are elevated by the sheer joy of moving around: Nioh 1 and 2, Ori 2, Gravity Rush, Ghost of Tsushima
Sekiro is a huge improvement for souls games, but the camera still makes the experience clunky as hell when you're not running outside or there aren't close walls.Sekiro is the best example IMO. It's such a joy to control Wolf and just move around. The movement speed, the responsive controls, the hopping from rooftop to rooftop with the grappling hook, it's just plain fun even without considering the combat.
I played RE2make shortly after a Sekiro replay and it was excruciating. Yes, different games and genres, but it still impeded my enjoyment to see Claire run so slooooooooowly. I felt like I was constantly mired in molasses. Meanwhile, a game like TLoU2 retains the survival horror aspect without compromising movement quality so much, so I don't buy the "oh it's meant to be like that because of the genre" excuse. Hell even Souls games, which are meant to be methodical, stamina-limited, etc. still feel good and responsive to move around.
Other recent-ish games that are elevated by the sheer joy of moving around: Nioh 1 and 2, Ori 2, Gravity Rush, Ghost of Tsushima
I know. It's still a slog to play. 🤷‍♀️ If you give Claire a dodge button you could just make Mr. X stronger or whatever, for instance.You really think that TLOU and RE2 are aiming for the same kind of experience? RE2's limited movement is a core part of its design, if you put TLOU 2's movement into it, the game would straight up break. In fact, even RE3's movement would break what makes RE2 so special for so many people, despite being largely similiar with a few additions. Imagine if you could just hit the dodge button when Mr X is chasing you. It would remove all tension right there and then.
TLOU 2 is also faaaar more action driven than RE2. It also has you trek across an entire city back and forth multiple times, whereas RE2 is basically mostly just exploring a building.
Sekiro really does feel like an agile shinobi that he is. Great movement.Sekiro is the best example IMO. It's such a joy to control Wolf and just move around. The movement speed, the responsive controls, the hopping from rooftop to rooftop with the grappling hook, it's just plain fun even without considering the combat.
I played RE2make shortly after a Sekiro replay and it was excruciating. Yes, different games and genres, but it still impeded my enjoyment to see Claire run so slooooooooowly. I felt like I was constantly mired in molasses. Meanwhile, a game like TLoU2 retains the survival horror aspect without compromising movement quality so much, so I don't buy the "oh it's meant to be like that because of the genre" excuse. Hell even Souls games, which are meant to be methodical, stamina-limited, etc. still feel good and responsive to move around.
Other recent-ish games that are elevated by the sheer joy of moving around: Nioh 1 and 2, Ori 2, Gravity Rush, Ghost of Tsushima
And yet people seem to forget that RDR2 has the best and most in depth horse riding to date.
I know. It's still a slog to play. 🤷‍♀️ If you give Claire a dodge button you could just make Mr. X stronger or whatever, for instance.
I don't believe sluggish movement is necessary to achieve this effect, especially in a game that otherwise does have actual action combat too.Sure, from a gameplay standpoint that'd be balanced but it would totally change the atmosphere. The feeling of being cornered and helpless is what makes Mr X so scary for so many people.
Yup, Shadow of the Colossus is a good example. A lot of people complain about the movement and controls, but the game would be far worse if you could zip around and double jump or whatever. The clumsiness is the point. Dark Souls also. I love the way that game feels, it's also "clunky". Dark Souls 3 lost a lot when it tried to make its movement and pace like Bloodborne.movement is most definitely not an overlooked aspect of game design. Theres a lot of attention and care put into it.
games arent all designed with the same goal, believe it or not some games have purposefully slower, more detailed animations, particularly games that are attempting to emulate realism.
and some people may actually like that too. Certainly its fast and smooth to move around in AC odyssesy, but having such janky animations that constantly cut off because they are cancelable instantly during combat is quite distracting and makes me wish there was a better balance. Similiarly being able to pick up loot while riding on your horse is just weird, sure its fast but it makes me feel like im playing an MMO not a story driven campaign.
Yeah, on-foot stuff with high gravity isn't great. It's a relatively small portion of the game though. I like the low/zero G movement, and the spaceship controls are good fun.
I'll disagree with Dark Souls. Dark Souls has some amazing movement. The dodge mechanic is extremely precise for example. You can also dash.Yup, Shadow of the Colossus is a good example. A lot of people complain about the movement and controls, but the game would be far worse if you could zip around and double jump or whatever. The clumsiness is the point. Dark Souls also. I love the way that game feels, it's also "clunky".
Already edited my post, I found the slow clunky movement of medium/heavy armor in the original game to be a blast. Not a lot of games had movement like that. And it's why I didn't enjoy DS3 as much because it tried to be Bloodborne.I'll disagree with Dark Souls. Dark Souls has some amazing movement. The dodge mechanic is extremely precise for example. You can also dash.
And the latter Souls games DS3 and BB are a joy and butter smooth.
What about jumping? That's very clunky, or the camera behavior inside rooms.I'll disagree with Dark Souls. Dark Souls has some amazing movement. The dodge mechanic is extremely precise for example. You can also dash.
And the latter Souls games DS3 and BB are a joy and butter smooth.
I agree, but Dark Souls is more grounded in that respect.What about jumping? That's very clunky, or the camera behavior inside rooms.
That doesn't justify the clunky collisions and controls you're forced to experience whenever the game tries to put you through some kind of platforming section, specially when the floor is irregular, like the branches in the Great Hollow. But apart from that, the camera is absolutely horrendous and that has nothing to do with the game trying to be grounded: it's just bad and by no means should be brought up in a thread about games with fun movement. There are a lot of games that do a lot of stuff like offering addiitonal resistance when the player approaches a border so he only falls if he really goes for it, coyote time, inventive camera systems so the action is always well focused...But Souls games just do the bare minimum to have a functional movement system and that's not worthy of any praise. Even something so simple at first sight like Mario or Meat Boy has a million hacks to try interpret what the player is trying to do and respond appropiately, while Souls games just get the inputs and translate them into raw actions with no additional effort. It works for the combat system (whenever you're not close to a wall, that is) but not for anything else.
Lone Echo comes to mind. I still think it's the greatest movement system devised in a video game because it invokes the most feeling. It's the kind of thing that NASA would definitely use.
I'm always on the lookout for good movement systems.
You're right, being able to move around the 3D space omnidirectionally while aiming and shooting freely combined with its high jumping, lower gravity and great map design makes Halo the king. You can navigate classic maps completely backward or sideways without wasting time and movement.
Sekiro is the best example IMO. It's such a joy to control Wolf and just move around. The movement speed, the responsive controls, the hopping from rooftop to rooftop with the grappling hook, it's just plain fun even without considering the combat.
Ive been saying this for YEARS. It is annoying to have to get on a slow ass horse or walk everywhere past the first 4 hours. Then you start fast traveling to skip. Then you just get annoyed at having to travel at all... *Cough cough WITCHER cough cough choke coughs up blood*