What are some game concepts or controls you use to put up with when you were a younger gamer but don't have time to deal with anymore now?
What are some game concepts or controls you use to put up with when you were a younger gamer but don't have time to deal with anymore now?
True beauty exists in things that last only for a moment.
Current Mood: And it's been a long December and there's reason to believe. Maybe this year will be better than the last. I can't remember all the times I tried to tell myself. To hold on to these moments as they pass...
I'll no doubt get a bollocking from PC gamers now but... keyboard controls.
My first computer was a ZX Spectrum and the controls for all the games were Q=up, Z=down, I=left, P=right, ENTER=jump/fire. Now, a lot of the games allowed you to customize the controls to the slightly easier Q=up, A=down, O=left, P=right, SPACE=jump/fire... but your hand would still cramp up after 15 minutes trying to get through the first level of Airwolf.
Like I said, most games let you change them. However, some of the more evil games had no control customisation and you were left with 1=up, 2=down, 3=left, 4=right, 5=jump/fire. WHAT KIND OF EVIL BASTARD GIVES YOU KEYBOARD CONTROLS LIKE THIS??
Once I had a NES and then later a SNES controller in my hand, I knew I would never go back there... EVER.
I honestly can't think of anything. It feels like my current gaming tastes are a natural evolution of my childhood gaming tastes and I still enjoy the games I played in my childhood.
Unskippable scenes/dialog, rare these days but some games still have it. Beyond that, I can't really think of anything that games haven't moved on from entirely.
Having a set amount of lives - a relic of the arcade era.
As an exclusively PC gamer, I have never once played a game with controls like that. Because those don't make sense? I was trying to think of an answer for this thread though and you probably gave it to me - using a controller to "aim." Really sucks having to do that in a world where the mouse exists.
Yeah, I don't think any PC games had those controls. My keyboard experiences with my Spectrum were so scarring though I never owned PC for gaming.
QTE's and loot boxes.
Dialog that displayed 1 letter at a time without the option to force it to display a full window of dialog.
Unskippable long death animations. I get it I died but smurf off making me watch this damn animation again. The most recent example I can think of this was the 37 seconds death animation from Too Human which couldn't be skipped and took place in a game where the levels solo would get so tough that it actually became a tactic to kill as much as you could without concern for your health, die and respawn a few meters back but with full health and ammo.
Arcade mode, limited lives. If I wanted to play in an arcade, I would. If I want to play at home, I don't want a modern game telling me I have to "continue" in order to play another 3 lives or whatever.
Games where the grinding of and repetition of levels also need to allow you to skip story dialog/scenes because frankly after you've done it once or twice and absorbed the story, the repetition becomes more irritating than not.
Fixed Camera Angles... This is something I simply am not able to abide by. Sure the older Resident Evil games did it to great effect and some JRPG's, notably the FF series itself have had forced camera angles and worked well with it. But frankly, I want to be able to control the camera if it makes sense for the game, if a remake of Vagrant Story was ever done for example, an over shoulder camera option would need to be a must. Others such as games like Front Mission 3, Final Fantasy Tactics need to have a smooth 360 rotation. The mobile version of Tactics has a free move camera mode included but the angles other than the standard 4 cardinal points make the game difficult to control and awkward looking.
There's probably more but I can't think of them atm
Password save-game systems.
...
Grinding.
Str8 Pimpin'