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View Full Version : [SvM] Clunky Controls!



CoolBrinkman
06-21-2012, 04:58 AM
Can anyone tell me if Double Agent and Conviction had clunky controls unlike those of PT and CT? By clunky controls I mean when playing as a spy, if you pressed left on your joystick...your player instantly looked left and didn't just slowly turn into the left direction. In CT and PT, spinning the joystick meant that your character was going to spin in place...and if I remember correctly the next two games had a very slow spin that was trying to appeal to realism.

Does anyone ever miss the days of instant feedback from controllers without the lag?

SurpriseInPants
06-21-2012, 07:29 PM
Not sure if you know but DA and SCC didn't have SvM. Well, Double Agent did, but it's not really that similar to CT's. And I actually somewhat like the lack of instant feedback, I tend to do terrible in any game where the crosshairs/screen/etc turn too much where I want it to go, but that's just preference.

CoolBrinkman
06-22-2012, 06:25 AM
True Conviction didn't have SvM, however it did have slower controls. I popped in the disc and noticed how bad it was today. It is really like the difference between Chaos Theory single player and Chaos Theory online; use that for reference. I definitely do understand your concern with sensitivity. From my time playing today I just remembered how easy it used to be to roll and control your player as a nimble and agile Spy, instead of a clunky, overanimated character.

Does anyone else notice the clunkiness on Chaos Theory's single player?

BoBwUzHeRe1138
06-22-2012, 08:46 AM
True Conviction didn't have SvM, however it did have slower controls. I popped in the disc and noticed how bad it was today. It is really like the difference between Chaos Theory single player and Chaos Theory online; use that for reference. I definitely do understand your concern with sensitivity. From my time playing today I just remembered how easy it used to be to roll and control your player as a nimble and agile Spy, instead of a clunky, overanimated character.

Does anyone else notice the clunkiness on Chaos Theory's single player?

I think clunky is the wrong word. Sam inCT is very fluid, especially for the time. He was realistically fluid however which meant he had weight and FELT like a big guy wearing some gear. The multiplayer however made the Spies very fast and agile at a fairly unrealistic manner but still in a good way...but as it stands...a lot of the "running up walls moves are fairly unrealistic and also dont feel "right" compared to the moves in SP. The movements were slower, not clunky. Not clunky at all.

The_5_Freedoms
06-22-2012, 09:04 AM
Does anyone else notice the clunkiness on Chaos Theory's single player?
The only clunkiness I experienced was in the aiming mechanics and even they were not that clunky.

CoolBrinkman
06-22-2012, 05:34 PM
Heaviness is definitely the word I was looking for. Every time Sam would somersault it felt like I was trying to roll a square block up an incline.

Though it felt like you were controlling a big guy with gear, I don't feel like that was the purpose when they designed Sam. I believe it was just another one of those side effects that couldn't be ironed out. Wouldn't it just be easier to make Sam just as easily controllable as the spies on SvM, though not with the super-speed? I mean if you are wanting to deliver a stealth game to people, why handicap them by not allowing Sam to run away when spotted? Instead they animate him to look like he's running, yet attach a run speed of "power walk".