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Picture of Tonio125_
Posted
Does anyone have any info on the three button thing, I've been playin splinter cell for almost my entire life and I'm not so comfortable with this sceme. I will probably get the hang of it after 5 mins of gameplay but still Too Happy



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Posts: 31 | Registered: Sat February 09 2008Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Tonio125_:
Does anyone have any info on the three button thing, I've been playin splinter cell for almost my entire life and I'm not so comfortable with this sceme. I will probably get the hang of it after 5 mins of gameplay but still Too Happy

Well, it's actually pretty easy, as the game's controles have been designed to be even more accessible than before. Smile

You're pushing one button for an aggressive action (like attacking someone with something), another for a rather stealthy action (hiding below a table etc.) and then there's one for a normal action (using an object like it's supposed to be used)! Smile


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Posts: 3623 | Registered: Wed August 14 2002Reply With QuoteEdit or Delete MessageReport This Post
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Normal action?
Like printing out your social benefits application on theprinter before you throw it at some guard? )
 
Posts: 899 | Registered: Mon October 28 2002Reply With QuoteEdit or Delete MessageReport This Post
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Every time the issue of control buttons comes up it strikes me just how absurd this whole thing has become. There was absolutely, definitively, most assuredly no frakking need to make controls easier and more accessible. Let's just call what's going on here by its true name: a dumbing down. If you are too dense to learn the controls of SC Legacy, if you lack the appropriate attention span to focus on the missions, if you like to shoot and beat people up more than you like to sneak by undetected, SCC is the game for you - simple as that.
 
Posts: 445 | Registered: Fri January 27 2006Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by simulacra:
Normal action?
Like printing out your social benefits application on theprinter before you throw it at some guard? )

That's in fact a rather good question. The "whole freeroaming-endless possibilities- open ending"-stuff that they're trying to push in increasingly more games is a scam. You *will* be limited to a predetermined set of options of how to use a predetermined set of objects, and after an hour or two of gameplay, this will become repetetive and tedious. If I want to take the ink cartridge out of the printer and start painting the wall, it's obviously something I'm not allowed to do. So you're basically left with a gameplay that allows you to use certain objects around you in three different ways: agressive, passive or normal. It's supposed to simulate the choices you have in real life, but achieves only to tell you how life would be if you could use only ten percent of the objects around in a very limited manner. And such a life would be boring, regardless of how many cops you have running after you.
 
Posts: 226 | Registered: Tue May 15 2007Reply With QuoteEdit or Delete MessageReport This Post
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Controls are perhaps the biggest suspicion for me. How much options and variety 3 buttons give? Will I end up having conflicts of actions when Im near objects fighting Police, I try to punch police but instead I lift some box?
They seem to be simplier as the other game comes more free. What will be the result.

On the other hand. It's only 3 buttons doing variety of tasks out of 8 basic buttons. If the other buttons are used efficently this will be better than old one. But based on current info we would use stick to walk and Y,B,X to do different actions, other buttons would do nothing. I hope and know that's not final result.

Right Stick: Sneak, walk or run
Press RS: Press against wall or/and crouch
Left Stick: Camera control
Press LS: Hero, Binoculars, Night vision...view
Start: Menu
Back: Communicator or paper database of map, notes and objectives.
D-Pad: Like Burnout Paradise
-D-Pad up: Go up gadget list
-D-Pad down: Go down gadget list
-D-Pad left: Go left the list
-D-Pad right: Go right the list
B: Aggressive action
Y: Middle action
X: Stealth action
A: Jump
R bumber: Reload or put (weapon...) away
R trigger: Shoot (Activate, Throw...)
L bumber: Hero view, Crouch???
L bumber: Secondary weapon action

That is all possible and that could be compressed even further. Like highlight MP5 from list and you equip it. Press B to shoot, press Y to melee and press X to put it away. Applying that to all moves would allow even more moves, more than we ever need.



Currently it looks bad, but it's prepreprefinished. I excpect end up having more moves than ever, not getting dumbed down. Like said, trailers are for showing new features, not jump or crouch.
 
Posts: 314 | Registered: Sat December 22 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by Georg_Maximus:
That's in fact a rather good question. The "whole freeroaming-endless possibilities- open ending"-stuff that they're trying to push in increasingly more games is a scam. You *will* be limited to a predetermined set of options of how to use a predetermined set of objects, and after an hour or two of gameplay, this will become repetetive and tedious. If I want to take the ink cartridge out of the printer and start painting the wall, it's obviously something I'm not allowed to do. So you're basically left with a gameplay that allows you to use certain objects around you in three different ways: agressive, passive or normal. It's supposed to simulate the choices you have in real life, but achieves only to tell you how life would be if you could use only ten percent of the objects around in a very limited manner. And such a life would be boring, regardless of how many cops you have running after you.


That's because it's more or less impossible to simulate the worlds with that depth, frak when I fly the PMDG 737 in fs2004 my framerate drops by 200% or more percent, just because the systems "behind the curtain" are simulated.
Imagine what it would take for the game simulate the viscosity of the liquid in the ink cartridges in that printer, which in turn might be nothing but a complete waste of resources since not many would imagine to start trying the get the ink out.

And even *if* we had the processing power to do a "per atom" physics engine that'd run in real time the interaction with the computer would be another limiting factor, to fully simulate the world you'd need a interface to the brain alá the matrix.

But just because we can't simulate the world doesn't mean that all games should be hard scripted corridor games, all evolution starts out with tiny steps...
 
Posts: 899 | Registered: Mon October 28 2002Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by simulacra:
But just because we can't simulate the world doesn't mean that all games should be hard scripted corridor games, all evolution starts out with tiny steps...


A very valid point, but as I've said before: "evolution" is the process of adapting to new surroundings and improve the possibilities for survival. If the console is not up to the task of simulating real life situations, then a game that tries to do that is bound to fail. A more natural "evolution" would be to improve what the console *can* handle, namely shadow/silhouette/reflection detection etc. You could add the features from pre-console R6 games: pre-mission planning, multiple locations for infiltration and exfiltration etc, that would "evolve" the gameplay experience but stay with the SC core concept. I, for one, would rather be entertained by a game that accepts its limitations, than bored by a game that tries to be something more than it can possibly be.
 
Posts: 226 | Registered: Tue May 15 2007Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by Tonio125_:
Does anyone have any info on the three button thing, I've been playin splinter cell for almost my entire life



How old are you? The first Splinter Cell game was released 6 years ago.


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Posts: 3596 | Registered: Mon October 03 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by TFS_Jackie:
quote:
Originally posted by Tonio125_:
Does anyone have any info on the three button thing, I've been playin splinter cell for almost my entire life


Hi there, welcome to the SC Forum. You might wanna start and take a look around at Forum rules before posting. And if you are wondering who I am, i'm supposed to be nice and guide you here. And to clean up if people are making a mess, but furthermore i'm "friendly", dont worry Thumbs Up


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Posts: 1070 | Registered: Wed June 23 2004Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by TFS_Jackie:
quote:
Originally posted by Tonio125_:
Does anyone have any info on the three button thing, I've been playin splinter cell for almost my entire life



How old are you? The first Splinter Cell game was released 6 years ago.

Well if he is like me I started playing games when I was 6 so that would make him 12.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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I'm pretty sure the idea is to replace the menu interaction system from the other games with this new three button system to make for a more fluid gaming experience.

I can't see how this represents a 'dumbing down' of the game, the menu worked, but it was pretty clunky, really. Being able to choose whether you wanted to open a door stealthily, normally or bash it without having to hold down a button, select a menu option and releasing the button will be much more intuitive, and more importantly faster. When the brown stuff hits the big whirly thing, I don't want to be held up by menus.
 
Posts: 192 | Registered: Wed February 08 2006Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by AgentXVII:
I'm pretty sure the idea is to replace the menu interaction system from the other games with this new three button system to make for a more fluid gaming experience.

I can't see how this represents a 'dumbing down' of the game, the menu worked, but it was pretty clunky, really. Being able to choose whether you wanted to open a door stealthily, normally or bash it without having to hold down a button, select a menu option and releasing the button will be much more intuitive, and more importantly faster. When the brown stuff hits the big whirly thing, I don't want to be held up by menus.

Yep, it does make sense, going through a list of commands to do when you meet a door wont work very well in a game that you're supposed to be moving and thinking fast. If I wanted to run and bash a door I wouldnt run up to it, go down the list of commands to select "Bash Door", then press the button. I would want to run, press the "B" button(thats the agressive button I think) to bash through the door and be able to continue in one single motion.



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Posts: 5076 | Registered: Tue November 29 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by MKCC14:
quote:
Originally posted by AgentXVII:
I'm pretty sure the idea is to replace the menu interaction system from the other games with this new three button system to make for a more fluid gaming experience.

I can't see how this represents a 'dumbing down' of the game, the menu worked, but it was pretty clunky, really. Being able to choose whether you wanted to open a door stealthily, normally or bash it without having to hold down a button, select a menu option and releasing the button will be much more intuitive, and more importantly faster. When the brown stuff hits the big whirly thing, I don't want to be held up by menus.

Yep, it does make sense, going through a list of commands to do when you meet a door wont work very well in a game that you're supposed to be moving and thinking fast. If I wanted to run and bash a door I wouldnt run up to it, go down the list of commands to select "Bash Door", then press the button. I would want to run, press the "B" button(thats the agressive button I think) to bash through the door and be able to continue in one single motion.

You would not need the menu to bash the door open in SCCT or DA either, all you have to do is tap the action button and he automatically bashes the door. You don't need to use the menu to stealth open the door either.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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How old are you? The first Splinter Cell game was released 6 years ago.


Ok, I said almost, long time. Im 13 so...I started playing SC when I was 7, wait IDK.

This message has been edited. Last edited by: WhiteKnight77,


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Posts: 31 | Registered: Sat February 09 2008Reply With QuoteEdit or Delete MessageReport This Post
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Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by MKCC14:
quote:
Originally posted by AgentXVII:
I'm pretty sure the idea is to replace the menu interaction system from the other games with this new three button system to make for a more fluid gaming experience.

I can't see how this represents a 'dumbing down' of the game, the menu worked, but it was pretty clunky, really. Being able to choose whether you wanted to open a door stealthily, normally or bash it without having to hold down a button, select a menu option and releasing the button will be much more intuitive, and more importantly faster. When the brown stuff hits the big whirly thing, I don't want to be held up by menus.

Yep, it does make sense, going through a list of commands to do when you meet a door wont work very well in a game that you're supposed to be moving and thinking fast. If I wanted to run and bash a door I wouldnt run up to it, go down the list of commands to select "Bash Door", then press the button. I would want to run, press the "B" button(thats the agressive button I think) to bash through the door and be able to continue in one single motion.


MKCC14 that is Brilliant, I've been following the game Prototype by Radical Entertainment. Their latest interview suggests a similar setup to what you have just explained. The Developers themselves admitted that it would have to be like that due to the speed of the game, I think it can only be a good thing for keeping the game fluent, you don't want to bring up a menu in the middle of a high climax moment, to be outdone by a unituitive control scheme, those design decisions I think frustrate gamers in to submission with the trial and error gameplay. I was also watching an interview with CliffyB, who had said, some controls schemes is liken to learning another language before you can fully enjoy it, and if he can make a control scheme far more usable, so more people can enjoy his game, other then the hardcore which as every developer wants he would do that. Smile


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Posts: 119 | Registered: Sun February 24 2008Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by soron:You would not need the menu to bash the door open in SCCT or DA either, all you have to do is tap the action button and he automatically bashes the door. You don't need to use the menu to stealth open the door either.


I never knew that. You tell me I've been using the menus in those games for no reason? Dammit.
 
Posts: 192 | Registered: Wed February 08 2006Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by AgentXVII:
quote:
Originally posted by soron:You would not need the menu to bash the door open in SCCT or DA either, all you have to do is tap the action button and he automatically bashes the door. You don't need to use the menu to stealth open the door either.


I never knew that. You tell me I've been using the menus in those games for no reason? Dammit.

Well you still got to use the menu to look under the door with the flex scope or to break/pick locks.
 
Posts: 476 | Registered: Fri November 09 2007Reply With QuoteEdit or Delete MessageReport This Post
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I liked the traditional SC control scheme, but the new seems a bit more intuitive.
 
Posts: 158 | Registered: Wed May 30 2007Reply With QuoteEdit or Delete MessageReport This Post
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