Jeshibu on 11/8/2007 at 08:25
MGS2 for the PC does support gamepads, and has a nice setup utility for them. Just consult with a list of controls for the PS2 and map them the same way. I too finished it with a 360 controller.
And Beyond Good and Evil is quite easy to finish without a gamepad. I don't recall having a hard time with keyboard and mouse, except the final bossfight where you have to charge attack to attack upwards.
Sulphur on 11/8/2007 at 12:06
In retrospect, playing MGS2 with a gamepad would have been the best option. I didn't think I'd need one at the time, though, because I'd already managed quite well without it for the rest of the game. (I did finish the game with the keyboard in the end, because I have masochistic tendencies, but I can imagine most people just throwing their hands up in the air and saying "screw this shit!" instead.)
EDIT: I'd agree with Jeshibu that you thankfully didn't need a gamepad for BG&E, the keyboard scheme didn't really get in the way. Ubisoft tends to do more thoughtful conversions for their games. And yeah, I gave up with RE4 on the PC. It kicks ass on the PS2, as I'm sure MGS2 does, too. :)
Sulphur on 11/8/2007 at 12:32
Quote Posted by NamelessPlayer
Like the ones where if you don't do something very early in the game, like throw something at a cat chasing a rodent, you end up dying later with no way to finish other than STARTING AT THE VERY BEGINNING AGAIN AND MAKING SURE TO DO THAT ARBITRARY THING THIS TIME AROUND?
Yep, that's a pretty good example. I also meant puzzles where you know you're supposed to do something in multiple stages - like activate an alien machine by first feeding power into it, then pressing the right combination of buttons/pulling the right levers - but the game never so much as hints that you're either a) doing the wrong step first or b) actually getting it right in the first place.
The brilliant Babel-Fish puzzle from the text adventure version of The Hitchhiker's Guide to the Galaxy is the best example I can think of. It's probably one of the most obtuse puzzles in the world, and one that Douglas Adams must've been proud of, given that he wrote a lot of the game, too.
Madin on 11/8/2007 at 16:08
Quote Posted by Yakoob
Stuff
Yeah I agree.
Quote Posted by Fafhrd
It makes some sense as a mechanic for console FPSes, since often the first warning you have that there's an enemy is the sudden loss of health, but for fuck's sake, why has this been adopted in PC shooters? Bring back health kits and random item drops from killed enemies and whatever else. I'm tired of self-healing superprotagonists.
Goldeneye N64 is laughing at this post.
Quote Posted by Shoshin
Besides jumping puzzles?
Which is why I nearly uninstalled Half life 2: episode 1
Quote Posted by ZymeAddict
- The same damn weapons over and over again. Can some shooter PLEASE buck the trend of having the same clichéd weapons progression (i.e. mele to pistol to machine gun to grenades to shotgun to assault rifle to heavy machine gun to rocket launcher)? I am seriously tired of this.
Goldeneye
Quote Posted by Sulphur
Instant death syndrome: traps and other things that are difficult to avoid without foreknowledge of them - which you gain, mostly, by dying from them the first time around.
Half life
Quote Posted by 37637598
How about ; they only have to write the SIMPLE code once and then apply it to ALL of the enemies. I too hate hit points. They take out the fun of torture!
Note to developers, use the SIMPLE code! not the complex stuff.
Quote Posted by dethtoll
Tomb Raider anniversary stuff
I found that the controls on the PS2 were indifferent. Lara seems to do whatever she feels like (The fucking wall run/jump). I suppose its just a matter of getting used to the more complex controls (in comparison to the 1st Tomb raider). Although I'm on the last level so I'm running out of time.
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I dislike most of the mechanics present in FPS's, storyline, gameplay and construct. Its a shame because even if only one of these elements are done well in a FPS its viewed has the second coming.
Hopefully Bioshock will have it all.
ZylonBane on 11/8/2007 at 17:29
Quote Posted by Henri The Hammer
That's why I don't like FPS-games. They are not realistic, and never will be
To get straight to the point: Who gives a shit?
In a "realistic" FPS the only thing you'd do is die a lot.
Bjossi on 11/8/2007 at 17:42
I like most FPSs because they are not realistic. Some of them try to be, but fail in one gameplay aspect or another.
Malygris on 11/8/2007 at 18:28
I really can't pick a single mechanic that drives me around the bend more than any other. Everything mentioned so far (aside from quicksaves and escort missions when they're well-implemented) is valid. Concessions to realism with regard to things like picking up objects, reloading weapons and of course health (yours and the enemy's) have to be made, and so don't really bother me much. Invisible walls are most commonly a technological limitation, so the same thing applies, although better level design can usually alleviate the worst of it. The SURPRISE YOU LOSE YOUR GUNS move is pretty hackneyed, but most games make a point of giving them back to you fairly quickly so it's not terribly problematic.
Ooh, here's one that irritates me to no end: games that require you to edit an ini file and restart the game in order to enable cheat codes. It may be my imagination, but I've always had the impression that most of the games that make you do that are the same games that have the artificially-padded levels, bullshit boss fights. etc. - the kind of shit so pointlessly tedious that nobody really feels bad about cheating through it. If the codes are in the game, why the hell make players run through an unnecessary song and dance before they can use them?
ZylonBane on 11/8/2007 at 21:50
That is, without question, the most pansy-assed complaint ever.
"Oh teh noes! This game doesn't make it easy enough for me to cheat!"
Shadowcat on 12/8/2007 at 00:03
Mazes. Sewers. Mazes IN sewers.
NamelessPlayer on 12/8/2007 at 00:30
Quote Posted by Jeshibu
MGS2 for the PC does support gamepads, and has a nice setup utility for them. Just consult with a list of controls for the PS2 and map them the same way. I too finished it with a 360 controller.
And Beyond Good and Evil is quite easy to finish without a gamepad. I don't recall having a hard time with keyboard and mouse, except the final bossfight where you have to charge attack to attack upwards.
Nice to know that about MGS2. I just hope that it supports mapping analog axes to actions like leaning in first-person mode, since the console versions support analog control for things like that.
BG&E is tolerable with the current KB+M scheme, but it just feels downright WEIRD when navigating the menus. Sort of like Outcast, where you use the movement keys to select things and a mouse click or whatever's your primary action key to enter it rather than making the entire interface mouse-driven, if you get what I mean. If you're going to port a game to PC, a mouse-driven interface is a MUST. Sure, add a gamepad-friendlier interface, but don't let it get in the way of the KB+M one if we decide not to use a gamepad!