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  3. Why adding modern controls to 1996's Tomb Raider simply doesn't work

Why adding modern controls to 1996's Tomb Raider simply doesn't work

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retrotombraider
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  • Agent_KaryoA Agent_Karyo
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    SatansMaggotyCumFart
    wrote last edited by
    #3

    Is it because she falls over with proper physics?

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    • Agent_KaryoA Agent_Karyo
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      katana314@lemmy.world
      wrote last edited by
      #4

      I’ve found the same thing with survival games camera controls. The originals were made with odd camera angles in mind for scenic purposes for better or worse. Tank controls mean that your direction doesn’t change when the camera suddenly shifts.

      Fatal Frame had a median scheme that was tricky to work out but useful. You move relative to the camera. If the camera changed, but you didn’t change your thumbstick direction past a few degrees, your character would keep moving in a straight line.

      MaiqM 1 Reply Last reply
      7
      • A arcane2077@sh.itjust.works

        TLDNR: Combat feels a lot better, the rest of the game (namely the platforming) breaks because of the grid system of the originals

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        unalivejoy
        wrote last edited by
        #5

        Too long; do not recesitate?

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        23
        • K katana314@lemmy.world

          I’ve found the same thing with survival games camera controls. The originals were made with odd camera angles in mind for scenic purposes for better or worse. Tank controls mean that your direction doesn’t change when the camera suddenly shifts.

          Fatal Frame had a median scheme that was tricky to work out but useful. You move relative to the camera. If the camera changed, but you didn’t change your thumbstick direction past a few degrees, your character would keep moving in a straight line.

          MaiqM This user is from outside of this forum
          MaiqM This user is from outside of this forum
          Maiq
          wrote last edited by
          #6

          Tried playing Goldeneye and Turok a while back on the steamdeck. The controls were so bad I couldn't get any nostalgic satisfaction at all. Some games were meant for awesomely weird controllers.

          0 R 2 Replies Last reply
          4
          • MaiqM Maiq

            Tried playing Goldeneye and Turok a while back on the steamdeck. The controls were so bad I couldn't get any nostalgic satisfaction at all. Some games were meant for awesomely weird controllers.

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            0li0li
            wrote last edited by
            #7

            Godhand and it's tank controls. It's just painful to play, but it has one of the best combat.

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            4
            • MaiqM Maiq

              Tried playing Goldeneye and Turok a while back on the steamdeck. The controls were so bad I couldn't get any nostalgic satisfaction at all. Some games were meant for awesomely weird controllers.

              R This user is from outside of this forum
              R This user is from outside of this forum
              rafoix@lemmy.zip
              wrote last edited by
              #8

              Gondeneye always has a dual analog gameplay option just like modern games. It requires the use of 2 N64 controllers. It also let you turn off all the auto-aim if you really wanted to flex your analog skills.

              MaiqM 1 Reply Last reply
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              • R rafoix@lemmy.zip

                Gondeneye always has a dual analog gameplay option just like modern games. It requires the use of 2 N64 controllers. It also let you turn off all the auto-aim if you really wanted to flex your analog skills.

                MaiqM This user is from outside of this forum
                MaiqM This user is from outside of this forum
                Maiq
                wrote last edited by
                #9

                There is a setting that will allow for dual joystick? Looks like I'll have to take another look in the controller settings then.

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                • MaiqM Maiq

                  There is a setting that will allow for dual joystick? Looks like I'll have to take another look in the controller settings then.

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                  rafoix@lemmy.zip
                  wrote last edited by
                  #10

                  It uses 1.1 through 1.4 for a single controller and 2.1 through 2.4 for dual controller setup.

                  Also, a the main reason why it feels like crap is because emulators do not translate the analog feel of the N64 correctly making a lot of those games feel super twitchy and very inaccurate.

                  I highly recommend trying out the decompiled version of Goldeneye and Perfect Dark.

                  https://github.com/n64decomp/007

                  MaiqM 1 Reply Last reply
                  8
                  • R rafoix@lemmy.zip

                    It uses 1.1 through 1.4 for a single controller and 2.1 through 2.4 for dual controller setup.

                    Also, a the main reason why it feels like crap is because emulators do not translate the analog feel of the N64 correctly making a lot of those games feel super twitchy and very inaccurate.

                    I highly recommend trying out the decompiled version of Goldeneye and Perfect Dark.

                    https://github.com/n64decomp/007

                    MaiqM This user is from outside of this forum
                    MaiqM This user is from outside of this forum
                    Maiq
                    wrote last edited by
                    #11

                    Thanks, I'll check it out!

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                    • Agent_KaryoA Agent_Karyo
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                      rafoix@lemmy.zip
                      wrote last edited by
                      #12

                      I feel like a modern Tomb Raider could copy a lot of Death Stranding traversal gameplay.

                      I want a TR game that allows the player to choose Lara’s loadout of weapons, clothes, rope, harness, climbing equipment, etc.

                      It should be challenging to raid a Tomb but players must get whatever was raided out safely.

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