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Annoying game controls

Instead of a pic here I link to an article on Cracked.com called Videogame Controls. The pics there I hilarious!!!

I’ve recently discovered controls can be so annoying that they could actually put off a game.

The game in question was Too Human. My reason to stop playing were not only the controls, of course, but they were part of the problem. In Too Human melee attacks are made with the R stick, which in most games is used for camera control. Using the R stick for attack was so uncomfortable that even though I played for several hours I did not manage to get used to it and usually it takes me very little time to adjust to the controls of a new game. The problem is that in the last few years all games I’ve played had camera control on the R stick. I cannot imagine why someone at Silicon Knights would decide to put melee attacks where the camera control should be.

Anyway, I was annoyed enough to not forget it for a couple of days and the more I though about it, the more I wondered why should controls defer from game to game. I do understand that sometimes it is necessary to change them due to the different genres, but why should you have different controls in two games from the same franchise?! Example: God of War and God of War II, why was it necessary to change the key you open chests with from R1 to R2?! Makes no sense to me. And with GoW it is just a little thing that you get used to, but with games such as Too Human, where gameplay is very similar to a whole series of action games, the radical shift in controls just annoys and seems unnecessary.  I my opinion game controls should be as similar as possible, because the point is to get into the game quickly and enjoy. I admit there could be some pleasure in getting familiar with a different set of controls, but I think the real challenges should be focused on game strategy and combat tactics and on uncomfortable controls.

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Weekend Q&A — 24 Oct 2010

This week’s Q&A is short but sweet. Check out a Kratos Halloween costume, chibi Ryu, and intel on Bejeweled and LittleBigPlanet after the jump.

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Weekend Q&A — 26 Sep 2010

Predictably, a lot of the searches that bring people here are queries about whether a game has split-screen co-op or not. These are yes/no questions and the answers can get a little repetitive to those who are not particularly interested to know them, so I’ve left them for the second part of the post.

Hit the jump for this week’s Q&A.

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Kratos — father, murderer, psychopath

Kratos sculpt by Mark Newman

The Extra Credits bunch over at The Escapist have a fantastic new episode about the narrative successes and shortcomings of the God of War trilogy, entitled No Redeeming Value. Their conclusion: the games are a blast to play, the characterisation is outstanding but the story as a whole has no redeeming value. As always, their case is solid and enlightening and, as a big fan of story myself, I cannot help but nod along. With one exception.

I take issue with the claim that Kratos “is one of the most fully realised characters in gaming today”. I don’t think that is true and I don’t even think Kratos is any good as a character. To me, the characterisation of Kratos is the biggest failing of the God of War trilogy.

There will be spoilers from here on, so hit the jump at your own peril.

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Sackboy Kratos has hidden strength

God of War Kratos Sackboy by magyss

Kratos from the God of War franchise is arguably the most unlikeable videogame lead that you can get. He’s a bloodthirsty moron who can barely muster a coherent sentence between growls. The corners of his mouth are always pointing downwards because he is always in a bad mood.

Ironically, that same feature brings sackboy Kratos universes apart from his prototype. His labial morphology hints at inner strength hidden away behind the exterior of helplessness. He looks like a child that’s just been kicked and is barely able to constrain his tears, but is bracing up to fight back nonetheless. So cute and so heroic at the same time.

God of War Kratos Sackboy by ~magyss on deviantART