For our C:\ArsGames series, we look at the controls conundrum of early 3D.
@[email protected]
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3113h

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

unalivejoy
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149h

Too long; do not recesitate?

@[email protected]
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411h

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.

Maiq
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38h

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.

0li0li
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38h

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

@[email protected]
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27h

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.

Maiq
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17h

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

@[email protected]
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77h

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

Maiq
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17h

Thanks, I’ll check it out!

SatansMaggotyCumFart
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311h

Is it because she falls over with proper physics?

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