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/vr/ - Retro Games


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7010162 No.7010162[DELETED]  [Reply] [Original]

I honestly truly don't see how they can recover from this. Even the man who invented tank controls wants you to fuck off. Imagine being this hated.

>> No.7010168

I don't care what he thinks. He made The Evil Within, which blows ass compared to every classic RE and other fixed-camera horror games. The opinions of washed up japanese developers are not my concern. Same with the dudes at Square Enix that say dumb shit about their old games and make nothing but trash these days. I don't care. I only care about the games they made back when they were sane and inspired.

>> No.7010170

cringe /v/ thread

>> No.7010171

Who cares

>> No.7010179

>>7010162
This dude has a long list of producer and director titles. Directors and producers have very little to do with the overall uniformity of a game, it’s design, it’s controls, whether it’s successful or not, etc. he’s basically just one of the bags of cash behind capcom that lines a studio with funding and then reaps all of their rewards. Surely someone who made titles like RE1, 2, Veronica, 4, Dinocrisis, Godhand, Devil May Cry, etc., wouldn’t be responsible for absolute trash like Evil Within 1 and 2, yet here we are. As if he does anything besides throw funding at programmers lmao

>> No.7010192

If he doesn't like tank controls, why the fuck did he make God Hand with tank controls in 2006? That can hardly be attributed to a technical limitation.

>> No.7010209

>>7010162
Sad that is the only thing you zoomers take from that great video. All he said was the limitation was not what he desired. That he would have much preferred first person because to him that was much scarier.

>> No.7010212
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7010212

You really this thin skinned that you'd need to project onto us your aspiration for validation from a developer?
The guy has own thoughts and I have mine and that's that.

>> No.7010213

Watch the video. That quote isn’t said in context of the controls.

>> No.7010241
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7010241

>running to the director & producer for support when your favorite horror kusoge sucks

>> No.7010253

The video, if anyone's wondering (it's 36 minutes long).

youtu.be/NKYX3GstHlw

>> No.7010263

>>7010162

I think tank controls are more a result of the real thing I love, which is the fixed camera angles. They work well in that environment.

>> No.7010272

Fixed camera horror games are great because it allows the devs to curate exactly what the player sees. In free camera games you can easily miss something that would otherwise contribute to the atmosphere of the game simply by never looking at it.

Tank controls are a necessary evil for fixed camera games. Have you ever played a fixed cam game with camera-relative moment inputs? It's fucking awful. There's always multiple room transitions where if you hold a single direction, you'll constantly run back and forth over the transition because the camera breaks the fucking 180 degree rule.

>> No.7010290

>>7010272
>curate
who the fuck talks like that? and what 180 rule? that's a cinema term, not a video game one.

>> No.7010305

>>7010290
the 180 degree rule still applies with a fixed camera angle, not following it consistently results in shit.

>> No.7010314

>>7010290
>who the fuck talks like that?
It's basic English, Anon.

>that's a cinema term
Which is still applicable to any medium where the camera is a predominant element in it. And video games have borrowed techniques from film and cinema since (almost) their inception.

>> No.7010331

>>7010305
>>7010314
the entire reason the rule exists is simply because it is confusing to follow the staging of a scene if the position of characters are inverted. it is disorienting. applying it to video games is nonsensical. every 3d game with a free moving camera violates this rule, and yet that's ok.

>> No.7010351

>>7010272
>Have you ever played a fixed cam game with camera-relative moment inputs?
Yes, I've played REmake. It's pretty great! But it sounds like you haven't, and are just making shit up because this:
>There's always multiple room transitions where if you hold a single direction, you'll constantly run back and forth
Doesn't work that way at all. Your direction is buffered on scene transition, and doesn't reset to match current scene until you change the input. Why lie about such an easily verified topic? What did you hope to accomplish?

>> No.7010352

>>7010331
??? it's okay in a 3d game because the camera pans smoothly over you dipshit, it's okay in a movie when the camera pans too

if a traditional 3d game caused your camera to constantly change its angle by over 180 degrees, it would be unbearable too

the 180 degree rule applies to cuts, which are present in films and fixed camera games where the camera abruptly changes position when moving from one section of a level to another

as i brought up before, breaking the 180 degree rule in a fixed camera game will cause the player to suddenly be holding the wrong direction. for example, the camera is facing north while the player is running directly south, towards the camera. the player is holding down to move down. when the player hits the bottom edge of the screen, the camera flips 180 degrees, suddenly facing south. The player is still holding down, but now "down" from the new relative perspective is north, so the player character turns around and runs back towards the camera transition and oscillates between the two screens without changing their input direction. this is the 180 degree rule being broken in fixed camera games.

>> No.7010356

>>7010352
See >>7010352 and stop lying on the internet, this is embarrassing.

>> No.7010359

>>7010356
>>7010351

>> No.7010360

>>7010351
Thats only the hd remaster with alternate control because retard like you need them.
They also break the game and make it piss easy.

>> No.7010369

>>7010360
Now you're contradicting yourself. Which is it? Are the controls awful and non-functional, or are they so fucking great that they "break the game and make it piss easy"? Surely if the controls were bad like you've originally claimed, they'd make the game even harder. Weird, right?

I don't expect an ESL ape like yourself to be able to comprehend what I'm saying, but I'm sure the other anons will pick up what I'm putting down.

>> No.7010370

>>7010351
guess what? not every relative-input game has that.

the existence of one specific game that had to make a jank fix for the problem does not mean the problem doesn't exist. your logic is retarded.

remake has that buffer because by the time remake was released, devs realized how shitty the system was and had to implement a fix.

>> No.7010372

>>7010369
>esl ape
cringe and everyone-else-is-samefagging pilled

>> No.7010380

>>7010370
So you're admitting that all of your complaints are nullified by a simple input buffer?

>> No.7010384

>>7010369
Im just another anon whos saying you didnt played the /vr/ version so who cares what you think.