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Entries Tagged as 'control'

AWESOME Band is Awesome

October 13th, 2008 · 7 Comments

Way back when Rock Band (the first) came out, I saw that someone made some kickass G.I. Joe band-mates, and figured that I’d try and have some fun with the Create-A-Player myself.  After forcing myself to find inspiration (it hardly ever works), I kicked around the idea of making the ultimate band.  One so epic [...]

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Tags: art · casual · control · general · uncategorized

Could I Have My Control Back, Please?

June 30th, 2008 · 8 Comments

I was watching yet another video for Prototype today at work, marvelling how they all look exactly the same yet are claiming to show some new content, when I heard the Exec Producer or whoever it was bragging about how intelligent their Parkouring AI was. The AI for the Player character. The Player character who [...]

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Tags: control · design

Motion Controls: Everything They’re Cracked Up to Be?

June 19th, 2008 · 6 Comments

A co-worker challenged me to write something about the current trend of motion control/gesture game controls, but I figured there wasn’t much meat there, or that I was just chasing flame bait. But after thinking about it on my drives home, I’m wondering, are motion controls all that we were promised? I think we all [...]

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Tags: business · control · critique

To V.A.T.S? Or not to V.A.T.S.

April 10th, 2008 · 2 Comments

  That is the question. Recently 1up looked at the new Fallout 3 build at Bethesda, and while the internet is up in arms about the new 500 possible endings (no, you read that right), what I’m most amused about is that fans are evidently getting into a fit over the idea that the new [...]

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Tags: combat · control

I’m Getting Too Old for this Shit…

March 16th, 2008 · 5 Comments

Seriously, Riggs.  Like the elderly ignoring the internet and cellular methods of communication, I feel as if I’m hitting a wall when it comes to “new” games and their control schemes. I tried playing Super Smash Brothers Brawl (SSBB) at work last Friday, and while I recognize the appeal and the quality, I had a [...]

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Tags: combat · control · user interface

Ironically, it Gives Pause

February 12th, 2008 · 1 Comment

So EA’s going to remove the pause button in Dead Space. I find this to be probably the most exciting game news I’ve read all week. Okay so what if it’s only Tuesday. The typical controller layout really hasn’t evolved over the years. A is jump. B is block. B used to be attack way [...]

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Tags: control · design

Catching My Drift

January 28th, 2008 · 1 Comment

Is it just me or are the motorcycles easier to control than the cars in PGR4?  I’m playing through it this week while I toy around with the idea of doing a feature for it, and I’m finding I’m enjoying drifting on the bikes (and really, just the bikes themselves) wayyyyyyy too much. I remember [...]

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Tags: control · general

Validation

December 20th, 2007 · No Comments

If you have friends who play traditional rock instruments, you might have been party to a lot of this kind of behavior.  Ostensibly, there is a belief held that Rock Band and Guitar Hero is somehow “not real” like playing a “real” instrument is.  I for one find that laughable, as no doubt many other [...]

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Tags: control · general

A Minute to Learn…

December 19th, 2007 · No Comments

A Lifetime to Master. Look, playing games shouldn’t be needlessly complicated. A lot of hardcore folks out there think that controls which the “casual player” can understand implies that there is not a lot of depth to them, and therefore no sustainable complexity with which to derive a “tournament” level of play. It seems that [...]

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Tags: casual · control