Tuesday, October 30, 2012

The importance of X, part 2.

After some review and comments from the peanut gallery, it would appear that 1) I already had one game that I did not mention at all with a very non-standard jump button and 2) I picked up a second game with a very non-standard control set (to me) that has the jump button in a very strange place.

The answer to 1) was Katamari Forever. Since jumping (OK, it's called the 'Prince Hop') is a relatively new mechanic in the game, I totally forgot/disregarded/ignored it. I like the mechanic, but I space out sometimes and don't use it. Being able to jump does save you from having to replay boards quite as many times to get all the stuff. Katamari's jump button is R2 - but since most of the game is controlled by the two analog sticks, it would be impractical to map anything important to a face button when the triggers are easier to get to.

The answer to 2) was Mirror's Edge, which I am finally playing (and liking) but it kicks my butt since I've never played a FPS with a controller that wasn't on a Nintendo machine. (Goldeneye 64, the cheesy port of Quake 2 for N64, and Metroid Prime for GameCube.)  Most of my FPS time happened a long time ago (Doom 1-2, Quake 1-3) and was mostly with mouse/keyboard. Believe it or not, I never used a mouse for Doom, and didn't start using a mouse for the first Quake until after I started playing Deathmatch games. Similar to our Katamari situation, all of the movement controls for Mirror's Edge are on the two analog sticks, so the jump and duck buttons are mapped to L1 and L2 by default.

I would have to say that both of these games - Katamari Forever and Mirror's Edge - are different enough from other games that it's easy to treat them separately and not expect the controls to be similar.

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