• @rtxn
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    102 months ago

    Halo’s gameplay is really not that great (I’d even say pretty bad) without the nostalgia goggles.

    • @Duamerthrax
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      132 months ago

      I disagree. I’d rather have look-to-steer then the full-left-straight-full-right steering that’s in other fps games. Not being able to make slight changes to direction and speed in Half-Life 2 vehicles always made them frustrating.

      • @rtxn
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        42 months ago

        Even the original Duke controller had two analog sticks and two analog triggers. Mapping two independent actions (camera movement and steering) to the same input was already bad in Halo CE, but it was downright criminal in Halo 2 and later games that started to include massive backdrop setpieces. You can either look at the Covenant spaceship glassing the city or steer your warthog, but not both. It’s asinine.

        • @Duamerthrax
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          42 months ago

          I’m not looking at the landscapes while in a firefight. That’s why the game designers give you moments of pause. Like when you exited the cave in Halo 4 or the very beginning of HL Episode 2.

          I’ve never had any problems with Halo’s controls.

          • @Buddahriffic
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            12 months ago

            It can still be relevant in combat when you want to look around to see where your enemies are or find the exit or something.

      • @ZeffSyde
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        32 months ago

        The endless fan-boat segment is the worst part of the game, for me at least. Physics are fucked, puzzles to progress are forced as hell. I was so happy when it was over.

        • @Duamerthrax
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          52 months ago

          It’s not like those physics puzzles were hard. How many variations of the SeeSaw puzzle were there?

          GabeN: In Episode 2, we’ll have the biggest puzzle in a Half Life game to data!

          Episode 2: It’s just a huge seesaw puzzle.

      • JackbyDev
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        32 months ago

        KSP was annoying like this to. They at least had a way to make small adjustments on addition to big ones, but it was still very tricky to be precise.