The lesson here is to not play Ubi games and enjoy a happier life
Yeah, the modern controls are unfortunately lacklustre; but to backstep/sidestep, you can do that, you need to draw Laras weapons, though. (Which you can't do in Laras mansion, if I remember correctly)I booted up the Tomb Raider 1-3 Remastered games. It's nice how the environments have been touched up, but so far it seems to me that both controls, tank controls and modern, are kinda bad.
With tank controls, I can't get it to reliably jump: often when Lara starts running, she ignores the first time I press jump. This is a repeatable bug (on the Steam Deck) and makes tank controls wholly unreliable. Modern controls meanwhile seem to lack the ability to do backsteps. I also thought for a moment that the grabbing is automated, but it turns out that they split the action button into two: one for picking up items and interacting (Y button) and one for grabbing (RT).
Overall, I like the modern ones more, just because when I press jump, Lara actually reliably jumps, but it's strange how Aspyr did not re-do the tutorial to cover both modern and classic controls. Very strange.
Damn, that's a useful guide! No clue why Aspyr didn't at least have a pop-up text in-game to explain this. If I can somehow do everything in modern controls, then that's clearly the way to go.Yeah, the modern controls are unfortunately lacklustre; but to backstep/sidestep, you can do that, you need to draw Laras weapons, though. (Which you can't do in Laras mansion, if I remember correctly)
Yet to get the remasters but on the classic controls that sounds like it's not a bug but a feature if I'm reading you right. Lara's movement is based on a grid and the running jump is based on running one square of the grid before jumping. If you walk to the end of a ledge then hit back step once she should be lined up perfectly for a running jump to take off at the end of her runup. She won't jump the second you press the input when running.I booted up the Tomb Raider 1-3 Remastered games. It's nice how the environments have been touched up, but so far it seems to me that both controls, tank controls and modern, are kinda bad.
With tank controls, I can't get it to reliably jump: often when Lara starts running, she ignores the first time I press jump. This is a repeatable bug (on the Steam Deck) and makes tank controls wholly unreliable. Modern controls meanwhile seem to lack the ability to do backsteps. I also thought for a moment that the grabbing is automated, but it turns out that they split the action button into two: one for picking up items and interacting (Y button) and one for grabbing (RT).
Overall, I like the modern ones more, just because when I press jump, Lara actually reliably jumps, but it's strange how Aspyr did not re-do the tutorial to cover both modern and classic controls. Very strange.
I played the tutorial and does not explain that your ability to jump is tied to your position in "the grid", indeed there is no visible grid and even with tank controls you can move in granular ways that are not aligned to a grid. Lara moves freely on a 2D surface, she is not like a chess piece that is allowed only movements in the grid. Funny enough, I wouldn't mind such a "rigid" way of controlling a character, but having things like jumping tied to grid positions when the game does not highlight them clearly is just bad design. It expects me to internalise something about the level structure, and learn how to time things in advance.Yet to get the remasters but on the classic controls that sounds like it's not a bug but a feature if I'm reading you right. Lara's movement is based on a grid and the running jump is based on running one square of the grid before jumping. If you walk to the end of a ledge then hit back step once she should be lined up perfectly for a running jump to take off at the end of her runup. She won't jump the second you press the input when running.
Think it was explained in the tutorial mode of the first game.
I think I explained that badly. Basically a running jump is to run exactly one virtual block forward(the equivalent distance as one backstep) and then jump at the end of that block, with the running jump clearing exactly 2 blocks. You should be hitting jump at the start of that run up rather then right at the end. I think a standing jump will clear one block, and a walking step is half a block each. Basically all of her movements do fit a grid to an extent.I played the tutorial and does not explain that your ability to jump is tied to your position in "the grid", indeed there is no visible grid and even with tank controls you can move in granular ways that are not aligned to a grid. Lara moves freely on a 2D surface, she is not like a chess piece that is allowed only movements in the grid. Funny enough, I wouldn't mind such a "rigid" way of controlling a character, but having things like jumping tied to grid positions when the game does not highlight them clearly is just bad design. It expects me to internalise something about the level structure, and learn how to time things in advance.
I dunno, maybe it can be fun to bother to learn all that, but right now I will just try to make the modern controls work.
I played the demo ages ago and enjoyed it.Planet Crafter is so damn good.
You can get used to it, but indeed, it is not intuitive nor does it feel good in today's world frankly... the game pretty much forces tank controls on you, especially in later segments that are actually quite difficult and straight up impossible with modern controls.I played the tutorial and does not explain that your ability to jump is tied to your position in "the grid", indeed there is no visible grid and even with tank controls you can move in granular ways that are not aligned to a grid. Lara moves freely on a 2D surface, she is not like a chess piece that is allowed only movements in the grid. Funny enough, I wouldn't mind such a "rigid" way of controlling a character, but having things like jumping tied to grid positions when the game does not highlight them clearly is just bad design. It expects me to internalise something about the level structure, and learn how to time things in advance.
I dunno, maybe it can be fun to bother to learn all that, but right now I will just try to make the modern controls work.
But I like Ubislop!The lesson here is to not play Ubi games and enjoy a happier life
Ubiquiti, oh wait it's that other thingBut I like Ubislop!
Even discounting their copy and paste AAA open world games (which are a guilty pleasure), they still make good games with titles like Anno 1800, Mario + Rabbids and the new Prince of Persia.But I like Ubislop!
I've been fairly indifferent to Ubi's output for the last 5 years or so when they left Steam but as a whole Ubisoft has an incredible catalog of amazing games. They've been in this business for longer than some of you have been alive and have created or published incredible games and franchises along the way. Splinter Cell, Rainbow Six, Rayman, Anno, Settlers, BG&E, World in Conflict, Prince of Persia, Trackmania and all their current open world series like Far Cry, The Crew, The Division, Assassin's Creed and others. I'm sure there are loads I've missed and of course not everything turned out to be gold but that is one hell of a legacy for a company to have.Even discounting their copy and paste AAA open world games (which are a guilty pleasure), they still make good games with titles like Anno 1800, Mario + Rabbids and the new Prince of Persia.
As more reviews appeared, it went up to 83:Initial reviews for the romancing saga 2 remake, 75/100 (17 reviews currently):
Romancing SaGa 2: Revenge of the Seven Reviews
Romancing SaGa 2: Revenge of the Seven is rated 'Strong' after being reviewed by 60 critics, with an overall average score of 82. It's ranked in the top 14% of games and recommended by 87%...opencritic.com
@Gintaro
I finished Heaven Burns Red chapter 2
Will do!
Recommended you also play the 1st summer event 夏だ! 水着だ! トロピカル祭りだ!after you are done with Requiem of the Blue.
You can pretty much treat them as separate games.So how are you supposed to play Sonic x Shadow? Get in the original game's section first, then play Shadow's Story or select new game under that or what? Are they totally separate? It seems choosing the Sonic Generations side just loads up the original game complete with older engine version without TAA option in the settings? Is there no way to play the complete game start to finish with say both Sonic and Shadow content, they're totally separate/Shadow's story comes after Sonic though you can play it first or what? Or does playing the Shadow side also take you through Sonic content (with TAA)? It's kind of confusing the way they've done it. I played a bit of the Shadow side (choosing new game and not the first Shadow's Story selection, Idk?). It seems alright though manoeuvrability's an issue as always I guess, they really should just copy Mario and make it a bit faster but more manageable, at least for the levels that aren't racing-like with linear section after linear section, ie the hub world. I see they're still going with the whole human interactions brought in with the first Sonic Adventure, sigh.
Is this totally unrelated to the FTC banning fake reviews?Name more iconic duo than Epic and releasing underdeveloped stores that lack basic features (it also lacks wishlists)
Nah they are just pushing out underdeveloped products. And they hate user reviews.Is this totally unrelated to the FTC banning fake reviews?