as far as direction goes, I see it more like an overhead shooter, where whichever direction you point the stick is the way the ship/plane/whatever moves, except, instead of being overhead, it's facing the horizon (which I'm fine with, it handles a LOT better than the old Resident Evils at least). But the point of the camera being fixed is for dramatic effect. If it played like any other game that had a free-roaming 3rd person camera, it wouldn't have effects as dramatic as it is and could actually take away from the experience.
I found the walking a little odd at first, but got the hang of it and found it to be.. \"ok\"
I can't help but feel as if I am playing a really modern version of Dragon's Lair. The Icon flashes on the screen and I press the corresponding button. I seem to remember doing this in 1983 when I was really little.
I really liked Indigo Prophecy, but I never got to finish it due to a game ending scratch on the dvd, but I don't remember the control in that game feeling so "Tank"like.
There were multiple times in the Heavy Rain Demo that I got stuck on the enviroment due to the poor walking controls, or I just spun in circles or took off walking in the wrong direction....Hopefully I can over come this feeling I have. I'll play the demo a few more times to see if I should pony up the dough and buy the game. Maybe I'll eat my words after playing the retail version, maybe I wont. We'll see!
at first, I was doing like what you were, but then realised that the best way to move is to continuously hold the left stick in the direction you want to walk as opposed to moving it a little and just using R2 to go forward. My problem on my first try was I was trying to control it like the old RE games, but it doesnt work like that (where you hold either left or right until you're in the direction you want to face). If you hold forward, character walks away from the screen, if you hold back, character wil turn around and walk toward the camera, if you hold right or left, the character will walk in that direction in relation to the camera's placement, and all points in between
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