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BLOODSTAINED - Koji Igarashi's Newest Project Unveiled
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Awkward physics is not necessarily synonymous with broken physics. Classic Castlevania is what I would describe as a more rigid control scheme, but definitely able to be mastered. The physics make sense in the realm they inhabit: Jumps are short and momentum can't be changed, getting hit knocks you back, but everything will respond in a solid way. An unlicensed Chinese game with terrible physics by comparison will have physics that make no sense and/or break the game to the point that it is completely unplayable.


You know what is the pinnacle example of a fantastic game with awkward controls? Shadow of the Colossus. The game is built around almost procedurally generated movement, reacting to mixtures of changes in height, turbulence, gravity, and so many other things that combat the player's control. Movement is clunky, and it is slower to respond than what you might expect from a more action oriented game. However, it all coincides with the gameplay, as you are an ordinary boy with the daunting task of literally climbing up enemies that tower stories above you, and realistically you can lose balance and fall.


Castlevania's classic physics aren't what I can classify as "shitty", but rather a deciding factor to the kinds of people who would enjoy playing them.
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RE: Koji Igarashi's Newest Project - SWORD OR WHIP? - by TomGuycott - 05-06-2015, 06:20 PM

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