It had come close previously with, for example, God of War. Great game with great production values, but the final battle with Aries had the unforgivable curse of unblockable attacks. It's not big and it's not clever; just a series of frustrations before you finally luck through. My controller still works but carries the scars of broken plastic to this day.
But the game I was playing had a much more exasperating flaw - its controls were not up to the task of what the game required you to do.


The Grapple
The grapple is the most poorly controllable mechanism I have ever had to use in a game in recent memory. Intuitive, it is not. The amount of times she jumped backwards instead of to the side, or vice versa, made the use of the tool an exercise in mouse-bashing exasperation. To have a decent chance of the move you want to perform actually occurring the camera has to be persistently moved contrary to the determined will of the game to an angle with which you can determine what left or back actually represents.
Cramped space
You have to fight off flying demons while standing on a small platform with your back against the wall. The big design flaw in this is that it plays havoc with the 3rd person camera, making it quite tricky to see what the automatic aim has picked up - on more frustrating attempts you can eventually determine that it has been purposefully directing your firing to the timer activation button as opposed to the large demons hurling fireballs at you. The main mechanic for dodging attacks in Tomb Raider is the jump or roll. There is only room for side-to-side movement on the platform and more often than not you end up over the side and burning in lava due to the terrible camera positioning. Most importantly though, the controls are just not accurate enough for the task given. There is no way to accurately determine where you will land from the start of the side jump or determine the best way to time the jump to avoid the fireballs.
The shoot, run, jump, slide, jump, flip, turn, flip, shimmy, back-jump, turn, flip on a timer
Nothing is entirely useless, it can always serve as a bad example; this is the best example of setting a task that the controls just cannot adequately respond to. The main culprit is getting from the position you shoot the timer button to jump straight at the slide and then jump forward after she starts sliding down. It just wouldn't perform the jump nine times out of ten; then you would have to start once more at the platform with the flying demons and run through the whole charade. Again. Even once she had successfully made it to the horizontal pole, she would have to start her whole swinging action from scratch and flip to the next pole; once there she would have to stop and face the other way, then flip to the next pole. Getting past the poles and onto the shimmying was when the timer would tend to run out and then once again it was a dip in the lava, leaving me one pole and a grapple wall-walk short of completing the task.
After an afternoon of this it just became a bit ridiculous; I really wanted to finish this game and think I was pretty close to it, but I could not waste any more of my time trying to work through a game that just didn't provide the tools to do the job; it was like having to drive a nail into a wall and been given only a hacksaw to do it.
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