Polygon: "After a Half-Hour with The Last Guardian, I'm Concerned"

So we are now saying that developers use shitty control schemes so that they evoke a certain emotion in the game and it is all by design? We've gone full circle in coming up with ways to defend something.

The only thing that shitty player control can do to a game is completely pull you out of it.

If you want to evoke a certain emotion in a game, you do it via art direction, score, sound effects, story, gameplay and player choice. You don't do it by making the character impossible to control.

Define "shitty control scheme." Tank controls in Resident Evil definitely evoke a sense of fear and terror, but do you define that as shitty?
 
So we are now saying that developers use shitty control schemes so that they evoke a certain emotion in the game and it is all by design? We've gone full circle in coming up with ways to defend something.

The only thing that shitty player control can do to a game is completely pull you out of it.

If you want to evoke a certain emotion in a game, you do it via art direction, score, sound effects, story, gameplay and player choice. You don't do it by making the character impossible to control.

You are jumping the gun... play Shadow of the Colossus. It certainly controls different, but you get used to it. Not all games need to play the same. I'm sure it moves this way for a reason, remember the revolutionary horse controls in SOTC?

I doubt it is 'impossible to control'. It just uses a momentum based system.

Stop the bullshit. SOTC is one of my favorite games but TLG seems to have some real problems.

But the article in the OP could apply to SOTC...
 
Not surprised. Gameplay hasn't looked too hot.

That's the thing, though. They've barely showed any gameplay at all.

Almost all of the trailers have been cut scenes, and the ten minute "gameplay" I watched on YouTube largely consisted of highly-scripted scenes where control was taken away from the player.

None of that is to say that the game is necessarily bad. But I think there's a lot of filling-in-the-gaps going on with this game in a manner similar to NMS.

Like, I think this game is bascially Ico II: Now with Bird-Dog. But what am I basing that on? Basically just the setting and the fact that I've seen the kid push around a couple boxes and climb some ledges. That's how little we've actually seen of this game.
 
So we are now saying that developers use shitty control schemes so that they evoke a certain emotion in the game and it is all by design? We've gone full circle in coming up with ways to defend something.

The only thing that shitty player control can do to a game is completely pull you out of it.

If you want to evoke a certain emotion in a game, you do it via art direction, score, sound effects, story, gameplay and player choice. You don't do it by making the character impossible to control.

Mech Warrior, Elite Dangerous, Resident Evil. Purposefully unwieldy controls have been around for a long time. There's also a gigantic difference between that and just plain old bad controls.

I trust people can see the difference if they're gaming enthusiasts.
 
Imokwiththis.jpg

It sounds like Team ICO controls, which I never had problems with.

I remain unconcerned.

"Team Ico controls" aren't acceptable two generations later in 2016.

If it has controls similar to Ico or SOTC, it won't be "interesting." It won't be "unique." It won't be "quirky."

It will just be bad.
 
I've heard similar sentiments with Uncharted 4.
The proven franchise with 3 great games and delivered on time? What about it?

Both TLG and FFXV look bad and are coming from a dev hell cycle after 10 years in production (don't @ me with excuses), and FFXV has a LOT to prove on top of that.

I honestly don't give a flying fuck about TLG as a game, but the saga is interesting enough so I'm anticipating the results.

As for FFXV, I want the franchise to be great again because it used to be the leading force for JRPG, a genre that I love very much.
 
Mech Warrior, Elite Dangerous, Resident Evil. Purposefully unwieldy controls have been around for a long time. There's also a gigantic difference between that and just plain old bad controls.

I trust people can see the difference if they're gaming enthusiasts.

It depends how much a threshold you have. I can handle the not as responsive contols (and get used to them ) of Ueda games because I love everything else so much. If you don't like those aspects to get used to the controls then Ueda games are not for you simple as that.
 
So this thread is over twice the page count of a better, more representative, and more useful thread. Good stuff.

Its kind of inevitable though given the history of Polygon as an outlet and many of its key contributors having their impartiality questioned numerous times in the past.

It is what it is.
 
Really not concerned about this complaint.

It's exactly what made ICO so good. the kid wobbles when carrying something heavy, runs all tired and stuff. Makes us attach to the character so much more. Not a bug at all, its a gameplay decision and I loved it in ICO personally.
 
I shouldn't be amazed that people are just responding to OP without reading the article, but here we are. Either way, I'm really curious to see how this game pans out. The awkward movement seems like the norm for these games, but not the lack of a response from Bird-dog. Here's hoping that the game is great after all this time.

EDIT: After reading other previews and dev interviews, it seems like bird-dog's lack of obedience is intentional? That hits close to home. Darn doggos.
 
Define "shitty control scheme." Tank controls in Resident Evil definitely evoke a sense of fear and terror, but do you define that as shitty?

Resident Evil wasn't a platformer so controls matter less than in this type of game. RE was based on a fixed camera system and is a survival horror game. The sense of fear and terror was driven by everything else in that game. All that tank controls did for me in those games was make the monster artificially dangerous because I couldn't accurately aim at them. Tank controls slow down the player which makes sense for some survival horror games, but not so much for a semi-platformer like TLG which require nuanced character movement. Tank controls also really only work in a fixed/semi-fixed camera setup.
 
Stop the bullshit. SOTC is one of my favorite games but TLG seems to have some real problems.

Lol please. Those "real problems" are present in literally all the rest of their 2 games.

It's basically known at this point that Team ICO games have awkward controls that take time to get used to.

Learn how to walk before you can run. 30 minute playtest of any Team ICO game and someone says they don't get it? COLOR ME SHOCKED.

SOTC is absolutely my favorite game of all time. It takes time to get used to the control scheme.
 
"Team Ico controls" aren't acceptable two generations later in 2016.

If it has controls similar to Ico or SOTC, it won't be "interesting." It won't be "unique." It won't be "quirky."

It will just be bad.

I legitimately like that control style. I'm looking forward to it.

I don't even know what you mean by "two generations later in 2016". Those controls can work regardless of when you play the game. I played through SotC nearly 10 years after its initial release for the first time and loved the weighty feel of the controls.
 
So we are now saying that developers use shitty control schemes so that they evoke a certain emotion in the game and it is all by design? We've gone full circle in coming up with ways to defend something.

The only thing that shitty player control can do to a game is completely pull you out of it.

If you want to evoke a certain emotion in a game, you do it via art direction, score, sound effects, story, gameplay and player choice. You don't do it by making the character impossible to control.

Non-standard controls = shitty controls = impossible to control. Gotcha.
 
Well it literally exists because of the fans. It's not a flagship game.

Which is fine but the money spent on that game has to be quite big. I did enjoy SOTC but if the game feels stiff I am not sure I can enjoy that kind of gameplay anything. The graphics look great tho.
 
I love how one negative preview from a site with nearly as much credibility as a GAF thread is garnering 8 pages of dismay.

TLG is guaranteed to have an impactful story and if it has controls like other TeamICO games then I really don't see any issue with it. Their animation work is phenomenal and characters control acceptably. I highly doubt it doesn't control any better but I doubt even if it does control like SoTC then I'm more than happy.
 
Which is fine but the money spent on that game has to be quite big. I did enjoy SOTC but if the game feels stiff I am not sure I can enjoy that kind of gameplay anything. The graphics look great tho.

No the budget is not that big this has been said multiple times. The games has not been in active development for 10 years. They have had at most a handful of people working on it (porting the engine) over all these years. And even now that they have been in full production the team is still very very small.
 
Lol please. Those "real problems" are present in literally all the rest of their 2 games.

It's basically known at this point that Team ICO games have awkward controls that take time to get used to.

Learn how to walk before you can run. 30 minute playtest of any Team ICO game and someone says they don't get it? COLOR ME SHOCKED.

SOTC is absolutely my favorite game of all time. It takes time to get used to the control scheme.

If any other game plays like a game from over a decade ago it gets slammed for "archaic" controls and gameplay mechanics. With TLG it's a good thing lol
 
Resident Evil wasn't a platformer so controls matter less than in this type of game. RE was based on a fixed camera system and is a survival horror game. The sense of fear and terror was driven by everything else in that game. All that tank controls did for me in those games was make the monster artificially dangerous because I couldn't accurately aim at them. Tank controls slow down the player which makes sense for some survival horror games, but not so much for a semi-platformer like TLG which require nuanced character movement. Tank controls also really only work in a fixed/semi-fixed camera setup.

You're basically admitting that controls indeed do add to the feeling of playing a particular game, but only in certain genres? Why?
 
Which is fine but the money spent on that game has to be quite big. I did enjoy SOTC but if the game feels stiff I am not sure I can enjoy that kind of gameplay anything. The graphics look great tho.
Didn't Shuhei already say that TLG wasn't as expensive to make as people thought?
 
Even in their own time Ico and Colossus had divisive control setups. The main criticism here seems to be that Last Guardian feels surprisingly similar to those two games... which is what I always expected. From the footage I'm seeing, TLG is going to be a straight-up environmental puzzle adventure game, probably extremely similar to Ico in structure. I don't know what else anybody might be expecting? Uncharted with a little boy and dog-griffin? If so, that's just not going to be the case at all.

I've been one to criticize the control schemes of older Japanese 3D games: I think the original Metal Gear Solid control scheme is a relic of the 2D era and should have been re-done as early as MGS3. I'll admit Resident Evil 4 has dated controls despite that excellently-balanced game depending on those controls. I also really don't want to go back to tank controls for RE games. I find the PS2-era Grand Theft Auto games (and to an extent GTA IV) to be basically unplayable because of their controls. I think Monster Hunter feels weird. But there are/were games from that era with controls I think would still feel perfectly fine today. Ico and Colossus have what I would consider to be a perfectly workable dual analog control scheme, it's just that the button placement and character animations throw some people off.
 
Its kind of inevitable though given the history of Polygon as an outlet and many of its key contributors having their impartiality questioned numerous times in the past.

It is what it is.

I guess I'm more saying it's too bad that we as a community always take the bait.
 
So we are now saying that developers use shitty control schemes so that they evoke a certain emotion in the game and it is all by design? We've gone full circle in coming up with ways to defend something.

The only thing that shitty player control can do to a game is completely pull you out of it.

If you want to evoke a certain emotion in a game, you do it via art direction, score, sound effects, story, gameplay and player choice. You don't do it by making the character impossible to control.

So screw trying to utilize the medium's unique strengths to do what media has tried to pursue for centuries? Talk about a regressive attitude. Invoking emotion is the total point of media. It would be wise not to dismiss efforts to utilize unique aspects of this medium.
 
No need to be concerned. The game will get 7's and 8's and be a cult classic among gamers. Maybe people expect more with the 10 year development.
 
I can't help but feel that today's climate of reviewers would tear ICO and SOTC apart, regardless of fps or overall performance. More and more, doing things differently puts you under scrutiny.

I wish more games attempted the physics-based movement of those games; the way Wander would trip, swerve and stumble after jumps and changes in direction provided an amazing, unique "game feel" not provided anywhere else.

I can't wait for The Last Guardian to bring this feel back and somehow replicate it in the movement of the creature and the child as they navigate the world together.
 
Yeah, I believe it. That E3 trailer just screamed "uh oh, this is going to be super mediocre as an actual game".

Ueda games are more then just games for fans. They are incredible experiences. Of course not everyone will agree (or should agree for that matter).
 
I honestly don't care about reviews when it comes to Team ICO games. I know there will be a lot of annoyances but I will end up loving it anyway.
 
I don't mean to single you out as this sentiment has been offered frequently in this thread. But my response would just be that even if true, this doesn't invalidate the complaint. And it's also possible that they have played a Team ICO game before. However, it's been 11 years since Shadows of the Colossus and 15 since ICO. It's not outrageous to assume that progress has been made on this front in all the time since those games released on PS2.

The flip side is that to fans, perhaps these types of controls are part of the charm of a Team ICO game. And that's okay too. One of the things that I wish we could accomplish in reviews and impressions threads is understanding that we don't have to agree on things. If I say "I like that thing" and you say "I don't like that thing" we are not necessarily at some impasse that needs resolution by an arbiter. These are just subjective takes.

This is one thing that GAF does all the time. If a dev does something in one or two games, it's automatically something you cannot criticize them for according to some fans. "Of course a Bethesda game runs like shit and its filled to capacity with irritating and gamebreaking bugs! Yeah, Souls games have bad cameras and a relentlessly dull poison swamp, it's part of their charm!" If a company does something a couple times in games you like, you don't need to defend it. People are so defensive about potential changes to games/franchises they like, they argue against improving it in many cases. Just because Team ICO made a game with lurching-ass movement two gens ago, doesn't mean they shouldn't do better now.
 
This is one thing that GAF does all the time. If a dev does something in one or two games, it's automatically something you cannot criticize them for according to some fans. "Of course a Bethesda game runs like shit and its filled to capacity with irritating and gamebreaking bugs! Yeah, Souls games have bad cameras and a relentlessly dull poison swamp, it's part of their charm!" If a company does something a couple times in games you like, you don't need to defend it. People are so defensive about potential changes to games/franchises they like, they argue against improving it in many cases. Just because Team ICO made a game with lurching-ass movement two gens ago, doesn't mean they shouldn't do better now.

Way to miss his point. Steve is talking about tolerating both sides of the argument and you bold and reiterate only the one with you personally agree with.
 
I don't mean to single you out as this sentiment has been offered frequently in this thread. But my response would just be that even if true, this doesn't invalidate the complaint. And it's also possible that they have played a Team ICO game before. However, it's been 11 years since Shadows of the Colossus and 15 since ICO. It's not outrageous to assume that progress has been made on this front in all the time since those games released on PS2.

The flip side is that to fans, perhaps these types of controls are part of the charm of a Team ICO game. And that's okay too. One of the things that I wish we could accomplish in reviews and impressions threads is understanding that we don't have to agree on things. If I say "I like that thing" and you say "I don't like that thing" we are not necessarily at some impasse that needs resolution by an arbiter. These are just subjective takes.

In 100% agreement with you on this one. I personally didn't care for ICO and only thought SotC was good because of the controls. Like yeah, everything is beautiful and what not but the game plays like crap and if I have to fight the controls then that takes away my enjoyment.
 
Lol please. Those "real problems" are present in literally all the rest of their 2 games.

It's basically known at this point that Team ICO games have awkward controls that take time to get used to.

Learn how to walk before you can run. 30 minute playtest of any Team ICO game and someone says they don't get it? COLOR ME SHOCKED.

SOTC is absolutely my favorite game of all time. It takes time to get used to the control scheme.

If this has already been acknowledged why do you take issue with criticism of the controls? Naturally, people will not like awkward controls and may not even get used to them. And that's perfectly understandable if that's their opinion.
 
This is one thing that GAF does all the time. If a dev does something in one or two games, it's automatically something you cannot criticize them for according to some fans. "Of course a Bethesda game runs like shit and its filled to capacity with irritating and gamebreaking bugs! Yeah, Souls games have bad cameras and a relentlessly dull poison swamp, it's part of their charm!" If a company does something a couple times in games you like, you don't need to defend it. People are so defensive about potential changes to games/franchises they like, they argue against improving it in many cases. Just because Team ICO made a game with lurching-ass movement two gens ago, doesn't mean they shouldn't do better now.
You're ignoring the fact that a lot of people feel that the movement and control adds to the game. They're defending it because they like it.
Not everything needs to change because you think it should change.
 
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