SantaC
Member
Retro explains that dual analog is not a good setup in a platforming enviroment. So haterz begone!
Not sure where it originally comes from. A recent Interview I guess. Thanks to hglatino on ignboards.
We kind of went through this with the first Metroid Prime, where we all felt that the dual analog scheme [used in popular multiplayer shooters like Halo] was a very valid control scheme," says Pacini. "Many games use it and it's successful. It just didn't seem like a control scheme that would work well in a platforming environment. We consider Metroid Prime to be kind of an adventure game -- it's not necessarily a first-person shooter. So having controls that would allow the player to easily shoot and jump and grapple and things like that, really didn't lend themselves too well to a dual analog setup, because you want your primary firing thumb not to be using the stick. If you want to jump with it, how are you going to do that? It's very difficult. So that was kind of what we used. That's why we came up with the lock-on method for Metroid Prime 1. In Metroid Prime 2, we felt that so many of our game mechanics were ingrained with this current control setup that we felt the only way to make this game as high quality and polished as possible in the time that we had for this particular product, we couldn't develop a game with two different control schemes. The control scheme that we had on the last game, we enjoyed. I know some people had some great comments about it and some negative comments about it, but we've made some improvements to it, and we felt like we really had to concentrate on one control scheme to make this game the best we could."
Not sure where it originally comes from. A recent Interview I guess. Thanks to hglatino on ignboards.