random streme of thoughts as I loaded-up the game....
As expected, to incorporate all the new movements, TLOU2's movement controls have been altered. Not as expected, is the ability to define a custom control scheme in-game by mapping individual buttons/useage situations.
So cue me cross-referencing TLOU1's PS3 L1/R1 shoulder button functions (aim and shoot for me, I never got used-to the PS4 changing them to L2/R2) and other situations, like what button swaps the shoulder aim, or reloads the gun etc... i never realised just how many actions are mapped to the same buttons in TLOU1, depending on the context (aiming vs not aiming, etc)
For Example:
Gun
--------
Aim - L1
Shoot - hold L1, press R1
Swap Shoulder - L1 then R2
Reload Gun - R1 (when not aiming)
Throwable (bomb/molly)
--------------------------------------
Aim Throwable - L1
Throw Throwable - R1
Throw Aimed Throwable - L1 then R1
Swap Shoulder - L1 then R2
other
-------------------------
Run - hold L2
Listen Mode - hold R2
Mark Enemies - R3
Aim + Square - instant melee attack
I'm not seeing any button assignment for TLOU Factions "mark enemy" function. But I guess there's no multiplayer mode atm, and maybe we can't mark enemies in the story mode? Marking used to be R3 when aiming.
I wonder what "weapon action" button does when aiming? oh, it tells you. "weapon action" - toggle a crafted silencer on/off, toggle fire mode, or swap ammo type.
"hold breath" - hold breath when aiming to increase accuracy (skill is unlocked as a player upgrade). looks like this mechanic will replace the MP "sharpshooter" skill.
Obviously, in the default setup, Aiming and then pressing square is shoulder swap. No more instantly coming out of aim to deliver a panicked melee attack lol.
Auto pickup of bits is toggle-able in options. seems like this would perhaps replace Scavenger skill in future Tlou MP mode or standalone MP game.
Overall, I have to say the amount of both accessibility setting controls, and controller input customisation is impressive. This is all before loading up the story itself.
Just trying to wrap my head around various changes before going-in. It seems like a lot of the old multiplayer skill's (which cost loadout points to equip) features (such as Scavenger Level 2's automatic bits pickup) have been turned into general purpose accessibility settings in the main game.
So future MP mode, or standalone MP game, should be fairly tweaked/more robust as a result. More loadout points to spend elsewhere, if things can now just be done as standard.
.... Phew! I'm spent. That took a while to read all the accessibility/input control settings. Quite annoyingly I didn't really change much of it at all, other than getting a little closer to TLOU1 control scheme.
Excited for the gameplay after all I've read through. Still dreading the story. Extra hyped for future MP game.