| SHMUPGurus said: Wow... I don't get some of you guys. Why would you want to "adapt to the jump" and use a reason like "it's part of the game, that's how they wanted it?" I mean, really? It's like saying "play football, but on ice! It's a different way to play that I force on you for no valid reason when everyone is used to the superior way of playing!" What I'm saying here is that the core gameplay is a platformer. It should feel like a platformer. And I shouldn't have to time my jumps two seconds before you hit the corner of a platform or else you'll fall down the spikes or something. It needs to be precise. I'm glad that acceleration parameter in the character is somehow getting fixed because yes, that was the main problem in the first one, especially for completing the challenges. For your information, I played the game for at least two months (well, tried to actually). |
Actually you proved the point right there. The game is not pixel perfect platformer, it's something different, and if you don't like it, then it's not game for you. I for one, love it, and as far as I know, the "solution" is that you build a sackbot to take control of with altered controls. But I don't know if you can bring your own creations into the pre-made levels, and I hope you can't, so the pre-made levels will all be played equally.
Honestly, if LBP hadn't been different in this regard, it wouldn't have been as fun.







