The Fury said: Yeah, this is spot on and my thoughts too. It was just a sign of the times, analogue sticks were not common place on controllers, 3D adventure games of this ilk were new and control schemes hadn't been 'standardised' like they are today (well outside of rockstar games :P). With most of these games you have to understand they are from an era and it was one where left to right platformers were no longer king and this meant some weird stuff. And yet, nearly all my favourite games ever are from that era and all have different playstyles. |
That is the issue, these games were made for digital controls, not analog. Movement is all digital like chess pieces on the board.
There are no 'gimmes' like in modern analog games where the character auto steers and ultra reaches the next ledge. In modern games I find it more confusing why certain jumps work and others do not. Or it's all sign posted with colored ledges that you only have to vaguely steer towards.
Movement was precise, always the same, that is predictable. You had the standard jump and the long jump, always the same length, same as steps (slow, normal, run) always count out from where to jump, no guess work involved. It takes some thought to navigate through the levels rather than point the analog stick in the direction you want to go while holding down jump...
In the end these games always felt fair while in modern games it's always frustrating why you can step over / down / up a little ledge, why some ledges are inaccessible / barred.
But yes, they're a different genre of games than what people are used to nowadays. With standardized control schemes also came the intolerance to alternate control schemes :/