This being one of my all time favorite games, I'm interested to see what these developers have in store controls-wise for whatever titles they make this gen.

@Dexter:
Wander/Wanda is the guy. The girl is named Mono.
When I get the time and patience to beat this thing again, I'll try going to the secret garden at the top of the shrine/castle.
'Unless the control schema is laughably bad or unnecessarily confusing, it gets nary a mention.'
the goal of a controller and a control scheme is to connect the player in the game so well that the player never needs to remember that they are using an input device, it should feel like they're controlling the game with their mind, because if it does, it means that the player is able to execute in the game exactly the way they want to.
if you don't notice the controller, then the developers are doing their jobs. that's art :)
I'm reminded of another PS2 game that I enjoyed alot that had quirky controls. R.A.D. (Robot Alchemic Drive<--silly US name)
Now, before you say anything, I personally loved the game AND it's silly control scheme. It seemed so cool to me. It was like I was really controlling a remote controlled robot (that happened to be 30 stories tall) with a hand held Radio Controller. Plus you had to constantly re-orient yourself so you could even see your mech.
Ah, memories... I miss my PS2...
Dude. YES! I love that damn game. It pulled off a similar idea of putting you in the game with the controls, though arguably not as well.
Orcist, excellent write up. I''m definitely on the same page with you, especially about the holding mechanic. That really pulled me into the gameplay.
Personally I loved the controls on my first shot and have considered SOTC to have the greatest handling in any game I have ever played. It feels weighted, it's like you can actually feel the gravity in the world.
Agro is difficult to get used to, but when you manage to use his automated running and obstacle dodging, you can use it to great advantage.
As you control Wander, based upon how he runs you can tell he is really just am amateur. He can trip over surfaces, and he seems to haphazardly carry the sword. The controls, being less fluid, really helped to emphasize that point.
In regard to Agro, when I was playing the game my friend remarked about how huge Agro is compared to the Wander. Once again less fluid controls help to create the sense that this boy is an amateur and doesn't have full mastery over Agro.
Plus, having to constantly wrestle with Agro to get him to go the the right place really made you concentrate, when you could otherwise lose focus in the large areas.
Great stuff Orcist, I'm ashamed to say I never played the game, but even without playing it I can see what you mean so props for that.
Anyway I think games like Super Mario Bros are good enough examples of art - after all good game design is good art.
I tip my trilby to you Joseph -Orcist- Leray. Very well done.
It's sad that most people didn't get it, but in Lair you do not control the dragon directly with your controller. Your hand movements are the hand movements of the guy sitting on top of the dragon, trying to control his dragon. You are holding the reins.
If the dragon misinterprets your hand gesture, it is because you have been too imprecise to give him a clear command. Sadly, for some people, that translated into 'SIXXAS is sluggish and inaccurate'. For me, it made the experience more intense and exciting, as I tried to be as careful with my commands as possible.
Some of the criticisms that have been leveled at the game remind me of this kid in my elementary school math class who said Star Wars (a New Hope here kids, not that modern stuff, yeah, 1977 was a long time ago) talked endlessly about how bad Star Wars was. Statements like that to a 12 year old were sacrilege. Turned out his parent's would not let him see it, leaving his criticisms unfounded.
Also, I think that his mild un-responsiveness only adds to the artistic feeling, he behaves like a real horse. If you've ever ridden on a horse, you will know that it's not like a car, the horse will respond however it wants, because it's a living, thinking animal, not a metal box with pedals.
I especially liked the fact that striking the colossi was not done with a single button command. Each plunge of the sword was more of a release than an all-out attack, which infused each blow with regret and doubt.
Also, clinging to that R1 button for dear life made the whole experience far more desperate. The interaction really makes you feel like you've been pushed to the edge.

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