Brad2770
Avatar of War Slayer
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Game is so good I almost let my pizza rolls go cold.
Almost
Improve your pizza roll experience.
Pizza Roll Bundt Cake
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Game is so good I almost let my pizza rolls go cold.
Almost
That review literally sounds like something from a guy who played 12 minutes of Dark Souls complaining about the precision of the controls. It's not clunky, it's just unique, and takes in part a bit of realism in nature that seems foreign to most video game controls. I'm one who is quick to judge a game on its controls, and while they are initially a bit obnoxious, they're easily overlooked and easy to get used to just playing the game. It's not like the difference between being used to Goldeneye on the N64 and paying Perfect Dark on the 360. It's not as slack as it was in the first RDR, or maybe it is, and I'm just used to the loose precision of modern games, but either way, it's not a problem. I've been mouse and keyboarding for years, and yeah, it doesn't play like fucking Destiny on the controller, and it shouldn't. It's also pseudo rpg in that controlling your character improves as you play organically. Weapon control, running, etc, improve just playing the game. Better weapons augment that. Your character isn't just awesome at shooting by default, and that's offputting to some. Meh. Play the story and don't be a dick weed.Looking on reddit and finding a lot of other people having issues with the controls as well. Here's hoping it winds up being unintended and improved with a patch or something.
Apparently Kotaku had some pretty negative things to say about the user experience with the game overall. I normally give them zero consideration, but it seems credible:
From Kotaku's RDR2 Review: "Red Dead 2 continues Rockstar’s longstanding rejection of the notions that input response should be snappy, that control schemes should be empowering and intuitive, and that animation systems should favor player input over believable on-screen action... The process of interacting with [RDR2] can be frustrating and inconsistent... sludgy kinesthetics, jumbled control schemes, and unclear user interface... goes against many commonly understood game design principles... No in-game activity approaches the tactilely pleasing acts of firing a space-rifle in Destiny, axing a demon in God of War, or jumping on goombas in Super Mario Bros.
Pressing a button in Red Dead 2 rarely results in an immediate or satisfying response. Navigating Arthur through the world is less like controlling a video game character and more like giving directions to an actor...
Arthur’s horse adds yet another degree of remove... you’re still controlling the man, not the horse. Mind your direction, for it is perilously easy to broadside a passing civilian and instigate a firefight, or to collide with a rock or tree, sending man and horse careening catawampus to the ground. Red Dead 2’s horses are meticulously detailed and gorgeously animated, and move through the world like real animals, right up until they don’t. Get too close to a boulder or crosswise to a wagon, and the realistic facade crumbles, leaving you with a grouchy, unresponsive horse with its head clipping through a tree.
Almost every interaction must be performed through the same gauzy, lustrous cling-wrap. Firefights are chaotic and random, and aiming often feels wild and unmanageable. Rifles require separate trigger-pulls to fire and to chamber a new round. Enemies move quickly and melt into the world’s overwhelming visual milieux, and my resulting reliance on the heavily magnetized aim-assistance turned most fights into pop-and-fire shooting galleries. Arthur moves slowly, particularly while in settlements or indoors. It’s also possible to make him run too fast, crashing through doors and into civilians. Navigating this world is arduous, heavy, and inelegant. Even the simple act of picking an object up off the floor can require two or three moments of repositioning and waiting for an interaction prompt."
That review literally sounds like something from a guy who played 12 minutes of Dark Souls complaining about the precision of the controls. It's not clunky, it's just unique, and takes in part a bit of realism in nature that seems foreign to most video game controls. I'm one who is quick to judge a game on its controls, and while they are initially a bit obnoxious, they're easily overlooked and easy to get used to just playing the game. It's not like the difference between being used to Goldeneye on the N64 and paying Perfect Dark on the 360. It's not as slack as it was in the first RDR, or maybe it is, and I'm just used to the loose precision of modern games, but either way, it's not a problem. I've been mouse and keyboarding for years, and yeah, it doesn't play like fucking Destiny on the controller, and it shouldn't. It's also pseudo rpg in that controlling your character improves as you play organically. Weapon control, running, etc, improve just playing the game. Better weapons augment that. Your character isn't just awesome at shooting by default, and that's offputting to some. Meh. Play the story and don't be a dick weed.
I'm about 3 hours in and I agree the controls are ass. I am also relying on autoaim for every gunfight. The game is beautiful I just think things could be a bit more responsive, giving directions to an actor is an apt comparison.
Be careful, Acidfly might drive to your domicile and shoot you in the face for critiquing his precious.
I just tap the aim button to get a good lock after moving the reticle in the relative area of a target before shooting. That said, it's pretty hard to discern a target in the middle of all the particle snow effects and other shit, if I'm honest. Also annoying when a shot is completely busted when it clips and blows up a fucking tiny ass tree limb. Rockstar physics.Has anyone given free aim a try? I'm thinking it might help avoid some of the sluggishness with aim assist that the other modes are seeing.
I tried those settings but having to press L3 repeatedly to max sprint is a huge NOPE. Gamepads need at least a little deadzone too imo.