New Controll system is as Bad as in Grim Fandango

24

Comments

  • edited July 2009
    I find the controls very easy to use. They just remind me of the game Sanitarium. You had to hold down the left mouse button to get him moving.
    I know that it took me a while to get use to that button scheme.but we did it.
  • edited July 2009
    actually - Grim Fandango controls were ok. The problem was that you didn't have a written display of what you were doing (i.e. Use Scythe with Domino)
  • edited July 2009
    It's cool, but if someone thinks it's worse than Grim Fandango's, maybe he should go back and play that game again.

    There is no control scheme worse than Grim Fandangos, period, at least not a single one I can remember.
  • edited July 2009
    At first I couldn't work with these controls, but that was due to my instinctive use of mouse-only as an oldschool adventure gamer.
    But by the time I found it quite cool and at the point where I finished the game, I played with the mouse only.

    The Inventory could have been handled better though.
    Right-click to look at items and/or making the inventory at the center of the screen and summoned by right-click might work better than what there is, mostly because I have my mouse usually around the center of the screen, so having to move it outwards for every single item I want to look at/use is a bit more complicated than it would need to be.
  • edited July 2009
    ARGHHH. I can see the use of implementation of a direct control in a game such as this, if you cannot then I will try to explain it to you, in both sam and max and Strong Bad the playable area is pretty much 2D (in the way that you don't see what is on the camera wall, however in Tales and W&G they have built entire 3d environments (which were in S&M, but weren't implemented in the same way.) while playing Tales, particularly the town environment, the position of the camera moves to give a better view. The only way to improve would be by using a direct camera control (which does not usually work on PC with a third person game).

    For the most part I do not see the complaint, for those that have played W&G you have probably noticed the control hiccups have gone (or I haven't encountered any). Telltale have clearly refined this system quite well, and I expect it to be more refined in S&M season 3.

    Overall if you look at all genres of games the control schemes will evolve over time. For example the first implementation of dual thumb stick controls in a shooter (Halo), adventure games evolving to point and click over text, The use of free cameras in games in platform and rpg games. The adventure is evolving to something which can appeal to more people than before, which is a good thing.
  • edited July 2009
    One complaint I do have it that holding down shift to run while pressing the WASD keys is really starting to make my hand ache, but I'll see if I can find a gamepad lying about later if it's any easier.

    Oh yeah, this is why I ended up mostly using mouse controls, and not keyboard. Can we have an autorun option, please?
  • edited July 2009
    I used click, drag, hold right to run, but I have since been told double-click-drag runs too.
  • edited July 2009
    Look at it this way, at least they didn't get rid of the old control scheme when they implemented the new one. That's something that most companies don't do anymore *coughVALVEcough*
  • edited July 2009
    The only thing that I found annoying was the fact that you're last selected inventory item wasn't remembered after using it with something. Other than that, the WASD controls worked a treat, I thought. Great game, BTW:)
  • edited July 2009
    The only thing that I found annoying was the fact that you're last selected inventory item wasn't remembered after using it with something.

    Yeah, I agree with that!
  • edited July 2009
    To combine two items you need to...
    1. click middle mouse button to open inventory
    2. click on first object to combine
    3. click to drop the object on the "combination field"
    4. click on the second object to combine
    5. click to drop the object on the "combination field"
    6. click on "combine" button
    Typically what you do in adventure games is to click on the first object (the inventory is either visible all the time or appears when you move the mouse to the top/bottom of the screen) and drop it onto the second object; just 2 steps instead of 6(!) needed in ToMI!

    this is a joke, right?

    i haven't played the game yet ('couse i'm waiting for all the episodes to be ready) but this seems really silly!
  • edited July 2009
    Drag one item onto 2nd item would have been nice (and I hope it is available in future episodes as an alternative to the above method), but the actions described above take about 4 seconds, so yeah, pretty lame complaint.

    Also, you're waiting 5 months for the full season, but you're hanging out on these forums in the interim? Are you ******* mad?
  • edited July 2009
    Fulvio75 wrote: »
    this is a joke, right?

    i haven't played the game yet ('couse i'm waiting for all the episodes to be ready) but this seems really silly!

    No joke. That's really how you do it. It's not as clunky as it sounds, though. In fact, there's something kinda satisfying about it when it works.

    As for the new controls, I think they work pretty well. It can be a little tricky at times, but it's still an improvement over Escape from Monkey Island. And I think they'll be terrific with the Wii remote and nunchuck.
  • edited July 2009
    I personally have no problem with the keyboard controls, but I sue do miss the click to move ones. And the Drag to Movecontrols don't seem precise or intuitive at all. Every time I tried it I would get stuck on something and Guybrush would look like he's having a spastic fit as I try to figure out how to get him free or try to get him into the narrow pathway or stairs.

    Maybe if this was a top down view game, so I'd be able to see the arrow at all times or a visual indicator other than the ring around Threepwood I'd enjoy it more, but as is... bleh.
  • edited July 2009
    The controls of this game are very very bad!!

    Why didn't they choose the same kind of controls like in sam&max-episodes?!
  • edited July 2009
    jp-30 wrote: »
    Also, you're waiting 5 months for the full season, but you're hanging out on these forums in the interim? Are you ******* mad?

    i'm not reading every single thread of this forum. i'm curious about what other's impressions are and i'm glad to see that people makes use of the
    tag quite well in respect for those who didn't played it or are still playing it! :)

    ps. i did preorder too!

    salmonmax wrote: »
    No joke. That's really how you do it. It's not as clunky as it sounds, though. In fact, there's something kinda satisfying about it when it works.

    As for the new controls, I think they work pretty well. It can be a little tricky at times, but it's still an improvement over Escape from Monkey Island. And I think they'll be terrific with the Wii remote and nunchuck.

    yes maybe i should play it first but i 'm thinking about having an inventory full of items and trying to figure out how you can combine them. but pheraps it's almost like in sam and max where, usually, you don't bring with you more than 5-6 objects together and so the problem itself does not make sense at all...
  • edited July 2009
    The controls of this game are very very bad!!

    Why didn't they choose the same kind of controls like in sam&max-episodes?!

    Come on, dude. Read the rest of the thread. It's three pages. Jake gives an explanation on the second page.
  • edited July 2009
    Ok maybe the new hybrid control system (Mouse and WASD) isn't as good as Point & Click, but is not SO bad.
    The thing that sucked was the Mouse only control system. It was too sensitive.
  • edited July 2009
    I have to admit that the mouse control scheme to move Guybrush around is better than I had expected; but what Telltale has done with the handling of the inventory (probably just to make the controls compatible to consoles) is really awful:

    To combine two items you need to...
    1. click middle mouse button to open inventory
    2. click on first object to combine
    3. click to drop the object on the "combination field"
    4. click on the second object to combine
    5. click to drop the object on the "combination field"
    6. click on "combine" button
    Typically what you do in adventure games is to click on the first object (the inventory is either visible all the time or appears when you move the mouse to the top/bottom of the screen) and drop it onto the second object; just 2 steps instead of 6(!) needed in ToMI!

    Please Telltale include this change for the next episodes!!!
  • edited July 2009
    AndywinXp wrote: »
    Ok maybe the new hybrid control system (Mouse and WASD) isn't as good as Point & Click, but is not SO bad.
    The thing that sucked was the Mouse only control system. It was too sensitive.

    It was fine for me, so maybe you could (outside the game) turn sensitivity down, or something?
  • edited July 2009
    salmonmax wrote: »
    Come on, dude. Read the rest of the thread. It's three pages. Jake gives an explanation on the second page.

    But why did the point&click work in Sam and Max -episodes? The game is awesome though!
  • edited July 2009
    But why did the point&click work in Sam and Max -episodes? The game is awesome though!

    If you'd prefer not to read Jake's posts on page two of this thread, I'm sure he'd be more than happy to come to your house and personally explain the reasons to you. Jake, please PM this gentleman in order to set this up.
  • edited July 2009
    Am I the only one who likes Grim Fandango and Escape controls?
    I think I'd rather have those back than play with the new Tales one!
    Please don't hurt me
  • edited July 2009
    I thought the controls would be awkward at first, since I wasn't used to them, but I actually got used to them really fast.
  • edited July 2009
    Jake wrote: »
    How, with point and click, would you navigate the character so that he walked back towards the camera and exposed more of the room? With direct control that isn't an issue at all, you just walk "down" and it simply works.

    I realise this may be a stupid thing to say, but can't clicking towards the top or bottom of the screen move the character/camera in the same way you can pan left and right by clicking on the sides?
  • edited July 2009
    People who don't like it have just as much right to buy the game and post their opinion as people who do.

    You don't have to agree. But getting into an insulting realm is ridiculous.

    (Personally, I am extremely frustrated by trying to use the click and drag control, and think it was a bad idea, in part because I had been hoping upon hearing there would be a mouse system that it would be one easier for me to use as a person with a disability. It's not. And I'm not going to be afraid to say that. But I'm also not going to dismiss the entire game on one feature.

    That is, however, just me.)
  • edited July 2009
    a way to solve this would be to have the wasd method the click and drag AND the ability to click and have guybrush walk somewhere - so the few times the camera goes weird and you can't click to move you can click and drag instead - that way everyones happy! personally im used to the controlls now and dont really care.
  • edited July 2009
    Philski wrote: »
    I realise this may be a stupid thing to say, but can't clicking towards the top or bottom of the screen move the character/camera in the same way you can pan left and right by clicking on the sides?
    That's true, but only if the camera angle always showed the ground (or something in the foreground/background) to click on.
    The control scheme they used allows for much more freedom in terms of where they place the camera, as far as I can tell.
  • edited July 2009
    ok i played through the game now, using only the mouse all the time. i didnt get used to it, it was very stressfull to me all the time. the controlling of the direction is very high sensitive and i have to concantrate on it all the time, and my finger hurts from holding down the button, so i want good old pointnclick, 3d sux anyway, nobody needs those camera special effects, adventures dont live from that...
    i liked the rest of the game pretty much, these litte descriptions for the savegames rule, u will always know where u stopped when loading a game, nice idea!
  • edited July 2009
    The controls aren't that bad.... I have no problem using the keyboard and mouse.
  • edited July 2009
    I played it with WASD + mouse and it worked like a charm, only the inventory system is a little bit cumbersome. Why can't I pick up an item in the inventory and combine it directly with the other item in the inventory? On the other hand, the chosen method prevents the try&error-method and makes you think... from this perspective, it is positive.

    The one-handed method (play the game only with the mouse) also works quite well, but I prefer the two-handed method, as I can scan the area with the mouse cursor while I maneuvere guybrush with the keyboard... but for people with a selfwilled cursed hand it should be a good alternative.

    Lastly I tried the gamepad support (wired xbox360-pad), and it is much worse than in Wallace & Gromit! Why are there no functions on the right stick and most of the buttons? It would be so nice, to control the mouse cursor with the right analog stick.

    And why aren't there different buttons used for different actions?.. for example: In Monkey Island 4 there are different buttons for "look at the item", "select item and leave the inventory" and "select item and combine it with another item"... that would be also a smooth inventory handling in ToMI.

    You can't even select something in the main menu with the gamepad... in Wallace & Gromit a large part of the menu options can be operated by gamepad (unfortunately not the selection of bookmarks).

    I read that with external tools you can map the full mouse control on the gamepad, but I wonder why this wasn't implemented by telltale.
  • edited July 2009
    The control scheme is really bad. bad, bad decision. They could not make it fully point and click because of camera angles?. There is a soution for that though. Hire qualified programmers who knows what they are doing.
  • edited July 2009
    its not bad as grim fandango, their as bad as the ones of monkey island 4 ... played it again last week and really disliked the controls, its sad because its takes a lot of the fun away you get from game, the humor is great the puzzels and the sound/music are good but these awfull control thingy and camera moving thing are awfull ...

    you have to move the camera all the time, instead of watching the great landscapes you must take care not to bump into this or that all the time, in ceville they solved it very well!
  • edited July 2009
    it is not playable just only with mouse, try to WALK by klicking, it wont work. U can only walk to Clickable objekts
  • edited July 2009
    crkpt1 wrote: »
    The control scheme is really bad. bad, bad decision. They could not make it fully point and click because of camera angles?. There is a soution for that though. Hire qualified programmers who knows what they are doing.

    Oh snap!

    But what if the people doing the hiring are equally unqualified? If the incompetence reaches the highest levels of the organization, there could be no hope!! :eek:
  • edited July 2009
    ...well actually...that precise problem you describe there is why were all doomed anyway!
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited July 2009
    crkpt1 wrote: »
    Hire qualified programmers who knows what they are doing.

    Oh snap!
  • edited July 2009
    Cohen wrote: »
    Lastly I tried the gamepad support (wired xbox360-pad), and it is much worse than in Wallace & Gromit! Why are there no functions on the right stick and most of the buttons? It would be so nice, to control the mouse cursor with the right analog stick.
    You can do that with xpadder, I tried all four options
    a) Direct control via mouse only
    b) wsad
    c) gamepad in the left hand mouse in the right
    d) xpadder and gamepad only

    I settled now for option c) which is close to wiimote and nunchuck it felt the most convenient my personal rating is

    Best: gamepad + mouse

    second: direct mouse control

    third: wsad + mouse

    worst: xpadder + gamepad only, I really miss the hotspot cycling, dragging the mouse cursor with the analog stick works but is nasty (well there are improvement options by fine graining via xpadder but still)
  • edited July 2009
    I honestly don't see what the problems are with the controls. Originally I used to be quite anti-, saying how it worked for Wallace & Gromit but I didn't want to see it used elsewhere. Telltale have won me over, you could say. I tried out the click-and-drag control scheme for around five seconds, realised that wasn't at all what I wanted, and carried on using WASD. This doesn't mean I prefer the new control scheme over point-and-click, I'd probably say they are equal with their pros and cons.

    Oh, and in reference to Grim Fandango, I found the controls and inventory structure on that game really bad.
  • edited July 2009
    [TTG] Yare wrote: »
    Oh snap!

    Hey Yare dont take this seriously, in fact lets have a serious look at everything, you cannot please everyone but the shouting in here is from a very vocal minority. I have the feeling that adding the mouse only option was a good thing it has pleased a lot of people.

    Btw. you guys have done an awesome game. Just wanted to say that!
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