RE: We chat about videogames and videogame accessories.
12-07-2013, 03:51 PM
I imagine the need for some control forgiveness is probably why any casually enjoyable 3D platformer I can think of involves a lot of edge grabs and wall jumps and parkour stuff.
I’d have thought (back before 3D platforming was A Thing) that having a 3D camera would eliminate the old “Leap of Faith”, but not only was I overestimating the proportion of game designers who knew better than that, having to judge 3D distance based on a limited 2D view makes a lot of leaps unintentionally faithy. Probably why the first 3D platformer I really enjoyed was Sly Cooper (because you can lock onto a lot of spires and rails to get where you’re going).
I’d have thought (back before 3D platforming was A Thing) that having a 3D camera would eliminate the old “Leap of Faith”, but not only was I overestimating the proportion of game designers who knew better than that, having to judge 3D distance based on a limited 2D view makes a lot of leaps unintentionally faithy. Probably why the first 3D platformer I really enjoyed was Sly Cooper (because you can lock onto a lot of spires and rails to get where you’re going).
sea had swallowed all. A lazy curtain of dust was wafting out to sea