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alternative control schemes would be preferable to some and it sounds like they may come at some point in the future, but the controls don't change as you play.
ps - there is no "up" in space.
The problem is really apparent in coop where in order to aim "naturally" (per my gaming experience) you constantly tug-o-war over the camera.
Interestingly this creates some funny moments here and there but for the most part is tedious as you either have to fight the sub-optimal control scheme or wait for the other player to get around.
However camera-oriented controls do work for some other bunch of players, so this is basically a prime example of missing accessibility option, which is problem that's not given as much thought as it should throughout the gaming industry in general (mostly new or small dev studios struggle with this aspect a lot).
Alternatively SplitScreen with fixed camera orientation based on character rotation would achieve the same thing. Though not sure if this is even possible for Remote Play Together.
Interestingly enough it contradicts the game as it has given "up" direction which you yourself explained above.
Even for character-oriented controls, the "up" would still be given.
Or if another plane was chosen to anchor the controls.
Then there is the time that I hit a meteor at high speeds and my pod opened up and launched me out. Luckily, I had a cord attached to me, but I still spent over 5 minutes trying to get back inside as I was being spun around at the end of the cord. Luckily, I managed to get back in since the last checkpoint was 30 minutes prior which I'm guessing was when I left the station and before I got 2 of the samples.
Though I thought it was weird being able to kick yourself back this way in zero gravity by using your legs, it's the same with rowing with your arms tbh. I would have preferred to have an emergency mechanics that uses control nozzles.
I came here to make these very points and this guy already nailed it. Having the control direction rotate as you rotate is asinine. I've been enjoying the game in spite of it, though it does feel like a form of mild torture, my nervous system constantly trying to recalibrate whenever I'm rotating even slightly in one direction or another, which is nearly all the time.
The developer said"
"This is a contentious issue and we recognise that our choice for the way controls work doesn't sit well with all players!"
I'm baffled by the concept of a majority of players apparently preferring camera-relative controls here. I would also expect that a significant percentage of players who 'prefer' camera-relative controls would actually much prefer character-relative, if given the chance.
There's also the bizarre fact that the control scheme left and right are incorrectly swapped by default. When we're viewing the character in-game we are viewing the front of the character, are we not? Unless we're looking at the back of his head, it's mapped the opposite of what it should be by default. Re-mapping arms, hands, and feet to the correct sides made the controls slightly less befuddling.
Or maybe having the controls torture the player is an intentional form of 'artificial difficulty' and is supposed to be part of what gives the game its charm, as with proper controls the tasks at hand would simply be much easier.
One of the principles of game design is immersion: The gamepad should be like an extension of the player's hands, and if they find themself having to think about which button corresponds to the action they've conceived, you've failed as a gameplay designer.
Choosing character-relative controls instead would allow players to build muscle memory for movement, like the breaststroke I believe you're intended to do on the harder difficulty, thereby raising the skill ceiling.
Doesn’t help me on PS4, where I bought it.
Even after 40 hour and more of gametime, my brain dont want to figure it out when im upside down or parallele to the view.
But if you can make what th OP is asking, even better.