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Fordítási probléma jelentése
If it's not for you, that's fair, that's what demos are for and it's okay to not like a game's mechanics.
i will say, however, many people do get instantly discouraged by it because it does deviate so heavily from something they're used to and it may take some time to adjust and learn. For instance, you don't have to aim and shoot right away, you can hold the aim for a few seconds as a defense to slow down time and orient yourself more precisely to block an incoming shot. The combat being a little clumsy to learn at first fits with the story as well. While Laika herself is certainly capable by now, she wasn't made the defender of the village because of innate superhuman capabilities of motorcycle combat. She just, much to her dismay, always comes back. It's perfectly okay, and lore-appropriate even, to die a lot.
Yeah I don't disagree with the bike mechanic being part of the appeal for some people. I could get used to it if there were further tweaks aiming and rotating so that it becomes more rewarding than frustrating.
But it's not just the fact that it deviates from standard metroidvania movement/combat, it's the fact that such unique combat is combined with very detailed and busy background art and characters. Like I said, all these factors combined with the fast movement and blurring makes it a lot more difficult to even see what you're aiming at or dodging. This wouldn't be an issue if graphics were simpler like in a racing game or smth, but the whole point of this game is visual worldbuilding carried by intricate BG art.
Without creating ways to mitigate the blurring factor that I mentioned before, it becomes an accessibility issue when there is simply too much visual information to absorb at once, when it's combined with a nontraditional movement/combat. I understand there's only so much the dev could do to address this. It's still an interesting and unique approach, but I just don't think it was executed very well, or with accessibility in mind
No I'm playing on PC (with dualshock controller). It may have to do with my monitor's refresh rate or smth,
But with how busy the background is (and the multiple layers in the foreground), it's more of the issue of it being difficult to focus on the different assets moving at once (like bullets or what position I'm currently in mid-rotation). Maybe "blurry" isn't the right word to describe it, but it all just looks too "busy", even when slowed in bullet time.
When all this is combined with an unusual, unintuitive control scheme, it really challenges my own hand-eye coordination in a way that's more frustrating than engaging IMO. Plus the aesthetic uses very jagged, hand-drawn outlines on most of the assets including the enemies, which makes it even harder to for my eyes to track them.
And the thing about accessibility issues is they're not always immediately apparent when a dev creates a game. They can only be realized and further refined when people express their different levels of ability and experiences with a interacting game's mechanics
Maybe it is, maybe it isn't, generally it's nice to confirm this before you place your blame on the game itself.
Maybe you should also give the other input method a try before writing the whole thing off.
I know you're a fan of other -vanias but genuinely ask yourself, is it the game's fault or is this just not the one for me? I'm not trying to be mean here but I'm guessing it's the latter considering you're asking for
But that's just not what this game is trying to be.
I'm not writing the game off completely. Just offering constructive criticism of how certain game mechanic choices are inherently alienating and inaccessible, due to their much higher learning curve and currently unrefined controls. The devs aren't obligated to make a game in any specific way, but it's a missed opportunity to cast a wider net IMO
It's currently designed in such a way that it turns off more people who would be otherwise interested in such a game for it's other positive attributes, like it's art, writing and lore.
There's a reason why most -vanias don't deviate too much from the tried and true method of navigation: because that's what most people are familiar with and can readily pick up due to the intuitive control schemes. If you try to deviate too much from that, the bar is much higher for it to work right. I think it's fair to say there's work to be done in the current state of the game, and that some of the current control schemes don't meet that mark for a lot of people.
This isn't a bug report so I don't have to "confirm" anything, or abide by whatever unspoken rules there are about whats arbitrarily "considered nice" before posting. I'm perfectly in my right to post anecdotes about my experiences on my setup in an open forum like the discussion pages
No arguments here, but it does say a lot about those who resort to snark and passive-aggressiveness instead of genuine engagement, because they see everything as an opportunity to dunk by default
OP offered good insight how the intricate art and the game-play mechanics clash. Some of us don't process visual information as easily and the design ethos doesn't compliment the core game-play perfectly.
Another thing I noticed in the demo which wasn't great was when the camera moves... it always lags behind considerably, so if you go fast you can even move out of frame and then suddenly run into enemies that were impossible to see.
I also didn't understand having to buy the maps for places you explored to know the layout. And they didn't even mark where stuff is. Although they are pretty cheap, it still felt sort of needlessly "extra" when compared to other games
Thanks for summarizing the issues I ran into in a way that's much more succinct. This is what I was getting at when trying to describe the issue I had with in terms of processing visual information and how the core gameplay and design ethos clashes in this instance. Also I think you nailed it by identifying the camera lag as being one of the main culprits that worsens this issue
As I have stated prior, there are plenty of decisions made that make the visuals quite clear. I genuinely feel blind in many games but Laika is certainly not one of them. Just to triple check, I went ahead and reinstalled since I have not looked at the game in a few months and maybe a fresh set of eyes would be less accustomed. Speaking of,
Is, at least in the full game, demonstrably untrue. Especially to imply there is a consistency. The camera pans in the direction you move and your position on screen will remain locked, except in wide angle, locked screen environments (typically, as a matter of fact, to show all the enemies present so you're NOT suddenly surprised) or when the camera pans to show off environment or level detail in some more exploratory, non-combat areas. I do however believe this is more common in the locations the demo takes place in and becomes less prevalent afterwards. Still, I can't find a way to make it "lag behind considerably." Even with a certain late-game item. My complaint with the camera would more-so be on how inconsistent the zoom levels can be in some areas, with many rapid changes. Laika is not a flawless game so there is no need to make up issues.
But what do I know. I'm only speaking as a contrarian (in the sense that I have finished the game.)