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It gets better with all graphic options down, but I'm not sure I want to play the game in these conditions.
I have a high end computer though, 980gtx@8gb and all.
But honestly I don't know how the controls could even be improved in principle. Guacamelee is a similar game in most ways except the combat. I remember the controls felt a lot more "physical" in Guacamelee in comparison to this, but it had entirely different beat-em-up combat mechanics.
I think ultimately the way the controls feel is just something you need to get used to, I don't see how they could be improved without drastically changing the gameplay. I mean you can throw and point your shield etc. at any angle in any direction, combine that with WASD + jump controls and I think you'll always get that "floaty" control vibe no matter what. It's not too bad though.
100% agree.
I also tried with keyboard/mouse but I have never been good with WSAD on a platform game.
XBox controller works really good and the controls are responsive.
No complaints here.
Ever since gamepads have had 2 or more buttons, games have stopped using up to jump (NES/Master System). There is no reason that games in this age 30 years later should be using it. It was only useful on systems that had 1 button controllers such as C64/Amiga/Atari/Amstrad.
I have played both games. The control in smash bros is a bit poor, but it's a nintendo game made for little kids who don't question these things. It's all about having 8 players on 1 screen and mass mayhem and it doesn't really matter how bad the controls are.
Abyss Odyssey is a SinglePlayer PC game. There is no excuse for poor controls in a SinglePlayer PC game. Especially in a platformer - controls should be crisp and responsive - jumps should react to the length of time you press the button, and be instant with just the right vertical speed. Left/right control should be instant - no acceleration, mass, deceleration, etc, just tight responsive control.
Having said that, the control in AO is even worse than SSB!
Control can be hard to get right for a platformer, but a lot of classic games manage to get it right such as Castlevania SOTN; Mario, Sonic, etc.
One of the problems is indie devs using Unity which has built-in physics-based control with mass and acceleration - this is usually bad for a platformer. Also the standard collider is a capsule shape, whereas all the classic games have rectangular colliders.
I don't if that's the case for this game; I only came here because the game is on sale and in my wishlist. I guess I'll have to remove it.
Your loss.
lol
in some games controls are "clunky" coz they simulate physics or some sort of realism or alternative fun etc..., its an intended design not a failed one.Not everybody likes it tho