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Докладване на проблем с превода
There are some cool ideas in there, but I won't be going any farther until, at minimum, there's a locomotion system that doesn't involve sliding across the ground.
Sounds great! Can't wait to play this with O.Touch. I guess the thumbsticks work better for artificial locomotion mechanics.
That crouching mechanic sounds not so great though.
edit: how and why is the game hindering you to physicly turn around ?
To make matters worse, in order to walk and turn at the same time you must point one controller forward and tap-and-hold (to begin walking forward) then point the other controller outward to your side or across your body and then tap to turn left or right. You can imagine how complex this becomes when also holding the trigger to carry an object. Now, on top of all this, imagine how much fun it is when trying to carry a flashlight.
The game does not account for room-scale tracking. The game only accounts for standing tracking. When you look at yourself in a mirror and try to walk around you'll see your character enter all sorts of non-human contortions trying to account for your head getting too far away from your torso (which is stuck like a stone and doesn't move unless you use the tapping gestures I mentioned above). Whenever your head gets too far out of sync from your torso (because you stepped too far away from your frozen body) the camera becomes blurred and fades out. You have to navigate back to your "body" for the camera to become clear again. The same happens when you physically turn around. The game will let you turn your head or your upper body about 90 degrees to either side, but if you try to turn beyond that the camera will blur and fade. Meaning, you can't actually PHYSICALLY turn around in this game using your body. You must point the controller in the direction you want to turn and tap. It's extremely limiting and very frustrating.
And none of this makes any sense until you get far enough along to see your virtual body in the mirror and understand why these limitations were put there. This game wasn't designed for room scale and this fade-and-blur technique was their way of forcing you to stay within a known body boundary.
It's very disconcerting and very frustrating. I'm dying for a teleport mechanic here or at least the ability to turn freely. If they're not willing to code that in, at least let me use the touch pads as D-PADs instead to do snap turns and navigate. That way I always know what it's going to do and I don't always have to have my hands up in the air.
I didn't expected this kind of limitations tbh.
Looks like it's really meant to be a seated experience then.
Are there cutscenes/narration parts where you have to stay in one spot!? that kind of stuff doesn't work well with roomscale I think.
Another reason I can think of is that they didn't managed to create functional inverse kinematics for the player model, which is hard to get right without full body tracking.
I was even ready to skip work to play this... Now that won't be happening.
About time Valve pulled their finger out and bring an action game to the table. Looking at an English Church and throwing sticks for a Robotic Dog gets tiresome quick.
I don't see why not. On the game page it list gamepad as one of it's input.
Thor, can you let us know how it plays with a gamepad? Thanks!