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The Riftbreaker 2.0 Update - Co-Op & Endgame - is Live!
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almo2001
Nel forum "Off Topic"
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Trump said he will allow 600,000 Chinese students into the United States
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Altimely
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Since they removed Mare
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ZOI doesn't want to do anything
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WuffWabbit
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Time to remake trilogy
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Ezekiel
And here's the lock-on part that's too long for the Batman critique.




Locking on is essential in many 3D action games because it prevents the character from turning around and exposing their back to the enemy as soon as they try to pull away from their attacks or gain space. It allows two fighters to dance.

Before Demon's Souls and Dark Souls popularized the R3 lock-on system, many games in the third person perspective still made locking on a holding action. In Ocarina of Time and Majora's Mask, it was activated with the Z button on the back of the controller, in most of the Devil May Cry series it was R1 or the right shoulder button, in Metal Gear Solid 3 it was L1, in Zone of the Enders it was L2, and there are many more. I prefer the older system because it's not a toggle, thanks to the button not actuating at the base of a tilting stick. Because it's so easy to keep the shoulder button or trigger depressed and the function is actively felt rather than only seen, the player is more aware that it is active and the ability to run backwards and sideways is just built in even when there is no target. This can make lining the character up for things in the environment outside of combat a little bit easier. If the studio wanted to be really creative, they could even let the player move sideways between narrow walls without triggering the usual canned animation [8][9].

Ocarina of Time and later Zelda games HAD toggle options, and I always hated them [10][12].

Devil May Cry 2 and 3 polished the classic lock-on system with the ability to switch targets by pressing L3, an innovation that the later games botched by making the player stand still. Yes, in Devil May Cry 4 and 5, games about constant motion, you can no longer press L3 at an angle! Other games let you switch targets by letting go of the trigger or bumper and quickly locking on again.

A major distinction of the newer R3 toggle is that when it is activated the camera remains anchored on enemies and the player chooses their target by tilting the right stick. But, Demon's Souls and Dark Souls, despite spawning the R3 system, rarely have that many enemies on screen, and when they do it's better not to use lock-on at all. The Souls games have you switching from lock-on to free movement and free camera far more often than they have you choosing from more than two forward targets. Chances are that if you have to switch targets, it's to the next closest one or to the one nearest to you, the more pressing danger. Meaning that being able to move the lock either right or left is not worth losing the free camera movement. For this reason I prefer toggling between targets with the L3 system of Devil May Cry 2 and 3.

One reason the R3 system that locks away camera control became so popular is because you can't easily press the face buttons while handling the right stick or camera. The scripted, cinematic cameras of earlier Resident Evil games, of the Metal Gear Solid and God of War trilogies, of Still Hill, Onimusha, Ico and so many others have been replaced by fully controllable cameras. Devil May Cry went from having most areas playable with the scripted camera and some with full control of an orbital camera in the third game to only having the modern camera in Devil May Cry 5, losing much of its atmosphere and function. That studios have almost completely dropped scripted or cinematic cameras and that the cramped over-the-shoulder perspective became most common is sad, but with that transition came an increased need for players to handle the right stick. Primary actions were moved from the face of the controller to the shoulder buttons and triggers to accommodate camera control, displacing the lock-on button and making it impossible to still offer it as a hold function.

If a studio wanted to use a free camera and assign the primary actions to the face buttons, they might want to consider providing a wider field of view or opening up the scene as more enemies enter. Even if the environments are like in the Souls games and wider fields of view are not possible, it's still possible to anchor the camera to the enemy with the bumper or trigger but then allow the player to pull it away as the hero continues to face the enemy, like in The Wind Waker and Breath of the Wild. At least then the player won't have to come to a stop in their dance with the enemy and disengage the lock in order to check the drop or spikes or whatever they are backing up on. They can continue to move backwards and sideways and look back as the enemy tries to corner them, without turning their back and giving the enemy an opening. They can also navigate backwards if they must get out of the place while fending off the pursuers.

Directional attacks are also easier to pull off when lock-on is a hold function. In Zelda you can thrust and slice sideways depending on your direction of movement and in the Devil May Cry games you can perform a variety of moves with all the different weapons. The Ninja Theory game DmC: Devil May Cry dropped lock-on, the thrust now requiring the player to double-tap in the direction with the stick and the upward slash that you once tilted the stick back while locking on for taking up a whole button. The thrust was identical and just as clunky in the DMC-inspired game Soulstice, which used R3 for targeting. They can't only make these directional attacks available while locked on with the toggle because that would be annoying.
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Toughest mission
2 minuti fa
OKOK
3
So I've recently started playing Hollow Knight...
2 minuti fa
Frogbog
103
Patch 0.1.3 Has Been Released
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SiG
0
Invert Mouse
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Broken Halo
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