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/vr/ - Retro Games


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File: 22 KB, 220x305, 220px-Sysshock.jpg [View same] [iqdb] [saucenao] [google]
5152681 No.5152681 [Reply] [Original]

How was this game beatable with its original control scheme? Enemies can kill you pretty quickly, and that click and drag method of movement is even more crippling than playing Doom in keyboard only mode.

>> No.5152685

It's unintuitive but you can get reasonably fast after a while, the game also starts you off slow. Cover is important, you have to use the ability to pose your character

>> No.5152701
File: 14 KB, 875x593, 1487683470369.png [View same] [iqdb] [saucenao] [google]
5152701

>click and drag method of movement
Use the keyboard, for your own good. You've got SZXC for movement, AD for turning, QWE for leaning, RFV for looking up and down, and TGB for crouching. It doesn't take too long to get the hang of it, and as you collect more upgrades and weapons your power scales up dramatically to the point where you're skating around slicing everything apart in a single hit from the laser rapier before they can even shoot back.

>> No.5152710

it has keyboard controls, you child.

>> No.5152841

>>5152681
>Doom
>crippling in keyboard only mode
git gud at key mapping

>> No.5152854

>>5152701
>15 buttons assigned to movement
WHAT
THE
FUCK

>> No.5152858

It was supposed to be played as slowly as possible. Doesn't help that level 3 had those infinitely respawning enemies.

>Doom in keyboard only mode
Get out.

>> No.5152972

>>5152701
>You've got SZXC for movement, AD for turning, QWE for leaning, RFV for looking up and down, and TGB for crouching.
devilish

>> No.5153058

>>5152681
It's supposed to be oppressing. It has a similar gameplay governs atmosphere benefit as Resident Evil does.

Play on easier skill levels.

>> No.5153060
File: 55 KB, 500x500, 1488089745478.jpg [View same] [iqdb] [saucenao] [google]
5153060

>>5152701
>You've got SZXC for movement, AD for turning, QWE for leaning, RFV for looking up and down, and TGB for crouching

>> No.5153109

>>5152681
The original control scheme isn't bad it's just different. Once you gain the hang of things it's actually incredibly intuitive.

>> No.5153110

>>5152681
The trick with this game is to abuse corners. The enemies' hitboxes are actually a lot wider than their sprites.

Pretend you're playing a tactical shooter instead of Doom.

>> No.5153117

>>5152854
the irony is that you could do away with almost all of it if you just had full-body VR. System Shock would make a good rift game.

>> No.5153754

>>5152701
>It doesn't take too long to get the hang of it
unironically this
played SSI for the first time in 2007 and I got used to controls in an hour

>> No.5153810

>>5152681
>Doom in keyboard only mode

I actually stuck with the O.G. Doom "arrow keys=move, alt=strafe, ctrl=shoot" scheme all the way up through Quake 2. Finally switched over to mouselook + wasd early into Unreal; I specifically remember there was this one motherfucker standing on a bridge in Rrajigar Mine above me dropping rockets on my head that finally forced my brain to make the connection that "hey this would be going a lot better for you if you could LOOK UP idiot".

>> No.5154665

It's pretty crazy that SS1 had an incremental lean system in 1994.

>> No.5154667

>>5153117
exactly

>> No.5154669

EVERYONE played Doom keyboard only in the 90s.

>> No.5154674

>>5154669
Except John Romero among other people.

>> No.5155002

>>5152681
You move (forward-backward-turns) using mouse, while doing strafing from keyboard.

That way, you alternate between "moving mode" and "shooting mode", kind of like in Resident Evil 4.

In order for movement to be much smoother, I suggest you to move from the prone position for the majority of time.

>>5153110
The firearms (not energy based) have kickback, that, while you are leaned, rocks you a bit left and right. Timing shots properly, you can swing yourself in the leaned position, drastically extending the angle beyond the maximum lean angle. This allows you to shoot from a completely-covered by-wall position, getting yourself into swing, and peekabooing on the kickback impetus from behind the wall only for the exact moment you need to shoot another bullet. In other words, that way, you are almost invulnerable unless the enemy approaches.