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/vr/ - Retro Games


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File: 363 KB, 1406x1668, tank controls IQ.jpg [View same] [iqdb] [saucenao] [google]
5361218 No.5361218 [Reply] [Original]

>low IQ people cannot comprehend tank controls

How accurate would you say this image is?

>> No.5361224

copy pasta

>> No.5361228

If you can't figure out how tank controls work you're a fucking retard. They may not be ideal but are plain simple and intuitive.

>> No.5361231

>>5361218
Up is forward. It's not rocket surgery.

>> No.5361246

>>5361228
>>5361231
There are tons that seemingly cannot comprehend tank controls or tank controls mixed with fixed camera systems in games. Some of these people that hate these things might pretend its an issue with these mechanics when in actuality it is likely due to their lack of skill. I've seen first hand a person who just could not grasp how to play RE2 so he dropped it after about an hour of playing it despite wanting to play the original after he beat the remake. He just simply blamed it on the game being too "dated" rather than his own self sucking and dying constantly.

>> No.5361363

>>5361224
Probably accurate though. 100 isn’t a high IQ and if you have less than that then you probably do have issues with simple tasks.

>> No.5361369

Tank controls are easier than the Gears of War camera angle desu

>> No.5361434

I hate how everyone nowadays wants to disable tank controls in retro survival horror. The games were fucking designed & balanced with that control scheme in mind. It adds to the horror. You're not supposed to be super fast and agile. If you're gonna disable tank controls why not fucking make it 1st-person, and implement straferunning and bunnyhopping too, since the player needs to be as fast as possible.

>> No.5361448

>>5361218
Aren't many games still technically tank controlled? The difference is that the camera follows the player from behind.

>> No.5361482

I know this is a bait thread but whatever.
My understanding is that people hate tank controls because theyre slow, not because they dont understand them. I like them, but there is no denying that such games are slow as fuck (which isnt a bad thing imo)

>> No.5361484

>>5361434
>big scary thing approaches you
>you press back on the controller
>your character very slowly backs up while getting gnawed by scary thing.

There is literally no situation where backing up is useful. None. It's a shit control scheme for an era where games were still experimenting with 3d.

>> No.5361502

>>5361434
Guys like >>5361484 are why they do it. The fag just doesn't see the merit in tank controls and would prefer to play an action game.

>> No.5361504

>>5361218
I don't get it
Does he think tank controls are a good thing? I've never understood people who want things to be as obtuse as possible.
Has being chronically locked in solitude made them so bitter that only by torturing themselves do they find any fulfillment??

>> No.5361506

>>5361484
Retard, that's exactly what people do in movies and what you would do in real life.

>> No.5361514

I honestly found avoiding enemies with tank controls easier than with over the shoulder. Maybe I'm retarded but tank controls is much easier, especially when combined with fixed camera.

>> No.5361523

>>5361514
In some games I actually do find that OTS view to be obstructing. It was especially noticeable to me in Mass Effect 2 and 3 how bad it could be. In RE4 sometimes it feels I'm getting blindsided a lot more due to there being more enemies plus the OTS view that is very zoomed in obstructing your view a lot.

But no fixed cameras are so shit and OTS is so much better ain't it?

>> No.5361546

Boomers should be shot.

>> No.5361547
File: 761 KB, 798x788, charlie kek.png [View same] [iqdb] [saucenao] [google]
5361547

>>5361246
I can play games with tank controls just fine, but not accepting the fact that they are dated is just rose colored glasses thinking. I prefer 3d control any day of the week, way more intuitive than tank controls.

>> No.5361567

Tank controls work great for Resident Evil’s static camera angles. I hate having to readjust direction because of a angle change. Fuck you DMC.

>> No.5361579

>>5361218
If you never played played game with tank controls, they will feel unintuitive and unresponsive. Also they objectively don't work in certain types of games.

>> No.5361601
File: 64 KB, 638x558, 1521931152596.jpg [View same] [iqdb] [saucenao] [google]
5361601

>>5361547
>3d control

>> No.5361603

>>5361228
They aren't.

Tank controls aren't intuitive when you take into account someone's background with videogames. Even if you take into account someone who has never played videogames before. "Intuition" will tell you that if you want Claire to leave through the bottom right corner of the scene, you press the "down" and "right" bottoms simultaneously.

This is why even if you understand how tank controls work (it's not rocket science, stop acting like it is) someone people will struggle for a bit before getting used to them. When people make mistakes using tank controls, it is because the mind forgets (for a moment) you are using tank controls as opposed to more intuitive control schemes.

>> No.5361606

It's 100% accurate, no joke.

>> No.5361629

I liked tank controls because it made it more of a "thinking" game. Now it's just a Hollywood action shoot em up with guns going off and explosions and millions of zombies everywhere. I can't blame companies now a days because they are trying to appeal to their shareholders and normies in order to turn huge profits but when you grew up in a time when things were actually creative and games were not so mainstream.

Basically games have been dumbed down to hit the largest audience possible and it shows. The whole notion of "survival horror" was not supposed to be a AAA Arnold Schwarzenegger movie. It was about conserving resources, actually using your brain, and taking in your surroundings.

So yeah, I don't doubt OP's greentext claim is false.

>> No.5361641

>>5361629
You can make a slow paced game without tank controls.

The RE2 remake is proof of that. You just gotta adjust other gameplay elements to suit the new controls. In RE2's case, they made zombies really durable, forcing you to choose your battles more and cripple enemies instead of killing them all. And you can't just run around everywhere or else you'll get jumped by lickers every time.

>> No.5361661

it really should not take more than an hour to adjust to any control scheme, no matter how arcane.

>> No.5361664

>>5361482
>People hate it because they're slow
So we agree.

>> No.5361674

>>5361664
Kek.

>> No.5361686

>>5361484
>There is literally no situation where backing up is useful.
Kek, blatant retarded scrub detected. Clearly you don't know how to back-step zombie lunges in RE.

>> No.5361689

the tank controls are supposed to be kind of hard to grasp. they're supposed to better simulate panic where you're not completely sure what to do or where to go.

>> No.5361728

>>5361689
You're really reaching now.

>> No.5361731

>>5361514
>>5361523
daily reminder that RE4 (and 5) have non-analog tank controls too, they just made the camera follow you

>> No.5361756

>>5361218
you can play with any controls unless you have 40 fucking iq

>> No.5361776

>>5361689
They weren't designed to be hard to grasp, they were designed to work with fixed camera angles in games where you don't necessarily have the time to readjust after a camera angle change.

>> No.5361780

>>5361731
Well 4 did, 5 let you strafe, even if somewhat slowly.

But yeah, 4 did have true tank controls.

>> No.5361828

>>5361448
>Aren't many games still technically tank controlled?
Dead Space has tank controls and nobody complains.

>> No.5361845

So can people with double digit IQs not use RC cars either?

>> No.5361848

>>5361780
it kinda wrecks my brain that they didn't even use analog controls. they have a RUN BUTTON to move faster, the degree you tilt the stick does nothing.

>wow, Capcom are geniuses, they finally fixed the controls!

the zombie part of Conker's Bad Fur Day is RE4 with better controls, seriously

>> No.5361874

>>5361756
I've seen Nibbers turn an Electric Drill by hand rather than plunging the tool in and press a f'n button. ... NO, an IQ of 40 couldn't use Tank Controls.

>> No.5361879

>>5361845
Man... What about RC Planes. That would be a much better test.

>> No.5361937

>>5361879
I can use tank controls but I can't control a rc plane.

>> No.5362072

>>5361484
Baiting zombie lunges so you can pass by them without losing any ammo is a legitimate strat and enables player skill to shine. Precisely why you can actually beat games like RE1 or REmake with the knife only.

You can also course correct sometimes by backing up, and before you say something about unintuitive controls, that shit takes less than a second and is usually done automatically.

>> No.5362117

>>5361363
Isn't 100 the "average" white IQ though? Is that how dajooz were able to conquer the gentiles despite being only one standard deviation smarter?

>> No.5362141

I use inverted tank controls but then again I'm a member of mensa

>> No.5362217

>>5361228
They are simple, but not intuitive. If they were intuitive there wouldn't be an argument about that sort of control mechanic and you'd see many more games after implement tank controls as well.

>> No.5362254

>>5361228
It's that I don't care to play a game if it's just going to frustrate me. While I don't need 360 noscopes on one button, the issue is solely that I could just play a game that's well-put-together.
In normie terms, I'm dating a chill chick who gets me, but you're demanding I date the chick with BPD because she showed interest.

>> No.5362382

>>5361601
The controls from SH2 once you switch em in the menu

>> No.5362394

>>5361776
>They weren't designed to be hard to grasp, they were designed to work with fixed camera angles in games where you don't necessarily have the time to readjust after a camera angle change.
this, there's practically no other way to get these games to work with a dpad (or arrow keys), even with a stick it's a bit tricky

>> No.5362396

>>5362394
SH2 3d controls

>> No.5362861

>>5361731
>>5361848
It amazes me the amount of people back then and even still today that think somehow these games didn't have tank controls when they clearly do. It truly goes to show how dumb people are. It also shows that it was never controls that so many of these people had a problem with. It was the fixed camera angles with the controls that was giving them problems. Which means pic in OP is correct since Capcom also gave new controls for REmake and that to also went over well with people. For some reason tank controls with fixed camera is like this perfect formula to show who has intelligence and who doesn't.

>> No.5362862

>>5361228
I was 8 when I played RE2 and figured out tank controls

Why have people gotten so stupid now?

>> No.5362874

Have you ever tried to play the PS4 version of REmake 1 using the analog stick for movement instead of the D-pad? It just feels wrong and dumb. Just watch somebody play it and at every camera change their player character spins around twice like a ballerina because they have to reset the position of their analog stick, and they have almost no problem fighting any of the bosses or enemies because they aren't restricted to primarily (forward/backward/turning) motion, and as such, write the game off as "too easy"

A fixed camera Resident Evil game without tank controls is, and will always be a terrible idea. Anybody who thinks otherwise is fucking stupid, End of discussion.

>> No.5362885

>>5361434
Yeah and if you're playing Fatal Frame and switching the default stick movement, you're also doing it wrong. I haven't tried Silent Hill 2-4 with tank controls, though. Maybe that's why they're pretty easy.

>> No.5362893

>>5361879
Playing HAWX in off mode with expert controls is basically that and it's a pain in the ass. Why did that game have to change to a stupid 3rd person view for that? Oh yeah, because it's western shit trying to mark on Ace Combat.

>> No.5362916

>>5362893
Weeabo faggot.

>> No.5362918

not memeing but i always liked tank controlls and found it very intuitive. i dont know why so many people cry about it.

>> No.5362948

>>5362862

I was 9 when I played my first M-rated game. It was Dino Crisis.

It was fucking awesome and I had no problem with it at all. People are fucking retarded.

>> No.5362949

>>5361731
If you look at the manual for the GameCube version of RE4 and REmake, the controls are even the same.

>> No.5362972

Tank controls are so good, they are still used today, right?

>> No.5362978

>>5362972
Lots of game genres went away after a certain point. What's your point?

>> No.5363059

>>5361218
Pretty accurate.
And they could also be afflicted with homosexuality.

>> No.5363062

>>5362117
It's the average IQ of the entire population. It's designed to be like this.

>> No.5363070

>>5362862
Shut the fuck up zoomer

>> No.5363079

>>5362874
I mean silent hill 2 did it

>> No.5363104

What a coincidence, I just beat RE1 for the first time (well, the DS version on Classic Mode, but close enough). I got used to it pretty quick, but it never truly became second nature; I did Jill's and Chris's campaign, and even by the time I was finishing my second play, I would still sometimes lose track of what I was trying to do for a second movement wise. It was also horrific trying to do precise movement like lining up to push boxes.

Needing to snake around enemies is a unique feeling though, and I appreciated the tension I felt trying to serpentine through a room to save ammo. I can see why someone who truly loved tank would miss it once the games became full on third person shooters.

>> No.5363110

tank controls are the equivalent of keyboard turning in a fps

>> No.5363117

Who cares only the zoomer scourge have trouble with this.

>> No.5363153

>>5361228
tank controls are shit a control scheme and the people that liked them only like them because it's what they grew up with.

>> No.5363181

>>5363117
This

>> No.5363189

>>5363079
SH2 doesn't have fixed camera angles the same way RE does. For the most part the camera is following you, even if the angle is not behind your head you aren't dealing with a camera shift every few seconds. So any confusion over your direction is limited to the few times they drastically reorient the camera.

>> No.5363293

>>5361228
It's only intuitive if you don't have a sub 105 IQ. I can't tell you how many times I have argued with retards who say tank controls don't make sense. I hated tank controls when I was 8. I'm not 8 anymore.

>> No.5363319

Now I usually don't play console games, but doesn't it just mean that movement is controlled relative to where the camera is facing rather than the camera?

>> No.5363329

Best: tank controls with a keyboard
Okay: tank controls mapped onto both analogs
Bad: dpad only

>> No.5363364

>>5363319
No, tank controls are relative to the direction your character is facing, literally just the opposite

>> No.5363365

>>5362972
>RTS are shit, just look at how nobody plays them anymore!

Wow, convincing argument

>> No.5363370

>>5361218
this makes sense since I am high iq and did get the steam achievement on grim fandango

>> No.5363371

>press up to go forward
>press down to go backward
>press left and right to go left and right
How's that hard and complaining about that doesn't make you a fucking retard?

>> No.5363373

>>5363329
Can't tell if retarded or contrarian. You can't map tank controls to the analogue sticks because of the auto adjust of your character, unless you're playing with behind-the-shoulder. DPad in superior in virtually every regard for fixed camera. Keyboard is a vomitorium of cancer.

>> No.5363376 [DELETED] 
File: 293 KB, 1242x1310, 6B9468E8-E8EC-4906-86E7-CA2F9F098ED5.jpg [View same] [iqdb] [saucenao] [google]
5363376

https://www.tibia.com/mmorpg/free-multiplayer-online-role-playing-game.php?taftoken=edfb2d58-e1e6-4d30-b01e-2fd9831d3c8b

>> No.5363378

>>5363371
B-b-but muh strafe!

>> No.5363424

>>5361547
Tank controls ARE 3d control you drooling retard

>> No.5363429

>>5362382
there's nothing inherently "3d" about those controls, since they've been used since forever for 2d games as well.

arguably tank controls are more 3d, since they're used for games with a complex 3d spatial dimension where the "move where the joystick is pointing" controls simply aren't accurate enough.

>> No.5363467

>>Defending tank controls and thinking they are the best.
Yikes /vr/

>> No.5363480

To be honest, you have to have a pretty high IQ to understand the subtle mechanics of tank controls.

>> No.5363503

>>5361218
I feel like I had no problems doing tank controls when I was a kid but getting used to them now is annoying.

>> No.5363504
File: 17 KB, 498x467, 1510883747276[1].png [View same] [iqdb] [saucenao] [google]
5363504

>>5363364
Yeah, that's what I meant. I didn't realize I typed camera twice.

>> No.5363512

>>5361482
I think it really depends on the genre/game in question. Stuff like old Tenchu games and Blade of Darkness are a nightmare because they're action games yet you don't have good access to strafing which is a key part of mobility in a third person action game. I think they're fine in games where you don't have to be able to pull such accurate moves or games where the camera is fixed.

>> No.5363520

>>5363373
How is dpad any different from keyboard for tank controls? Except that with keyboard you have more fingers to control the four buttons for your tank so it should be better if anything.

>> No.5363583

>>5363520
Because a gamepad is more comfortable. Play tomb raider on PC and then use the gamepad fix to compare, it's a no-brainer

>> No.5363585

>>5363467
>Thinking they are the best

Literally no one in this thread, try again

>> No.5363586

>>5362117
>>5363062
The avarage IQ is 90.

>> No.5363593

They are a solution to a problem. That problem being drastic and immediate changes in a fixed camera on screen change making camera angled controls suddenly be pressed the wrong direction.
Tank controls allow up to always be forward, completely negating that issue.

However, there is another solution found in some other games, notable Parasite Eve 1. In that while holding a direction during camera angle change, the direction will stay relative to the previous camera angle until the stick is released. This even works across several screens, so you can keep the stick oriented to the first screen's camera as long as you keep moving, even if you tilt the direction to the side slightly.

Personally I like both options. And ideally I would like both to be available at all times. Tank on the dpad, camera based on the analog stick.

>> No.5363595

>>5363583
>a gamepad is more comfortable
I disagree with that. A keyboard with both hands on the homerow and an appropriate control mapping is infinitely more comfortable for controlling anything digital.
Like JKL; for directional movement, so all directions can be easily accessed instantly and rotated without much thought.
Then again I grew up with typing and computers. Controllers were a much later thing to deal with, and I only really liked just having analog inputs (Dualshock/N64 at the time), rather than their shape or handling.

The only thing I actually find controllers more comfortable for is gyro. Because abstracting that to keyboard input would be kind of hellish. Even abstracting it to mouse doesn't work very well due to needing 6 axes to work with.

>> No.5363605

>>5362117
>dajooz

The average IQ of Israel is 89

>> No.5363616

>>5362893
>Oh yeah, because it's western shit trying to mark on Ace Combat.

Even though Ace Combat was literally just a poorly made rip off of Western flight sims at the time?

>> No.5363624

>>5363595
>is infinitely more comfortable for controlling anything digital.

Wrong for driving games, where an analogue stick or wheel is superior and wrong for flight sims where a flight stick is superior.

The D-Pad works better in general for tank controls since it only requires a single finger for what you need 3 to do on a regular keyboard, lowering the chance for mistakes during maneuvering. While you may have more agility with a multi-finger setup, you have an increased risk for input error. It simplifies the control scheme without losing any of the depth.

>> No.5363642

>>5363624
>where an analogue stick or wheel
Hence digital. As in on or off. Analogue input is not digital input. Of course analogue input would be better with analogue controls.

Having 1 finger do the work of 3 or 4 only simplifies it, for better or worse. It does not lower the chance of mistakes at all, assuming you have acceptable coordination to use multiple fingers in the first place.
Maybe it's better for uncoordinated individuals. But I wouldn't say that makes it more comfortable or functional at all.
I find having more fingers in the mix makes it easier due to delegating work between them, simplifying their individual tasks; promoting speed, responsiveness, and coordination. Even if I didn't love that layout, it would still be a good lesson.

>> No.5363665

>>5363642
>Hence digital
An analog stick is not digital. Hence the term "ANALOG". Neither is a wheel, since it uses analogue controls.

>It does not lower the chance of mistakes at all, assuming you have acceptable coordination to use multiple fingers in the first place.
Yes, it does. Having 3 separate fingers to operate the controls for something you can do with 1 reduces input error. This is simple mathematics.

> But I wouldn't say that makes it more comfortable or functional at all.
Comfortable is a subjective term, but pointing out the functional difference is not.

>I find having more fingers in the mix makes it easier due to delegating work between them, simplifying their individual tasks; promoting speed, responsiveness, and coordination
Which is exactly what I said
>While you may have more agility
Higher finger count increases agility proportionally to the risk of accidental input. Are you saying that you don't have a higher risk of pressing the wrong button on a keyboard using 3 fingers and accidentally hitting a key above, below, or next to the one you meant to press, than on a D-Pad where you have a single finger to direct controls on a more limited control scheme?

>> No.5363692

>>5363665
>An analog stick is not digital.
Yeah, that's what I said. Those are not digital controls, so they are exempt from the "infinitely more comfortable for controlling anything digital". Because, you know, they're not digital. I'm agreeing with you on that one, because analogue input where available is more useful than keyboard comfort.

>accidentally hitting a key above, below, or next to the one you meant to press
Only next to. I would NEVER put dpad-esque controls on anything but a single row for the sake of coordination and rotation. Like seriously fuck that.
And yes, I would say that there is no higher risk of pressing the wrong button on a keyboard when using more fingers than on a dpad with one. As you coordinate fingers to do only their job of 1 direction, you never have to worry about each finger using the wrong direction at all.
I actually had to relearn basic directional input when using controllers at first. Because using only one finger for all directions just wasn't intuitive to me at all, whatsoever.

It's also a shit ton easier for things like diagonals, because timing two separate fingers together on exactly the same frame is easier than trying to make a dpad go straight diagonal without any non-diagonal input before or after. Glorious Saturn pads aside.
And for similar reasons, I would prefer using a keyboard over using a controller for fighters. Even though a proper arcade control with a stick and separate buttons on a large platter is much, much more ideal.

Regardless, keyboards aren't inherently less comfortable or functional at all. Like controllers, you just need to learn to use them. It's no big deal.

>> No.5363697

>>5363692
>And yes, I would say that there is no higher risk of pressing the wrong button on a keyboard when using more fingers than on a dpad with one.
How exactly can you say that when there is not only less input from fingers on a D-Pad, but also less possible inputs to accidentally register on a D-Pad?

>As you coordinate fingers to do only their job of 1 direction, you never have to worry about each finger using the wrong direction at all.
Unless you change direction, such as moving your finger from the forward to the back position or vice versa, which this becomes very exaggerated during high intensity moments.

I'm not saying you personally make mistakes, I'm saying that from the unbiased analysis of a controller vs a keyboard when looking specifically at directional input, there is a greater likelihood of input error on a keyboard than there is on a D-Pad due to the use of more fingers to move your character, and the inclusion of more keys surrounding your movement, where-as the D-Pad is isolated.

>> No.5363713

>>5363697
>such as moving your finger from the forward to the back position or vice versa
wat. My fingers never move on the directional side. As I said, I would NEVER use anything but a single row, 4 keys right next to each other such as JKL;, for directional input. Because that actually would be confusing and disorienting.
The other keys around them don't matter because those fingers don't move between keys. Direction is incredibly important, I dedicate 4 fingers to that and that alone.

WASD faggotry IS uncomfortable and terrible. Keyboards as a whole are not.

The likelihood of error is roughly equivalent between the two when used properly.
With keyboard directionals, inputs are 1:1 for each finger, there is almost no chance of a finger using the wrong direction because fingers never move between multiple directions. But you have to coordinate multiple fingers.
With dpads, you have to rely on 1 finger to handle all directions. It's less simplified on a per finger basis, in trade for more being more simplified on a per hand basis. That's quite a tradeoff.
In some cases like diagonals dpads are more likely to produce errors from pressing nearby buttons without agility too time both individually together.

>> No.5363721

>>5363713
>Because that actually would be confusing and disorienting
WASD is confusing and disorienting?
I mean, I could understand you using UP, DOWN, LEFT, and RIGHT as a scheme for tank controls, especially since those are isolated from other keys minimizing potential inputs beyond most anything else.

And most people don't play using JKL; so, again, I'm not referring specifically to you.

>WASD faggotry IS uncomfortable and terrible
For tank controls or in general? Because I guarantee I could out-perform an alternate control scheme in death match.

>It's less simplified on a per finger basis
You're using less fingers for a DPad so it's objectively more simplified on a per finger basis. That's not even arguable. Simplification means a reduction in the complexity, and using 3 or 4 fingers is objectively more complex than using 1.

>> No.5363751

Never had a problem with tank controls beyond like the first few hours of playing RE1 as a child.

>> No.5363764

>>5363721
Minimizing potential input from other keys is as simple as leaving the fingers on their dedicated keys. They don't need to be isolated unless the keys are incredibly tiny. And they're usually not.

And I only said on a per finger basis. Again, on a per finger basis.
Giving the role of all directions to one finger objectively complicates the individual role of that finger. It opens up the possibility of that finger inputting the wrong direction, because it's responsible for more than just one.
If the middle finger only ever presses up, then the middle finger's role in particular is objectively simpler. Digital, even; on, or off.

Spreading separated tasks over multiple fingers makes the task as a whole easier, as long as you can coordinate all of those fingers separately. (Which really should be a given as long as you can type properly)
That reduces the likelihood of say, the middle finger pressing left when it's only in charge of up.
You have to use the wrong finger entirely to get the wrong input.
Whereas just moving the thumb a little in the wrong direction will give you, well, the wrong direction.

It's actually painful trying to imagine someone so uncoordinated that they press the wrong keys for fingers that aren't supposed to move between keys. And honestly, I'd imagine such a person fucking up inputs regardless of the layout.

But I think I get your point. Keyboards, with WASD or arrow key controls, are more likely to produce errors. Sure. They're also less comfortable control configurations, by far.
Thankfully keyboards aren't limited to that.

>> No.5363772

>>5363583
I always preferred the amount of keys and fingers available on the keyboard. On a controller you're mostly limited to your thumbs for control unless you use some crazy claw grip that kills your hands. For games that don't make use of the analog stick, keyboard is simply better. Like >>5363595 said keyboard is better for anything digital.

The argument for normal gamepads can be made once the sticks are actually used in a way that makes sense and obviously joysticks or wheels have their own unique purposes where they're superior.

>> No.5363796
File: 134 KB, 800x600, Blank+_f0ad3f9c3ac12aea8334db7813384fcc.jpg [View same] [iqdb] [saucenao] [google]
5363796

only game tank controls absolutely fuck me sideways

>> No.5363904

>>5361434
>>5361731
>>5361828
>>5361780
Huh, this is interesting; I get the sense that tank controls were mainly implemented due to tech limitations, and partly kept due to their association with the genre—whether they were ever intentionally put in to make something ‘scarier’ or more panic-inducing is up to debate, but they appear to be enough of a staple to horror that we’ve kept them around longer than I’d realized, regardless of whether or not it was ever a design choice to simulate/induce fear.

Do you think, then, that you could create a different kind of survival horror experience by, say, implementing Mirror’s Edge parkour controls where you soend the game constantly fleeing an ever-present threat? It seems like the control scheme would be an inherent part of the way your brain processes threats as you play, to the extent that “whoop, gotta back up and turn around” seems less terrifying than “no time to look over my shoulder, gotta run, gotta RUN.”

>> No.5363957
File: 41 KB, 800x472, map.png [View same] [iqdb] [saucenao] [google]
5363957

>>5362117
It's because Africa is >65 IQ lmfao they're less than retards on average. 80 IQ is legally mentally retarded, so these people have the brain capacity of cats. Ergo it should be no surprise that Europeans are on average 100. An average European is a king to an average African. Look in the middle east and central/south america and you will also find IQs less than average. Only China has a higher average than most of Europe. If the USA wasn't fucking racist this would be commonly taught in K-12. But the truth is RAYCISSS

>> No.5363968

>>5363957
>Africa is >65 IQ
Oops lol sorry my grandma was half black. We all make mistakes

>> No.5363981

>bragging about being "smart enough" to use tank controls
You fucking homos really will pat yourselves on the back for anything, won't you?

>> No.5364017

>>5363796
The driving would be far better if you could see further than 80 feet.

>> No.5364315

>>5363796
>>5364017
If you like the idea behind GTA but want to play a better game try Retro City Rampage. It actually started off as a GTA fangame before the developer decided to do his own game instead. Game plays like how a 2D GTA should have played.

>> No.5364393

>>5363957
Based /pol/poster

But keep in mind, the answer to why white people and neighborhoods are so much better off than black ones is also the answer to why so many CEOs have Ashkenazi names.

>> No.5364418

>>5363957
>actually thinking that map isn't totally meaningless
Damn, you /pol/fags really are retarded huh?

>> No.5364583

>>5363957
>Only China has a higher average than most of Europe
probably not
i wouldn't trust chinese statistics

>> No.5364673
File: 128 KB, 780x439, fixed camera angle.jpg [View same] [iqdb] [saucenao] [google]
5364673

>>5364418
any map with borders is meaningless and it's not even globe-shaped

>>5364393
i dunno man they're pretty good with tank controls

>> No.5364679

>>5363904
>Do you think, then, that you could create a different kind of survival horror experience by, say, implementing Mirror’s Edge parkour controls where you soend the game constantly fleeing an ever-present threat? It seems like the control scheme would be an inherent part of the way your brain processes threats as you play, to the extent that “whoop, gotta back up and turn around” seems less terrifying than “no time to look over my shoulder, gotta run, gotta RUN.”

That's literally Outlast 1 and 2

They're good horror games, but I'd still prefer 90's survival horror gameplay

>> No.5364771

>>5361731
>>5361780
This is why 4 is truly the best RE. Combining the "scary" part of not being able to make quick turns without dashing into danger with the agency of a close-up camera angle that doesn't hinder the action.

>> No.5364918

>>5361228
I get scared sometimes and mess up.

>> No.5364957
File: 463 KB, 499x276, 1549100894016.gif [View same] [iqdb] [saucenao] [google]
5364957

>>5361603
>When people make mistakes using tank controls, it is because the mind forgets (for a moment) you are using tank controls as opposed to more intuitive control schemes.
That's exactly why the OP image says you need an IQ above 100. Anyone with an actual brain instead of a retard one wouldn't just forget what kind of control scheme the game uses, at least not in terms of movement. There's an adjustment period of like half an hour at most, past that it's retardsville if you're struggling.

>> No.5366525

>>5361434
You're supposed to be fast and agile if you're a member of a special tactics and rescue service.

>> No.5366713
File: 637 KB, 716x692, 1506464370325.png [View same] [iqdb] [saucenao] [google]
5366713

>>5364771
>This is why 4 is truly the best RE
Hahahahahahahahahahahahahahaha
Go back to /v/ kid.

>> No.5366734

>>5364957
Only thing jarring about them is when you run from one screen to the next and the game throws a complete perspective change at you. But even then it's a split-second adjustment.

>> No.5366763

>>5364771
t. born after 2000

>> No.5366768

>>5366525
you're supposed to be able to turn 90 degrees in under a second if you aren't crippled

>> No.5366770

>>5364771
Kill yourself.

>> No.5366776

are tank controls a thing in horror genre because alone in the dark used them, and everyone just copied that?

>> No.5366841

>>5366776
It seems to be the best way to handle static camera angles. Fear Effect was the same.

>> No.5366849

>>5361218
For someone with such a high IQ, he sure could use some spellcheck.

>> No.5366850

>>5366841
yeah i suppose that is true, its just too bad they dont let you rotate with the mouse or something, cuz like someone said it shouldnt take 10 seconds to turn 90 degrees

but i love shitty castlevania jump so im certainly not going to call for dumbed down updates to classics

>> No.5366872

>>5364771
kys

>> No.5368079

>>5366849
He is not claiming to have a high IQ, 100 is average in the first world. He is claiming that if you can't handle tank controls then you possess a below average intelligence.

>> No.5368162

>>5361546
I agree and zoomers should be gassed and nuked.

>> No.5368167

>>5361218
IQ is a worthless measurement that only literal autistics get worked up about.

>> No.5369592

>>5366776
>everyone just copied that
Capcom copied that, then everybody copied Resident Evil, now they keep streamlining the games.

>> No.5369596

>>5368167
t.low IQ anon

>> No.5369696

>>5363062
>>5363586
Then what's the point of the whole "if you have an iq of 100 you must struggle with life", is this another one of those hyperboles where people who are above 6 feet are still called manlets?

>> No.5369912

>>5363957
>canadians smarter than mid-mericans
makes sense

>> No.5370363

>>5364957
>Anyone with an actual brain instead of a retard one wouldn't just forget what kind of control scheme the game uses
This is not the ground you want to die on, else you are implying successful people in life are retarded because they can't remember the control scheme of any game.

It takes some time to get used to tank controls, because they aren't intuitive. Case in point: it takes some time to get used to "normal" controls as well once you've moved on from tank controls. I started playing Koudelka the other day, fixed camera angles like Resident Evil, but it took me a while before getting used to controls that moved the character in relation to his position on the screen.

>> No.5370865

>>5361228
try walking like that in real life then, dummy

>> No.5371048
File: 388 KB, 1033x272, Quick Turn.png [View same] [iqdb] [saucenao] [google]
5371048

>>5364771
>not being able to make quick turns without dashing into danger

>> No.5371176
File: 1.62 MB, 390x260, 1414017057614.gif [View same] [iqdb] [saucenao] [google]
5371176

>>5364771
>not being able to make quick turns without dashing into danger
Are you a discord tranny?