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Frictional really needs to release this on Xbox Live Arcade
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khawaja07 Offline
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Post: #11
RE: Frictional really needs to release this on Xbox Live Arcade
please leave it alone as it is.. otherwise it'll get ruined..
10-09-2010 03:12 PM
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Mjarr Offline
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Post: #12
RE: Frictional really needs to release this on Xbox Live Arcade
(10-09-2010 02:53 PM)martinstatic Wrote:  As for turning around quick, it'd just use acceleration like most FPS'. You know, you move the analog stick in a certain direction for a second and it speeds up.

That is the whole problem. It takes while to actually turn 90 degrees properly and once you've done that 90% of time in sequences where you are in a hurry you are already dead, especially if we take a hypothetical scenario in the prison as there is not that much room to move. Let's presume someone saw you and you're being chased, have fun making sharp turns in tight enviroment with a gamepad where it takes around 1\3 to ½ a second before it speeds up so you can actually 'turn' properly as in case if someone forgot, enemies in Amnesia runs faster than you do and they are more than willing to run most of the time if you're running away and they just got attracted to your lovely smell of fresh meat. Sure death in Amnesia is not that big deal, but that would just be silly to force player to die all the time in order to finish the game.
10-09-2010 04:34 PM
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martinstatic Offline
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Post: #13
RE: Frictional really needs to release this on Xbox Live Arcade
Fine, allow a USB mouse on the 360

10-09-2010 06:39 PM
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CHANCEPHOENIX Offline
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Post: #14
RE: Frictional really needs to release this on Xbox Live Arcade
yeah good idea ...

bring it too ps move , xbox360-kinetic , and the wii ...

that way everyone is happy Smile

?
10-09-2010 08:17 PM
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Cryaotic Offline
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Post: #15
RE: Frictional really needs to release this on Xbox Live Arcade
(10-09-2010 08:17 PM)CHANCEPHOENIX Wrote:  yeah good idea ...

bring it too ps move , xbox360-kinetic , and the wii ...

that way everyone is happy Smile

Excuse me.

I would like an Amnesia DS port, if you don't mind.

Thank you.
10-09-2010 11:49 PM
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Tanshaydar Offline
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Post: #16
RE: Frictional really needs to release this on Xbox Live Arcade
I want a Java Mobile port to play it on my cell phone. I'd like to have a PSP port too, but I sold it. So, I don't care if any PSP port would be done.

10-10-2010 10:33 AM
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Adventurer4Life Offline
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Post: #17
RE: Frictional really needs to release this on Xbox Live Arcade
I think the UI system friction uses would totality own with kenetic.. imaging literally reaching in though your HD tv screen with surround sound and the lights out ... reaching through the screen... no controllers and "touching" objects, turning by turning your head.. ....... awesome. (up to the devs to work out how to walk and run)

Happy Adventuring
-- A4L
My Review Chan - http://www.youtube.com/adventurereviews
10-10-2010 10:37 AM
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martinstatic Offline
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Post: #18
RE: Frictional really needs to release this on Xbox Live Arcade
(10-10-2010 10:37 AM)Adventurer4Life Wrote:  turning by turning your head.. ....... awesome. (up to the devs to work out how to walk and run)

Turning by turning your head would be awkward as you'd be turning away from the TV...best thing is to just set up an extra 2 monitors on your PC, then you can enjoy conventional head turning Tongue

As for walking, Microsoft should have pedals that you step on. Or just scrap Kinect entirely.

10-10-2010 02:55 PM
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Firia Offline
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Post: #19
RE: Frictional really needs to release this on Xbox Live Arcade
(10-09-2010 12:08 PM)Mjarr Wrote:  There is one problem with the movement: how do you make ACCURATE and PRECISE turns when you're running away? Making the analog stick oversensitive is not a good idea while keeping it as it usually is on console the time it takes to turn around takes too long and you'll be new kebabdish in a nanosecond, and adding 90\180 degree instaturn buttons would make the whole control scheme a huge mess or feel like you're controlling sockpuppet, or a remote control robot.

Imagine this:
Spoiler below!
The chase scene involving the water monster early in the game. How silly it would feel that run forward, use 90 degree turn button, run forward, use 90 degree turn button, fun forward, use 180 degree turn button, turn yourself to the right 30 degrees slowly as hell due pad acceleration (and making it faster just makes it very oversensitive), grab the door, slam it shut, press 180 degree turn, run forward and repeat. It's just really robotic.

Another example would be the sewers when you see the brute smashing through those pipes and chasing you. Almost every sequence that potentially requires fast turns and precision with them would be just problematic without major redesign to be 'console safe', and most often that would defeat the purpose and to be mean about it, a huge cockslap in the face regarding certain immersive parts

And don't forget the console FoV issue.

I think you're really underestimating what analog sticks can do these days. If it was a PS1 style controller where there wasn't any analog sticks, sure. But with the way any modern controllers are set up, it could be every bit as accurate as the PC. The limitations you experience are your own. Smile

Turning speed can be addressed with sensitivity. Increase or decrease to the users delight.

Of all the reasons why a console port may go badly, analog stick accuracy and speed seems pretty menisque. If that's your biggest concern too, then well I say this is a port that needs to happen! Big Grin
10-10-2010 03:10 PM
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Mjarr Offline
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Post: #20
RE: Frictional really needs to release this on Xbox Live Arcade
(10-10-2010 03:10 PM)Firia Wrote:  I think you're really underestimating what analog sticks can do these days. If it was a PS1 style controller where there wasn't any analog sticks, sure. But with the way any modern controllers are set up, it could be every bit as accurate as the PC. The limitations you experience are your own.

Turning speed can be addressed with sensitivity. Increase or decrease to the users delight.

What makes you think I underestimate them? I am perfectly aware what they are capable of doing, but rarely the controller itself is at fault and what can be done does not always mean it's the best idea to do. Why I am highly skeptic of console version of Amnesia is a combination of certain things and here's what I consider to be the main culprit: The console FoV.

Now, of course the game could be shipped with far more wider FoV than people are usually used to on consoles, but this is related with the turning issue. The more narrow the FoV is, the slower overall turning rate as obvious as it sounds, but it also means what we could refer as tunnel vision. Since your average console player sits 2-3m away from the TV the FoV must be adjusted accordingly, and based on my personal experience with Borderlands PC version and some googling, I made a test in Amnesia. The first screenshot is taken with the default FoV in the game, which is 70 in the .cfg files. The second one has 55 as I used +\-15 as sort of basis as common modification I've need to done with some console -> PC ports to get rid of the tunnelvision. Of course it depends on the game itself, but it does give you some rough idea about it:

http://img171.imageshack.us/img171/8098/defaultfov.png

http://img222.imageshack.us/img222/9030/...d55fov.png

I tried to play the game for a while with the 55 FoV and it took only 30 seconds before my head started to hurt. Now of course that's expected, but here's some other things that popped up: I was incapable of keeping the control of my mouse. I am the sort of person who already uses relatively low sensitivity (when it comes to typical comparasion) and I had no trouble even doing quick 180 in Amnesia, but with the 55 FoV I had trouble even moving and turning without having to use the mouse if I were some old granny. Now, simply modifying sensitivity for gamepad is really difficult for similiar reason. Yes, it is entirely possible to carefully use the analog stick with great precision but it takes time to get used to. 52¨ TV screen from two yards away shows less to you than 19¨ PC screen in front of your face. You'll see less and in a game where lightning is already what it is (aka most of the time, it's pretty dark obviously), a person may have trouble already seeing or spotting things on TV than he (or she) would have on PC. This would give theoretically speaking a reason to narrow the FoV further, which makes the problem of turning properly and the precision a problem. Making fast acceleration so you can turn fast makes interacting with objects a huge mess because you would need to use the stick very, very carefully. This becomes also apparent during chase sequences, slow acceleration -> slow turning -> higher potential for becoming a kebabdish, while fast acceleration -> fast turning -> makes interacting with objects problematic as everything feels oversensitive. Yes, the middle ground exists but it would require that the game allows careful calibration with the sensitivity with the FoV which is rare in console games and considering that one of the bigger advatanges of a console to a more casual person is that you can just pick it up and use, it would be sort of 50-50.

Yes, I would be glad that Frictional Games would get more profit and even media coverage, but it's not that "zomg niche games for console kiddies" joke, rather on pragmatic scale trying to get it to work WITHOUT having to greatly alter\redesign the game to be console friendly would probably not be worth it, as in their own ways console would recheive inferior version which is more likely to be noticed when it comes to media coverage. It's same with PC reviews vs console reviews of the same game, which one has more "importance" in coverage?

martinstatic Wrote:Fine, allow a USB mouse on the 360

And since when your typical console player would be willing to buy extra accessories just to play more niche genre game? Tongue

(Re-added the 2nd link, gave 404)
10-10-2010 04:34 PM
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