Direct control...TT, you won, after all...

Just bought Memento Mori. It features classic Point and Click control.
The surprise is that now that I'm used to TOMI controls, i feel P'n'C limitative... Click on the ground multiple times, a wrong click and she go away, or return back to find the path....
So strange.
Maybe it's just me! :)

Comments

  • edited August 2009
    I knew it!
  • edited August 2009
    I love the WASD + mouse hybrid in W&G and TMI.
  • edited August 2009
    I've been finding it increasingly annoying in S&M and SBCG4AP recently to have to click and click to get further in the scene.
  • edited August 2009
    Still prefer point and click. I've heard Jake's explanations, I understand them and to a certain extent I can even agree. But damn it, it still feels wrong, so wrong.
  • edited August 2009
    I've been finding it increasingly annoying in S&M and SBCG4AP recently to have to click and click to get further in the scene.

    same here!
  • edited August 2009
    I'm actually kinda split on this issue as I don't have problems with either style.
  • edited August 2009
    I find it annoying to keep keys pressed to move the character in an adventure game.
    I prefer leaning back and pointing with my mouse.
    I've played several adventure games with direct control now, so now I can say with confidence that I prefer the old method.

    But the mouse dragging thing works fine, though.
  • edited August 2009
    Armakuni wrote: »
    I find it annoying to keep keys pressed to move the character in an adventure game.
    I prefer leaning back and pointing with my mouse.
    I've played several adventure games with direct control now, so now I can say with confidence that I prefer the old method.

    But the mouse dragging thing works fine, though.

    heaven forbid you actually get a workout from playing a game... :D
  • edited August 2009
    heaven forbid you actually get a workout from playing a game...

    Ah, the old key-depressing workout. Add a few reps with the finger weights and you can take those digits to the gun show!
  • edited August 2009
    Still prefer point and click. I've heard Jake's explanations, I understand them and to a certain extent I can even agree. But damn it, it still feels wrong, so wrong.

    what was jake's explanation? Or can some1 direct me to the post?
  • edited August 2009
    Sorry, I don't remember when he posted it, but it went something like that:
    If we want to stick to the traditional point and click system, we have to exercise much stricter control over the camera angles. Basically, we can never let the camera "run free" (even within limits), because an object may appear in front of the spot where the player wants to go, blocking clicks. We also have to keep the camera far away from the player, because in closeups you can't see the floor that the player would have to click on in order to walk.
  • edited August 2009
    I love the new direct controls - I'm playing from a laptop with a touch-pad and it really does contribute hugely to the gameplay. I think it's more intuitive than the old p&c - which I would have waved the flag for every time - c'mon TT, revive Discworld next :)
  • edited August 2009
    Sorry, I don't remember when he posted it, but it went something like that:
    If we want to stick to the traditional point and click system, we have to exercise much stricter control over the camera angles. Basically, we can never let the camera "run free" (even within limits), because an object may appear in front of the spot where the player wants to go, blocking clicks. We also have to keep the camera far away from the player, because in closeups you can't see the floor that the player would have to click on in order to walk.

    Here we go again, playing ceville recently, it still is possible, they do it by using exit hotspots, but the main issue is that this way feels also clumsy i constantly fight against clicking on non hotspot areas to check if there is an exit hotspot!
  • edited August 2009
    I have to say that I had no problems with the controls after the initial getting used to them, though I didn't find out you could run by holding down both mouse buttons till after my first playthrough heh.

    Also have to say, really prefer the 3D too, I'm probably gonna get berated for this but I wasn't really that impressed with the backgrounds and artwork in CMI, and feel that the 3D artwork in TMI is more unique and atmospheric.
  • edited August 2009
    I agree with you, actually. CMI looked OK but not terribly impressive.
  • edited August 2009
    Ah, the old key-depressing workout. Add a few reps with the finger weights and you can take those digits to the gun show!

    heck yah!
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