Though if I’m being honest, I don’t think I played an AC game between AC2 and AC6. I loved 2 as a kid, but I remember the jank. And don’t get me started on the prehistoric control schemes.
I recently tested the original AC using remaps to give it dual analog control, and it works pretty great that way. I’m sure later titles are likely an even nicer experience.
As much of a shock as the control scheme is initially, the fact that the game has keybind changes all the way back then made it super simple to switch to an easier control scheme.
The initial momentum is also pretty bad to start, but then once you figure out bunny hop boosting and good mech tuning, it’s a ‘holy shit’ moment and the game possibilites open up a huge amount. All of a sudden you’ve a huge range, from mechs that feel like actual tanks, to speedy builds that absolutely zip across the map. I don’t know if there’s a viable tank build for the end portion of those games, but i do know most other builds were viable.
I’m not sure there was an easier scheme back when I played AC2.
Unless it was just pre-Time Splitters 2 and the concept of using the analog sticks to move and aim at the same time hadn’t come to be yet… Or it had, just not ubiquitous yet?
Was it possible in AC2 to remap the camera to the right analog stick?
Edit: Time Splitters 2 came out 2 years later so even if there was an option to map controls that way, my tiny mind never would have conceived of such a scheme.
I was stuck using the shoulder buttons to look up and down. Brutal.
Was it possible in AC2 to remap the camera to the right analog stick?
Oh yeah it was. I am honestly amazed that FROMSOFT had rebinding figured out all the way back then. You were forced to complete the initiation mission with the old control scheme, but after that you could rebind everything to more normal controls. Those playstation controllers also had the function where you could switch the analog sticks into direction-pad behavior, which was required until AC3 I believe.
I guess I just never thought to do it because the concept of dual analog controls being used that way hadn’t been created yet (as far as I’m aware). Prob why you needed to switch them off analog for it to even work.
My understanding is that TimeSplitters 2 was the first to do it, but I could be wrong
At first I read,
And I was like “yeah sounds about right” lol.
Though if I’m being honest, I don’t think I played an AC game between AC2 and AC6. I loved 2 as a kid, but I remember the jank. And don’t get me started on the prehistoric control schemes.
I recently tested the original AC using remaps to give it dual analog control, and it works pretty great that way. I’m sure later titles are likely an even nicer experience.
As much of a shock as the control scheme is initially, the fact that the game has keybind changes all the way back then made it super simple to switch to an easier control scheme.
The initial momentum is also pretty bad to start, but then once you figure out bunny hop boosting and good mech tuning, it’s a ‘holy shit’ moment and the game possibilites open up a huge amount. All of a sudden you’ve a huge range, from mechs that feel like actual tanks, to speedy builds that absolutely zip across the map. I don’t know if there’s a viable tank build for the end portion of those games, but i do know most other builds were viable.
I’m not sure there was an easier scheme back when I played AC2.
Unless it was just pre-Time Splitters 2 and the concept of using the analog sticks to move and aim at the same time hadn’t come to be yet… Or it had, just not ubiquitous yet?
Was it possible in AC2 to remap the camera to the right analog stick?
Edit: Time Splitters 2 came out 2 years later so even if there was an option to map controls that way, my tiny mind never would have conceived of such a scheme.
I was stuck using the shoulder buttons to look up and down. Brutal.
Oh yeah it was. I am honestly amazed that FROMSOFT had rebinding figured out all the way back then. You were forced to complete the initiation mission with the old control scheme, but after that you could rebind everything to more normal controls. Those playstation controllers also had the function where you could switch the analog sticks into direction-pad behavior, which was required until AC3 I believe.
Huh, I didn’t know that.
I guess I just never thought to do it because the concept of dual analog controls being used that way hadn’t been created yet (as far as I’m aware). Prob why you needed to switch them off analog for it to even work.
My understanding is that TimeSplitters 2 was the first to do it, but I could be wrong