Oh sorry I was writing about the first one, if they've fixed all that in the second one though that's excellent and I'd seriously consider getting it then.
It's a little similar to rubberbanding when you lag in a video game but it seems to have somehow crept it's way into certain singleplayer games. Animations work fine, but for me the camera movement seems very jarring and it's like they're trying to mimic headbobbing or something and the movement just doesn't go as smoothly as in other games like say Half Life.
Some games also have some pretty awkward vaulting mechanics and things like that which I don't particularly like because they clearly didn't check or have enough time to make everything work smoothly. In case you couldn't tell, I like smooth and consistent movement in my games.
It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed. There were also some quirks specific to the combat that had some "floaty" vibes (like the target switching sluggishness I mentioned in another comment).
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus.
That interactive mechanic CAN be fun in some instances, but I find it remarkably annoying in menus and NPC interaction.
Yep, you're right, it's really obvious on the stairs, I agree with you developers need to fuck off with the press and hold mechanic. No Man's Sky for example abuses the hell out of this but you also see Ubisoft with a lot of their titles doing it too.
Oh sorry I was writing about the first one, if they've fixed all that in the second one though that's excellent and I'd seriously consider getting it then.
Yeah I meant the first one but wasn't sure if I'm seeing that in the trailer too. What does floaty movement mean? I've heard the phrase before.
It's a little similar to rubberbanding when you lag in a video game but it seems to have somehow crept it's way into certain singleplayer games. Animations work fine, but for me the camera movement seems very jarring and it's like they're trying to mimic headbobbing or something and the movement just doesn't go as smoothly as in other games like say Half Life.
Some games also have some pretty awkward vaulting mechanics and things like that which I don't particularly like because they clearly didn't check or have enough time to make everything work smoothly. In case you couldn't tell, I like smooth and consistent movement in my games.
It took me a moment to realize what you might've been referring to. At first I thought you were referring to floaty combat (usually related to damage or collision), but I think I know what you're referring to.
A certain level of "drag" when climbing stairs for example, some clunkiness with character and terrain collision, and overly long animation-interaction events that "block" player input/movement until they're completed. There were also some quirks specific to the combat that had some "floaty" vibes (like the target switching sluggishness I mentioned in another comment).
Which reminds me, I really wish game developers would stop using the "press to hold and complete action" interaction for really unnecessary situations. Like in Hell Let Loose you have to do that just to redeploy after you die, and I seem to recall The Division 2 applying it in way too many menus.
That interactive mechanic CAN be fun in some instances, but I find it remarkably annoying in menus and NPC interaction.
Yep, you're right, it's really obvious on the stairs, I agree with you developers need to fuck off with the press and hold mechanic. No Man's Sky for example abuses the hell out of this but you also see Ubisoft with a lot of their titles doing it too.