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.
Definitely not surprised Ubisoft does it in other games of theirs too. They don't exactly diversify much of anything gameplay-wise across their different games.
Just remembered that Dying Light and Dead Island also abused the hell out of it, but mainly in world interactions, which was kind of fun for looting. Annoying in some instances though.
Is it something that's somehow supposed to appeal more to console players/controller users? I've barely played anything with a controller in 20 years so I don't have any idea how that would feel, tactile-wise.
One of the theories I saw floating around which seems plausible is it hits an hours played checklist which is extremely annoying if true. A classic case of, these developers don't really play video games, seem to hate their jobs and are just interested in pumping out crap for the sake of hitting sales targets which really shows lately thanks to the recent DEI/ESG funding.
Gods I hope that's not the case, though I could definitely see it happening. Not just due to DEI/ESG funding, but money spreadsheeting investors in general who've been muddling their way into things.
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.
Definitely not surprised Ubisoft does it in other games of theirs too. They don't exactly diversify much of anything gameplay-wise across their different games.
Just remembered that Dying Light and Dead Island also abused the hell out of it, but mainly in world interactions, which was kind of fun for looting. Annoying in some instances though.
Is it something that's somehow supposed to appeal more to console players/controller users? I've barely played anything with a controller in 20 years so I don't have any idea how that would feel, tactile-wise.
One of the theories I saw floating around which seems plausible is it hits an hours played checklist which is extremely annoying if true. A classic case of, these developers don't really play video games, seem to hate their jobs and are just interested in pumping out crap for the sake of hitting sales targets which really shows lately thanks to the recent DEI/ESG funding.
Gods I hope that's not the case, though I could definitely see it happening. Not just due to DEI/ESG funding, but money spreadsheeting investors in general who've been muddling their way into things.