My memory might be incorrect here, but don't these games usually have a rule where if you keep holding the same direction when the camera changes, you keep going the same way (even if the angle would imply a different direction)?
Yes, that's how it works. And I really think it's a bad idea doing it in a jump and run. It's just stupid to do that around ledges and large drops and what not. edit; for instance with the jump I mentioned: the angle changes EXACTLY where the take off point is, so there is no real way of really aiming for it. you lose some milliseconds because your eyes and your brain have to adapt to the new image and the ledge youre aiming at moved across the screen.
So basically what you can realistically expect in such a situation is just... memorizing to hammer the jump button right when the angle changes, but that only works AFTER you experienced the weirdness. You cannot know the angle will change the first time you get there, so you cannot prepare for that.
So basically ...
1) Run up to ledge, while aiming for takeoff...
2) Build muscle tension in the jumping finger
3) Watch camera flip the view and
4) be puzzled about the new location of the ledge long enough to mess up the timing.
it IS counterproductive if youre going for a straight playthrough, its bound to make you screw up and require you to train a situation you otherwise could have solved flawlessly. Well, at least this is what happens when they put the friggin trigger right on the sweetspot of some maneuver.
If they factor in those milliseconds you will need to find your spot in the new scene, then its fine. but right on the sweetspot its turdtastic. Well maybe they just screwed up this trigger in the first level, but i seriously doubt it.
Anybody played the first 3d super mario on the n64? That'S a camera that WORKS.
didnt change view during the scenes, only before and after. not in the middle of a friggin takeoff. you only needed to tap the c buttons once in a while to adjust the view, but you RARELY ever had to.
that feature makes it easy...you don't have to adjust your controller at all. And once you get used to it, it actually makes you the player feel more awesome, because you're taking PART in a cinematic, instead of it just happening to you while you jump.
I stongly disagree here. The whole game is built around "point controller where you want to go" ie absolute movement control and I dont want it to change it to relative controls based on some arbitrary rules. On top of that, if I let go of the stick for a millisecond after a view change, I'm back to absolute controls.
Since the absolute control scheme is automatically wired into my brain in the first few seconds (as it's the standard way of contolling the guy) I cannot supress the reflex to point the stick in the new required direction after a view change... every way of countering that will effectively make me lose reaction time.
Remember the NES days? there were games that required you to be a friggin jedi to complete them. 3 lifes, and whatever scarcely placed 1 ups you came across were all you had. no reloads. no continues. no saves. just 8 hours of muscle straining 8 bit torture. If they had pulled that viewpoint change on us just like that in games as difficult as that...
well, we still would have played it, but at least we would have complained properly
I mean, just watch the works in the player's head after such a camera change, no way around it, it WILL make the brain lose time. and the only way to keep the game fair is cutting the player more slack.
Kids these days