So how do you feel about character movement? Not just The Witcher 3

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Zhukov

The Laughing Arsehole
Dec 29, 2009
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I think a good rule of thumb for movement controls, and controls in general really, is that the less you notice them the better they are.

I should be able to think of what I want to do and then do it without thinking about the actual input. With a minimum of practice.

Some games that got it right, in my opinion, are Mirror's Edge, Dying Light, Dishonored. Tomb Raider 2013 and the Batman Arkham games.

As for The Witcher 3, I'd describe the controls as imprecise. Just running through a doorway or around a staircase can be an effort. It's not the worst controls I've ever encuntered, but it's a long way from good. Luckily the movement changes during combat, so at least it won't get you killed.
 

an annoyed writer

Exalted Lady of The Meep :3
Jun 21, 2012
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I'd say movement controls are a HUGE make-or-break type of thing for me. In fact, it's one of the reasons I kinda like nearly every modern sandbox crime game more than any of the rockstar ones: GTA IV and V may have beautifully crafted worlds that are rich with detail, but your character always had the turning circle of an overloaded lorry roadtrain full of angry walruses. It DOESN'T make them more "realistic", like my brother likes to say(last I checked I didn't require the several-kilometer turning space of a super star destroyer, and I've yet to meet someone who does) it just makes it unfun. Thing is, it's not that Rockstar simply doesn't know how to do wonderful controls: Max Payne 3, a title developed entirely by R*, had phenomenal controls, which were at once an improvement and a proper evolution to the original two games' controls. And the best thing is, Max moved in a manner realistic enough to have it be believable, without sacrificing the ability to safely turn without requiring the assistance of an air traffic controller. I wish R* wouldv'e taken a cue from Watch Dogs and imported the controls of one(or more) of their better-controlling games for that series. With Watch Dogs, they basically used a hybrid between Splinter Cell Blacklist and AssCreed controls (borrowing more from the former, if you ask me). As boring as Aiden was, he was at least very cooperative when it came to controlling him on-foot. Cars were a different matter, but the point still stands.

Speaking of which, one of the other control-related dealbreakers, at least with GTA IV, was the car controls. Literally everyone else in the genre has better car controls, to varying degrees. I haven't had enough experience with GTAV's vehicle controls, but I hear they're much more on the fun and responsive side, like Saints Row 3-onwards and Sleeping Dogs rather than the bloated, obese-feeling interface of the previous entry, so that's something I guess. As long as I'm not in another 10mph rollover when trying to get a Bravado Buffalo safely out of a parking lot.
 

gigastar

Insert one-liner here.
Sep 13, 2010
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I guess i got used to movement in Witcher 3, and i cant help but remark how chugging a werewolf decoction lets Geralt get around the place faster than on horseback.

Mikeybb said:
MH4U was my hill to climb.
I've always loved running around with bows in fantasy games.
However, there was a problem lurking for me in the rocks like a sleeping Basarios...
The ranged combat controls.
The horrible, horrible ranged combat controls.
I found them to sluggish and counter intuitive.
Over time they became tolerable and now, while they're still not what I'd call good, they are reliable at least.
If youre on about bow controls specifically, then the standard control scheme was inherited from the PSP games where you would contol aiming with your left index finger on the d-pad.

If you have a Circle Pad or a N3DS you probably should enable the alternate bow controls, which switches around the shoot and aim mode buttons. What way you dont need to keep your thumb on the X button to charge and you can adjust aim with the right stick instead.
 

CrystalShadow

don't upset the insane catgirl
Apr 11, 2009
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Bleh. Haven't played many games like that, but clunky movement is almost always awful.

Of course, there's some truth to the fact that you can't just change direction on a whim, turn around, or do that other stuff. (try it, if you're unsure. An actual person has quite a bit of momentum to their movements.)

But... Games with clunky character movement are often considerably more clunky than momentum alone would imply.
And... Really, if you're going to make momentum a core part of character movement, you have to work to give it some meaning as well.
there's a big difference between the momentum of trying to turn while running at full speed, and turning while walking at a gentle pace...
Or, slamming into a wall at a full run, compared to a gentle walk...

Games don't seem overly bothered with that though... >_>
 

Gray-Philosophy

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Sep 19, 2014
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If done well, I actually kind of like it when there is a feeling of gradual acceleration/deceleration when moving around. Especially if I'm moving from a stationary position. For some reason it bothers me when I'm standing completely still and then instantly accelerate to full running speed whenever I gently tap a directional button.

Even better is if there is an increased level of control over your movement speed. Often console games will let you walk/run depending on how much you move the analog stick. Some PC games have a toggle run/walk, sometimes paired with a separate sprint option.

That said, it can definitely be done terribly where it just feels like you're wearing weird rocket powered concrete blocks for shoes. It depends on how it's done, but I do like a level of realism or immersion when it comes to movement.
 

BarryMcCociner

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Feb 23, 2015
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There's an uncanny valley that exists, not just in visuals but also in character movement. If you press a key or button on your gamepad and the character doesn't act in a believable, fluid and timely fashion the movement will just feel inherently wrong.

This is what I'm actually willing to say is one of the things wrong with The Witcher 3, (Hey, you mentioned it in the title, I'm focusing on it.) Poor character control is NOT a 'minor niggle' as some people have said in defense of the game. Good character control should be one of your highest priorities.
 

Evonisia

Your sinner, in secret
Jun 24, 2013
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It's best if I don't notice it or don't take time to care.

For instance, I don't play many of the races in World of Warcraft purely because I don't like their running animation. The Night Elf male and the Worgen male come to mind immediately (and I try to stay in Human form as much as possible as a Worgen female). Both look so awkward, the former too stiff and the latter too fluid.

A good example of movement is, as has been mentioned by Adam Jensen, Lara Croft from Tomb Raider 2013. She has a range of pre-determined but smooth and natural looking movements, and a whole bunch of scenario specific ones which all flow incredibly well and are just a delight to behold. But at the same time, it's not like all this effort was necessary when movement is just a basic function (albeit a prominent one in TR'13).
 

josemlopes

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Jun 9, 2008
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SKBPinkie said:
I'm very surprised to see that GTA V didn't seem to get this complaint.

It has some of the slowest, sluggish, animation-heavy movement I've ever seen. That combined with the awful button mapping / tap X to run / respawn, etc. bullshit made it unplayable for me. Well, unplayable might be a bit harsh, but it never, ever felt satisfying to do anything in that game. I felt like I was constantly wrestling with the controls.

Compare this to something like Destiny, where the movement and shooting is buttery-smooth and incredibly satisfying. Pulling off consecutive headshots and dodging enemy fire by evading side to side, jumping over obstacles, throwing grenades / knives, etc. is just sublime. Too bad the game has some severe high-level design and mechanics-related issues, but the one thing it does incredibly well is its core gunplay and movement.
FPS games dont usually have this problem unless they use the third person character model for first person view like Arma or The Chronicles of Riddick (Hitman does it too but the animations on third person arent realistic when making quick turns, he slides a lot meaning that the animations are properly synced with the actual movement).

Basicly a third person game to "look" realistic it has to give time for the animations to play out, GTAIV suffered a lot because you just couldnt do accurate turns, in GTA V it doesnt bother me since that was fixed and in the end I do like slow games too. Max Payne 3 has it too opposed to the previous games and didnt bother me too.
Adam Jensen said:
Another even more modern example would be the last Tomb Raider. I absolutely love how Lara moves in that game.
It isnt bad but it still has the problems of something like Hitman where the first running step isnt a build up but straight away the running animation, that kind of problem is in a lot of other things.

So far all the games I played either A) you seem to control the center pivot of the character and that character will be fixed to it even if her movement doesnt match up, or B) you control a character that is limited by its animations
 

Elementary - Dear Watson

RIP Eleuthera, I will miss you
Nov 9, 2010
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I am all for realism in games... but when it impacts on gameplay like this there needs to be a line drawn.

I noticed a similar problem in GTA V. It's not terrible, but at times the movement is really awkward, especially when in small gaps or trying to get in cover. The ammount of times I have died trying to retreat a few paces and then get behind an object, and instead the character just stands there slowly rotating like a pig on a spit with no sense of urgency and ignoring the dude with the shotgun emptying his shells 3ft away! Or tried to shoot a guy on a ledge below me, trying to peer over, and suddenly *runs right off*. It's reduculous.

In all my 20 odd years of gaming I can't remember a time I have activly disliked a character movement (hell... even the weird wooden movement with the robotic conga line in FFVIII was practical and worked) but I have definitely had ones I didn't like! Maybe the cool actions should be kept to point and click games, and not 3rd person action/platformer games?
 

Mikeybb

Nunc est Durandum
Aug 19, 2014
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gigastar said:
If you have a Circle Pad or a N3DS you probably should enable the alternate bow controls, which switches around the shoot and aim mode buttons. What way you dont need to keep your thumb on the X button to charge and you can adjust aim with the right stick instead.
I did eventually shift to the circle pad pro (it was a pain finding one where I am, but that's another story).
That certainly did make it a lot easier, but it still felt a little stilted.
Certainly not as fluid and intuitive as the melee controls.

That said, the addition of the circle pad made my transition to a place of relative comfort with the controls a lot easier.
I still find melee a lot easier to function with, but that could be an issue of familiarity rather than the actual controls now.
 

baddude1337

Taffer
Jun 9, 2010
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TheHorseWarrior said:
Ground Zeroes had some of the smoothest movement in gaming ever...got me super hyped for the phantom pain
For sure. Everything about Ground Zeroes is silky smooth, including the scalable engine, which I can run on high in 1080 on my okayish laptop. I'm confident I'll be able to run Phantom Pain flawlessly too.
 

Danbo Jambo

New member
Sep 26, 2014
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Drops a Sweet Katana said:
From what I've played of The Witcher 3, the controls aren't too bad. The dodging is probably the worst part since you can still be hit and staggered in the dodge animation, but other than that it's pretty okay. Not nearly as bad as GTA IV/V which feels like you're playing as an oil tanker with legs. In my opinion, Bloodborne has some of the best movement of any game I've played. Everything feels tight and responsive, and the animation is incredibly fluid.
That's good to hear. GTA IV/V (and Red Dead Redemption for that matter) were all laughably awful in terms of movement. Seriously, I can't believe how highly rated they all were. The basic gameplay was nigh on a 4/10 level.

How does TW3 movement compare to TW2?