Alter-Fox wrote:I think Canyon already feels like Island mixed with Bay
No, is more like coast and stadium, with turns delay, prepared for players who don't want to buy dedicated controller (gamepad, joystick, steering wheel etc.). I really hope that some day some person remove steering wheel from Ubi programmer's car and inserts two buttons (arrows) - if it should not make any difference... :)
I really hope that noslide, air control and steering sensitive (all that great stuff from TMUF) will back.
What we -don't- need in Valley is this hyper-realism that seems to have gripped TM. I appreciate that the Canyon car feels more realistic. So we have the one "realistic" environment--let's go back to the TM-Formula. God I can't believe I'm saying this--but Nations as a whole did it right. There were realistic graphics, but a gameplay that concentrated on "hella fun" before saying "Oi I wonder if this will work if I run it through a sim?" <_< I'm not saying we should go back to the Nations handling model, or revisit Stadium for another 2 or 3 years, but the "gameplay before realism" aspect is what TM is all about--let's not forget that when designing Valley.
rat_in_car wrote:Valley for me should has more sensitive car like on Island or Bay environment. I hope this time at least someone notice that pad advantage should be more used (no delays when turns)! People buy better controllers not because they want to play still the same (like on keyboard) but because they want to improve.
+1
That's one of the thing I said on a french threed.
the biggest thing i want to see in valley is the ability to again make nice FS/NS tracks. not the kind in canyon with the huge wide turns but island/stadium style with fast transitions and very diverse.
See, I don't like games where you have to buy another controller to do well.
I like games that I can play just fine with keyboard or at most keyboard and mouse.
I like that TM works well with both controller or keyboard.
When I create a game I like to provide options for any type of user prefered input.
Also I think letting the user configure things the way they want makes games last longer.
Players can configure any controller if they want. If someone want to play keyboard - can play keyboard. If someone prefer play using legs and some strange controller or using nose for increase speed - that's player's choice (and special equipment of course). BUT... As always, there should be consequences. If you want to play using keyboard, if this is your choice (or laziness, whatever), you should expect that wrong controller will be worse than dedicated one (gamepad is better for playing games, because is created for that, keyboard is easier to type text in Word, because is designed for typing). So... Choice - yes, but with all consequences. Better controller = more fun, more control, more power.
And by the way - I have keyboard too, but I also buy gamepad for playing games and spend some time to improve my skills. So - I have choice because I have both controllers - gamepad and keyboard - and see difference. You has only keyboard so you force programmers to slow down gamepad controlers. And is that fair? No, it's just selfish.