


I don’t care if it’s a through ball or a lob, I just want to pass it! I’m not fussed about aiming the shot, I just want to welly it at the goal!īut even if I manage any of that, I always end up selecting the wrong player anyway and just see their legs running around at the other end of the screen, while the player who received the ball stands there and loses possession.Į-mail your comments to: tough experiences All the fancy moves, chips, feints, turns, and the like. I think this can be filed firmly under ‘I’m just not very good at it’ but for me, I’ve never been able to get the hang of football sims. So glad fixed camera angles are a thing of the past, but when I go back to older games this problem always trips me up. In slower paced games this would just be a minor inconvenience, but when there are zombies chasing me or demons slashing at me and I’ve got to deal with these changing camera angles as well, it’s a nightmare. Problem is, because the angle has changed this feels extremely wrong to me, so I’ll adjust the thumbstick and end up going backwards, but there we go I’ve changed the camera angle again. So long as I keep pressure on the thumbstick in the same position, I’ll move forward. So if I’m walking up a corridor with the camera facing behind me, there could be a point where the camera changes to be in front of me, so I’m now walking towards the camera, not away from it.

In games from the late 90s and early 00s, such as Resident Evil and Devil May Cry, a fixed camera angle was used for every room you entered, but when you go to certain areas of the room the angle would change but your direction would not. Not really sure if this counts as a mechanic, but it’s something I still struggle to get the hang of. Fortunately, that bit was optional so I could just skip it. I googled it and found an explanation written by a guitarist which sounded like Adam and Joe explaining the rules to Quizzlestick.

The worst case I can remember though was the Yoshi race from Super Mario RPG, in which you are simply told to tap two buttons in time to the music with no further indication of how this is supposed to work. If there’s a visual component such as the moving icons you get in most rhythm games then it’s fine, and if there is something clear like a steady drum beat then that’s also not too bad, but if I’m supposed to listen to a complex tune and somehow deduce which notes are important then I quickly come unstuck. The one mechanic that always troubles me in games is any time I am expected to perform actions in time to music. It could be any element of a game though, from a general concept to something more specific.Įveryone was surprisingly happy to admit their blind spots, although the most common by far was rhythm action games and, to a lesser extent, QTEs. The subject for this week’s Hot Topic was suggested by reader Razzledazzle, who used the example of web-swinging in Spider-Man. Readers admit the game concepts and moves that they can never get right, from flying a plane to special moves in a fighting game. Cadence Of Hyrule – Crypt Of The NecroDancer Featuring The Legend Of Zelda key art
