![]() As Jordan noted, it was mostly separate from combat. It’s used as a means of getting around and avoiding combat, especially during any night missions when having to survive against the more powerful infected and trying to make it back to a safe zone. See, in Dying Light, parkour is mainly used defensively. He also said, however, “to be honest, if I was ever having to jump or move in general in Dying Light, it was whenever I wasn’t in combat at the time.” And then it hit me as to what the problem was. I decided to ask any of my fellow HG staff members if they had any experience playing these games with controllers, and our own Jordan Helm described that he had played Dying Light, and did remap the controls, but when back to the default controls had gotten used to them. ![]() So why did this suddenly feel like a problem? And I had actually played both of those games, if only briefly, and I didn’t remember them being awkward at all, at least when it came to using a controller (my enthusiasm with Mirror’s Edge died down once guns appeared, though). And indeed, a quick online search revealed that they used either LB or RB for jumping. In fact, they even cited two other games that did use a similar setup, at least when it came to jumping: the parkour-heavy Mirror’s Edge and Dying Light. See, One More Level wanted the player to keep their thumbs on the sticks at all times, according to Game Designer Radosław Ratusznik. So I asked the developers why the controller setup was like this, and…well, I honestly wasn’t prepared for this answer: it was deliberate. And yes, I know what some of you are thinking: “Well, why don’t you just remap the buttons?” True, that would be the obvious solution, but it just baffled me why even something as simple as the jump button, among the rest, are re-aligned like this as the default controls to begin with. But once combat started, it felt like a mess. The initial segments relying more on jumping, sliding down ramps and wall-running were fine. And with a main character that dies in only one hit, that made for a particularly hard lesson. I had just gotten so used to playing first-person shooters and action games with certain control setups in mind (with both controllers and keyboards), but here, I felt like I basically had to re-learn everything. ![]() But the layout here just didn’t feel natural and has the commands all over the place when it comes to using a controller. Why not the tried and true A button? True, Ghostrunner has you dashing forward and briefly freezing time in the process, grappling via various hooks, running along walls and crouching/sliding, among other things, all requiring a different button or key. How awkward? Well, the button to jump was the RB button. The default controls for the controller were awkwardly set up. So after playing it for a short while, I decided to try it out with a controller instead. I know, I know, but with a game such as this where you need extremely quick reflexes and timing, I felt like a WASD setup wouldn’t work as well for me (at least not without more time to get used to it). One command requiring pressing the left Shift key, however, just felt slightly awkward to me. See, initially, I was playing the Ghostrunner demo with a keyboard and mouse. And as the title may suggest, I got my hook…just not in a good way. So I was hoping for some unique hook to present itself, something different that I could work with. And when I got a chance to check it out a while ago because I was awestruck by it as well, I was given the same demo. Our own Jason Bohn had basically already whipped up an amazing preview a few months back, highlighting the insane cyber-ninja action, platforming, cool soundtrack, etc. Case in point, Ghostrunner, the upcoming first-person cyberpunk action game from developers One More Level, 3D Realms, and Slipgate Ironworks. When it comes to new previews for upcoming games to cover around here, it can get tricky at times when multiple writers end up being infatuated with the same game, especially if there’s no new demo to work with.
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