Quote:
Originally posted by TheGame
Err, I'm talking about how the controler will be used. On Ps2 it uses all 8 buttons, AND the shoot button uses an analog function there you press and hold square to aim your gun out, slowly release square to put it down, and quickly release to fire.
the layout just doean't look like it will work on GCN... kinda like the GTA3/VC in 2004 announcement, how on earth will they put a button layout that uses that many buttons (10) on the Cube.
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Like DH said, they managed to get MGS2 work on Xbox, but anyways, this is MGS 1 we're talking about, which I'm sure didn't use analog buttons (considering PSX didn't have an all analog controller). You forget the significance of the digital clicks in the L/R GCN triggers- they worked excellent in the GCN Splinter Cell port, and with Silicon Knights mapping this one out, there's no way it could go wrong.
In the original game, it was mapped like this if I recall:
X-Crawl/duck
O-Action button
Square-weapon
triangle-view
L1-item cycle
L2-equip item
R1-equip cycle shortcut
R2-equip
Start-pause
Select-codec
Left analog-movement
Right analog-not used
dpad-not used
How is this a problem? You'd easily come up with something like this:
X-Crawl/duck
A-Action button
R-draw/use weapon (digital click)
L-codec
Y-codec
Left analog-movement
C-stick-view
Dpad up-item equip
Dpad down- equip
Dpad left-quick item equip
Dpad right-quick equip
GBA-optional codec view
It's not that hard, and even MGS2 can be reincarnated as such and remain intuitive.
-Official Ninja of [coming soon]...