Quickie post tonight. Still chugging through Cursed Mountain and Metroid: Other M as my at-home games, with IA/VT Colorful on Vita in my portable slot for lunch breaks and the like.
IA/ VT is pretty brilliant, as an aside. It’s all vocaloid music, so not to everyone’s taste, but it does some really evil stuff with note charts.
Cursed Mountain continues to be almost everything I like in a horror game. It’s not a Fatal Frame game, but it really works the “outsider stumbling in to ancient evil rituals gone wrong” thing well. If it weren’t for the motion control finishing moves, I’d have nothing to kvetch about, and I am a dedicated kvetcher.
Other M also doing very well, though again it’s a game that makes me really wish the Wii had come out with a more conservative controller. If you’ve never played it, you spend most of the time running around with the controller held like a NES d-pad, but frequently need to point the controller at the screen to lock on to things and shoot missiles. I’m maybe a third of the way in and loving most everything about it except the controls.
It does make me really appreciate the Detective Mode/Witcher Sense/Focus Vision mechanic in so many recent games. There’s a lot of getting stuck and not knowing whether I’m supposed to be backtracking or whether I’m just missing the one inconspicuous grate I need to bomb.
It ALSO made me realize something that kind of blew my mind, because I am a big fan of control “language”, if you will, the little things that seem to show up in game after game that make playing newer games easier once you catch on to it once, and I’d never really thought about this particular bit of control language.
That is, the jump button, and the difference between tap-to-jump and tap-and-hold to jump. Both the Mario games I played recently and Other M use tap-and-hold, where the duration the button is held determines the distance or height covered by the jump.
This is VERY weird to me, because I mostly play games where “jump” is a constant regardless of how you press the jump button. It’s taking a huge effort to unlearn that, and I’m pretty sure that watching me run Samus around and fall off things would be a painful sight for anyone more tuned-in to how jumping works.
I’m kind of wondering if the difference can be traced back to a particular evolutionary branch. Probably a topic for smarter people than me, though.












