I fired up TimeSplitters 2 for the first time in like two decades and immediately went not-built-for-this at the aiming controls

Firing from the hip, there’s no crosshair on the screen, which would be fine, but instead of a zoomed-in aiming mode or iron sights, aiming your gun roots you in place and gives you this light gun game-like pointer crosshair. Usually, aiming in an FPS game decreases your sensitivity to make it easier to make finer adjustments but this is the opposite. The crosshair is essentially a super sensitive mouse cursor that you control with a stubby little thumbstick, and it feels terrible to use.

Halo had been out for almost a year by the time TimeSplitters 2 came out so why didn’t they just crib Bungie’s homework whywhywhywhywhy

I quickly went back and checked TimeSplitters: Future Perfect and sure enough, it just had a regular Halo-style crosshair as the default, called “fixed crosshair” in the options, with the old control style called “moving crosshair.” I guess by 2005 Halo had established its control scheme as the de facto standard for console FPS controls

  • tombruzzo [none/use name]@hexbear.net
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    16 hours ago

    I feel there’s a place for the floaty generous autoaim of games like time splitters and Metroid Prime. It lets you have fast shootouts whilst focusing on exploration. I hope someone makes a game like that one day

    • doublepepperoni [none/use name]@hexbear.netOP
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      11 hours ago

      I actually didn’t notice much autoaim here. I’m used to the Halo-style aim assist implementarion where your crosshair slows down and adheres to targets when you pass over them