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Removing text stranded from the FFVIII example


* A few [=RPG=]s between the late 90's, early 2000, decided to be different and totally screw up the button mapping for no real reason. Examples:
*** Not only does this put the Accept button in the wrong place compared to the last game (even though this is the standard from this point forward), it also places the Menu button in a strange place. Pretty much every other Final Fantasy uses the upper button, even the SNES ones, which makes this a confusing change. Luckily you can rebind the keys to be more familiar.
** All of the ''Franchise/BreathOfFire'' games past 2 use something like: X - Accept, O - Run, Square - Menu, Triangle -- Cancel/Special Action. A few of Capcom's other games followed this pattern too.


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* All of the ''Franchise/BreathOfFire'' games past 2 use something like: X - Accept, O - Run, Square - Menu, Triangle -- Cancel/Special Action. A few of Capcom's other games followed this pattern too.
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* ''VideoGame/BionicCommando'': The original and ''Rearmed'' lacks a jump button, which is where much of the challenge of the game derives from.

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* ''VideoGame/BionicCommando'': ''VideoGame/BionicCommando1988'': The original and ''Rearmed'' lacks a jump button, which is where much of the challenge of the game derives from.
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* ''VideoGame/PolePosition'' on Jakks-Pacific's ''VideoGame/MsPacMan'' Platform/PlugNPlayGame is controlled by twisting the joystick left and right. Every other game on the Plug 'n' Play is controlled using the joystick normally, and when ''Pole Position'' appears in ''VideoGame/NamcoMuseum'' compilations, steering the car is usually done using the same controls as moving the player left and right in other games.

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* ''VideoGame/MuppetMonsterAdventure'': Being a ''Franchise/SpyroTheDragon'' clone, several things can happen:
** To glide, you press Triangle instead of X after jumping, just like with all the other powers. Similarly to ''VideoGame/SpyroTheDragon'', pressing Triangle while gliding just stops the glide.
** Similarly to ''VideoGame/SpyroAHerosTail'' and ''VideoGame/TheLegendOfSpyro'', the "charge" (spin) and "fire breath" (glove shot) buttons are swapped.
** The running and attacking effects of charging are split: R1 is used to run and Square is used to make a spin attack.



* ''Franchise/SpyroTheDragon'': It used to be that Square was Charge and Circle was Breath ability. They change it almost every game.
** ''VideoGame/TheLegendOfSpyro'': R1 is charge, Square is breath and Circle is Melee combat.
** ''VideoGame/SpyroAHerosTail'': They didn't even give you the nice fancy extra things to take the place of these buttons and give a reason for moving them -- they just ''switched the charge and breath.'' For ''no freakin' reason.''

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* ''Franchise/SpyroTheDragon'': ''Franchise/SpyroTheDragon'':
** Both Ripto's Rage and Year of the Dragon allow Spyro to perform a flutter at the end of his glide to gain some extra height, but in the [[VideoGame/SpyroTheDragon1998 first game]], the same button just makes Spyro drop like a stone. Players who are more familiar with the later games will probably lose more than a few lives by trying to make Spyro flutter when gliding over a pit.
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It used to be that Square was Charge and Circle was Breath ability. They change it almost every game.
** *** ''VideoGame/TheLegendOfSpyro'': R1 is charge, Square is breath and Circle is Melee combat.
** *** ''VideoGame/SpyroAHerosTail'': They didn't even give you the nice fancy extra things to take the place of these buttons and give a reason for moving them -- they just ''switched the charge and breath.'' For ''no freakin' reason.''
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** ''Absolution'' and the modern ''Hitman'' trilogy use the same engine and share a lot of the same mechanics and controls except for one crucial one for the series - in ''Hitman'', you could clonk people over the head with whatever blunt instrument you happen to find and they'll only be considered unconscious for the purposes of your Silent Assassin run unless the tool is specifically labled "lethal". In ''Absolution'' on the other hand, if you happen to clobber someone with a wrench or fire extinguisher or hammer or whatever, [[SurprisinglyRealisticOutcome they'll drop dead on the spot]], costing you points and your hard-earned SA rank.
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* The first seven games in the ''VideoGame/TrailsSeries'' has every combat command be selected by rotating a command wheel and clicking the accept button once it reached the desired command. Then came ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel III'', which mapped every combat command to a different button. While in most cases this doesn't matter too much because it's a turn-based combat game, the ''one'' command that is actually real-time (because it is used to interrupt the established turn order) is remapped to a different button.
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** Try jumping into realistic simulation entries like ''[=ProStreet=]'' or ''Shift'', after you played arcadey ''Hot Pursuit'' or ''Underground''. You have a hard time learning to tackle the corners with your braking techniques.

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** Try jumping into realistic simulation entries like ''[=ProStreet=]'' ''[[VideoGame/NeedForSpeedProStreet ProStreet]]'' or ''Shift'', ''[[VideoGame/NeedForSpeedShift Shift]]'', after you played arcadey ''Hot Pursuit'' ''[[VideoGame/NeedForSpeedHotPursuit Hot Pursuit]]'' or ''Underground''.''[[VideoGame/NeedForSpeedUnderground Underground]]''. You have a hard time learning to tackle the corners with your braking techniques.
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** If you're coming from ''Honkai Impact 3rd'' to ''Genshin Impact'', have fun pressing the jump button when you meant to dodge or pressing the right button when you meant to interact with something.
** And finally coming from ''Genshin Impact'' to ''Honkai Star Rail'', you'll be pressing attack in the normal map when you want to interact with something, and then there's the shortcut, which only about three things share the same spot between the games.

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** If you're coming from ''Honkai Impact 3rd'' to ''Genshin Impact'', have fun pressing the jump button when you meant to dodge or pressing the right bumper button when you meant to interact with something.
** And finally coming from ''Genshin Impact'' to ''Honkai Star Rail'', you'll be pressing attack in the normal map when you want to interact with something, and then there's the shortcut, shortcut ring, which only about three things share the same spot between the games.

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Moved FFXIV to MMO, added Mi Ho Yo stuff


* Play ''VideoGame/FinalFantasyXIV'', in which you can switch between melee tank, ranged healer, ranged DPS, and melee DPS whenever you want. It gets worse if you choose a different class with the same role and you keep messing up your rotations because you think you're playing the previous job.
** Every time an expansion comes out, the development team adjusts the abilities of jobs for balance reasons or a change in direction of how to play them. In the case of ''Shadowbringers,'' every job's ability pool got heavily tweaked. While some jobs aren't affected as much, like only upgrading existing abilities, others require a complete retraining of how to play them. For example, Tanks used to have a combo for generating emnity and a combo for pure DPS. There was also a defense buffing/damage debuffing tank stance that generated emnity passively and a damage buffing DPS stance. Now, there's only the tank stance which only generates emnity (and a massive amount of it) and combos changed to "single target" or "AOE" (granted AOE abilities for tanks did exist, but only one or two that was used occasionally).
** A mechanic in the final boss of ''VideoGame/FinalFantasyXIV'': ''Shadowbringers'' deserves a mention. Early on in the fight, several circles appear around the arena with circles above them in the air falling down to them. Normally something like this indicates that players need to stand in the circles when the objects land, and soak the damage, otherwise they will explode, hitting the entire party for high damage. In this fight however when the circles land, they won't damage the entire party, but will explode in a AOE, and anyone caught in it will receive heavy damage and a stacking vulnerability up debuff. And players will need to avoid them for nearly 30 seconds while avoiding other mechanics.
** A mechanic in one of the raid fights marks players with the normal marker, but the actual attack is delayed. For first time runners, this causes them to do the mechanic as normal, but then fail it once it actually goes off.



** Play ''VideoGame/FinalFantasyXIV'', in which you can switch between melee tank, ranged healer, ranged DPS, and melee DPS whenever you want. It gets worse if you choose a different class with the same role and you keep messing up your rotations because you think you're playing the previous job.
*** Every time an expansion comes out, the development team adjusts the abilities of jobs for balance reasons or a change in direction of how to play them. In the case of ''Shadowbringers,'' every job's ability pool got heavily tweaked. While some jobs aren't affected as much, like only upgrading existing abilities, others require a complete retraining of how to play them. For example, Tanks used to have a combo for generating emnity and a combo for pure DPS. There was also a defense buffing/damage debuffing tank stance that generated emnity passively and a damage buffing DPS stance. Now, there's only the tank stance which only generates emnity (and a massive amount of it) and combos changed to "single target" or "AOE" (granted AOE abilities for tanks did exist, but only one or two that was used occasionally).
*** A mechanic in the final boss of ''VideoGame/FinalFantasyXIV'': ''Shadowbringers'' deserves a mention. Early on in the fight, several circles appear around the arena with circles above them in the air falling down to them. Normally something like this indicates that players need to stand in the circles when the objects land, and soak the damage, otherwise they will explode, hitting the entire party for high damage. In this fight however when the circles land, they won't damage the entire party, but will explode in a AOE, and anyone caught in it will receive heavy damage and a stacking vulnerability up debuff. And players will need to avoid them for nearly 30 seconds while avoiding other mechanics.
*** A mechanic in one of the raid fights marks players with the normal marker, but the actual attack is delayed. For first time runners, this causes them to do the mechanic as normal, but then fail it once it actually goes off.


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* {{Creator/MiHoYo}}'s flagship games of ''VideoGame/HonkaiImpact3rd'', ''VideoGame/GenshinImpact'', and ''VideoGame/HonkaiStarRail'' can be annoying to flip through with regards to the control scheme.
** ''Honkai Impact 3rd'' in particular has controls all over the place when compared to other action/adventure games. For instance, the right bumper button is used for interaction and the top face button for jump. Then it has inconsistencies within itself, particularly with Part 2, where Ultimate is now right bumper and the left bumper is interaction. Events can sometimes run amok with this as well.
** If you're coming from ''Honkai Impact 3rd'' to ''Genshin Impact'', have fun pressing the jump button when you meant to dodge or pressing the right button when you meant to interact with something.
** And finally coming from ''Genshin Impact'' to ''Honkai Star Rail'', you'll be pressing attack in the normal map when you want to interact with something, and then there's the shortcut, which only about three things share the same spot between the games.
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* [[SimulationGame Space sims]] don't all use the "like an airplane '''In Space'''" model of ''VideoGame/WingCommander'', ''VideoGame/XWing'', and the like. In more realistic games that have at least make a passing nod to RealLife physics. For those who use both methods, depending on the game, it can be confusing to attempt a maneuver in one UsefulNotes/GameEngine physics model, while actually using the other model.

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* [[SimulationGame Space sims]] don't all use the "like an airplane '''In Space'''" model of ''VideoGame/WingCommander'', ''VideoGame/XWing'', and the like. In more realistic games that have at least make a passing nod to RealLife physics. For those who use both methods, depending on the game, it can be confusing to attempt a maneuver in one UsefulNotes/GameEngine MediaNotes/GameEngine physics model, while actually using the other model.
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* Many fans of the ''VideoGame/GoldenSun'' series will find themselves playing through ''VideoGame/GoldenSunDarkDawn'' holding down B to run, even though your character is now always running.

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* Many fans of the ''VideoGame/GoldenSun'' series will find themselves playing through ''VideoGame/GoldenSunDarkDawn'' holding down B to run, even though your character is now always running. Both ''Golden Sun'' games on the GBA has Start open up the save/options menu and Select opening in game menus (magic, items, etc) while most other games have the two functions swapped.
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* In the ''Franchise/SuperMarioBros'' series, A is usually used for jump. However, many DS ''Mario'' games use B to jump and A to attack/throw fireballs, meaning that someone coming from ''VideoGame/SuperMarioGalaxy'' to, say, ''VideoGame/SuperMario64DS'', or from a past ''Mario'' game, can seriously end up slightly confused playing a DS remake/port/series game. Then there's the page quote at the top, if you ever find yourself playing ''Mario Clash'' on the Platform/VirtualBoy.

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* In the ''Franchise/SuperMarioBros'' series, A is usually used for jump. However, many DS ''Mario'' games use B to jump and A to attack/throw fireballs, meaning that someone coming from ''VideoGame/SuperMarioGalaxy'' to, say, ''VideoGame/SuperMario64DS'', or from a past ''Mario'' game, can seriously end up slightly confused playing a DS remake/port/series game. Then there's the page quote at the top, if you ever find yourself playing ''Mario Clash'' ''Videogame/MarioClash'' on the Platform/VirtualBoy.
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* ''VideoGame/TheLastFaith'' is a Metroidvania taking most of its combat cues from ''Videogame/{{Bloodborne}}.'' Other Soulsborne Metroidvanias, like ''VideoGame/DeadCells'' and ''VideoGame/{{Blasphemous}}'', base their control scheme on other 2D platformers, putting attack buttons on face buttons. This is an entirely different control scheme to most others Soulslikes, where attack buttons are usually the right trigger and bumper. ''The Last Faith'' splits the difference, putting primary attack on X and secondary attack on the right trigger. To make things worse, the secondary attack button uses the left hand weapon--which ''Bloodborne'' used the ''left'' trigger for. ''The Last Faith's'' default mapping to the left trigger is to use the equipped consumable, meaning a lot of people wound up wasting a Healing Injection when they meant to shoot something. Thankfully, patch 1.5 introduced button remapping.
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** ''VideoGame/GodOfWarRagnarok'' does this ''twice'' in regards to weapon selection. ''2018'' used left and right on the D-pad to draw, respectively, the Blades of Chaos and Leviathan Axe, or to sheathe that weapon and fight unarmed if it was already drawn. ''Ragnarok's'' default control scheme uses the same buttons to draw the same weapons, but instead uses D-pad down to sheathe any equipped weapon...until you unlock the Draupnir Spear, which takes its place on down, requiring you to relearn the muscle memory of tapping a weapon's direction to sheathe it.
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* Slapping the Platform/PlayStation4 "Share" button thinking it's the Select button on an older generation [=DualShock=] controller is a common anecdote among longtime [=PlayStation=] users. Much of what would have normally been assigned to the Select button in previous generations has been moved across to the [=DualShock=] 4's clickable touchpad.

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* Slapping the Platform/PlayStation4 "Share" button thinking it's the Select button on an older generation [=DualShock=] controller is a common anecdote among longtime [=PlayStation=] users. Much of what would have normally been assigned to the Select button in previous generations has been moved across to the [=DualShock=] 4's clickable touchpad. This is exacerbated if one uses a [=DualShock=] 4 on PC, where most games ''do'' use the share button as Select!

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