Ryan "Zalo" Biddulph
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zalomar.bsky.social
Ryan "Zalo" Biddulph
@zalomar.bsky.social
bird fancier, forest troll, junior game designer, writer. I live in Winnipeg! opinions my own and things of that nature.
(not the game is a perfect example of "great" responsive controls, but relative to how it handles on a modern layout it's very notable!!)
November 15, 2025 at 4:34 PM
jet force gemini is a great example of a game that just demands the original schema-- the trigger for firing being on the underside of the center stick you used for primary movement with aiming and jumping/evasion tied to your right hand with the C buttons, A/B, and R felt fairly intuitive
November 15, 2025 at 4:33 PM
it's an interesting artifact of how nintendo really experimented with controls (to debatable success) in their earlier gens while everyone else was sort of adapting to the twin stick standard. the gamecube didn't have a select button!! it's weird!!
November 15, 2025 at 4:30 PM
Masahiro Sakurai, and his seemingly inescapable relationship to maximalism in his games-- they're always these (seemingly) bottomless toyboxes! it's fascinating and i'd love to know what creative place that comes from. i'd also love to tell him how much i love his design for menus and UI lol.
November 11, 2025 at 10:40 PM
I think Lisa the Painful is the closest thing that jumps to mind-- that game beats your ass for wanting to be a good person, and taking the easy and selfish choices almost always make the game easier (more healing and such) so it's genuinely temping.
November 4, 2025 at 2:03 PM
Absolutely Tomb of the Giants lol. But to my memory (and I haven't played the game in a while tbf) 4-2 in Demon's Souls was always a big headache for me
November 3, 2025 at 4:12 PM