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LucasArts then made the same mistake with Escape From Monkey Island, because they were targetting the PlayStation 2
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It is funny to think that even back then people just didn't put up with bad controls. Like Elder Scrolls Redguard, amazing game for the time but the lousiest controls ever. Megaman Legends also comes to mind.

They would put up with crazy puzzles, huge grinds, weird RPG numbers systems (AD&D in BG1/2 for example), but if you want to do action A on thing B that can not, under any circumstance feel bad to do.

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We take for granted now how much especially the defaults for Halo 1 rebuilt gamepad controls to a useful, reusable standard. It's really fun going back to Halo 1 and its tutorial of how its controls work and its menu full of optional entire layouts to sort of see the exact moment when game controls stopped being lousy and almost random from game to game. You can contrast with Halo Reach where most of the optional layouts are just gone and more people use the defaults and then say Halo Infinite where all the optional layouts are gone because the common ones moved into the platforms (and accessibility settings) and in some cases the gamepads themselves.

It remains an interesting reflection point in the history of 3D games. It's also why the Grim Fandango remaster turned out so well, now that controls have settled into their modern forms.

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I also remember the criticism of Full Throttle, but it always rang hollow to me: a game is not just the puzzles, and also some people complained about the action sequences, but for me they were welcome (even if too easy). Everything about the game is golden: the setting about bikers (how cool is that?), the 2D pixel animation, the amazing voice acting and the opening by the Gone Jackals. I fell in love with the game back then, and I still like it on replays.
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The game is amazing, but it is really annoying when you get stuck on a weird timing-based wall-kick game, or robot-bunny minefield, or destruction-derby minigame with unclear instructions.

Somehow I remember those parts more than the fun parts, maybe because I didn't have access to a guide back then.

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SCUMM games always had a "win" key for action sequences, and I remember it would sometimes be mentioned in the manual. (Remember when games came with those? I was one of the sorts of nerds that read them.) Off the top of my head I think it was Alt+G. My first many playthroughs I always used the win button for all the action sequences in Full Throttle. It made the game a lot better back on my original PC I played the game on where it would stutter in the action games and make them hard to win. I still sometimes think the game is better without the action sequences, even if I can normally win them now.

(As I recall even GrimE had a similar or the same combo key. A lot of the complaints about Monkey Combat in EMI I didn't have because after a couple attempts I recall just pushing the win button and moving on.)

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Heh, I know what you mean. I enjoyed the action minigames and figuring out what to do, but some people found them frustrating.

Mostly, what I remember is the outstanding voice acting, and the most memorable intro ever.

Yeah, whenever I think of Maureen I think of two things: asphalt, and trouble...

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