Here's the thing. I watched that Red Steel video too, and nowhere is the movement control scheme mentioned. All you see is the video of the game itself in motion, with a couple of stills to show you how to open the door and shoot. That is unlike the Excite Truck video where they actually show you beforehand how the movements are made.
So you really have no idea how Red Steel is being controlled. And that is my point.
Why does it need to be
mentioned? It's frickin'
demonstrated. You could see how the field of vision was being turned, you could see the turning speed...
All our comments here have been regarding
that, which is plainly evident. As I said before, the game could perfectly well have more options or be enhanced before launch, but if what's being demoed is the only way it's going to be...
Ick.
It might "feel intuitive," but it also "feels limiting." For instance, check out ponderous turning speed at 1:50 on the videos on the first page. I'd feel slow making that bank in Mario Kart.
I'm simply saying if what they're showing is the
extent, then I will be sadly disappointed. Being intuitive only gets you in faster, but in the long run it's
going deeper that counts. Will there be a way to instant-180? Will there be variable turning speed? Can you switch between edge-turning and conventional FPS control (crosshairs centered, moving the field of vision) on the fly? From a menu?
Comments made about it being "too sensitive" strike me as extremely strange (not to mention pointless), because you can
adjust the sensitivity. (There would, of course, be the necessity for a "recentering" command if you change your hand position overly, but that's about it.) What makes something like that more "intuitive" than, oh... the way every FPS so far has been done since Day 1?
Maybe for getting a handful of new people in, but what about the 3 billion who already know what's what?