May I try to develop my thoughts more thoroughly.
I like games in which the player charcater has that highly physcial movement, snappy response yet with some influence of momentum, spring-like motion and bouncy-ball colisions. I have never developed a 3d platformer, but based on how few games achieve even a couple of these things perfectly, I see it can't be easy. Yet, I hope some day we get that perfect game. The opposite of that, is a stiff game, where motions are too linear and robotic. I woundn't say Sunset IS stiff, its pretty fluid compared to majority, but its not as much as I had hopped (again all based on videos, All that might change once I play, and I do want to give it a try, otherwise I wouldn't be even talking about it
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I can't tell how the controls feel themselves, but from video, I can see somewhat what the 'physics' of character movement are like, and it looks extremelly ratchet-like. Though I know many love those games, they feel to me what I called stiff. Not so much compared to less plataformy games like third person shooters or brawlers, but compared to something like jak and daxter (which I find to be some of the most fluid like platformers made so far) they don't have the same feel.
A lot of it is just presentation though, getting animation just right, and character body movent that reflects all different sorts of motions, or getting a slighly lazier camera on big falls or tall jumps, to make the player feel like his movements were larger then they were.
My biggest nitpicks are the wallrunning and the rails grinding here. It is always jarring to me and a bit rythim breaking when game character interupt their vertical movement when you wall run, and they lock into a canned wall-running curve. -god, somethings are hard to express verbally- A good exemple of wallrunning done RIGHT is overgrouth, though that game is not finished, I played the beta multiple times and it just feels correct. It's handling of charcter motion is not completely acurate, but it feel physically-correct to some extent. Something mister Disney would call "plausible-impossible"
The rail grinding is a hard one. I understand the mechanic is important to keep the constant movement idea Insomniac went for. I see they want to incentive players to use it often, and don't want it to be too hard to control so they can aim and shoot and think about where they want to hop to next while at it. I can't imagine what solution would be better, but to my view the solution they found is not there yet. The velocity is too constant to feel as exiting as it could do. It feels more like slow train ride than rollercoaster if you will. The way sharp 90 degree angle turns and direction reversal were handled also kill any feeling of real speed. I know introducing actual momentum and gravity based velocity into the griding could lead to players avoiding it, and it being too hard to be usefull, or players often coming to a halt very often making the game feel slow. Finding that sweet-spot for those things is trully hard, but regardless, to me, this game just didn't.
I know other players are not as sensitive to that stuff as me, and I'm glad that they can enjoy the game for what it is. But I'm afraid it won't be my cup of tea. I say all this not to bash on Isomniac, but to discuss game design in general and see if other people sare similar views or can even understand what I'm trying to convey here.
Bizarrely, I feel like the spyro games had found that sweet-spot. The range of movements was very limited, but for what that game did, it did well. Playing spyro feels like you are constantly within a certain flowing rythim that is very satisfying. I never got that same feeling out of R&C though.