Hear from Will Wright, Peter Molyneux, and more

Critical Pathis adocumentary seriesfeaturing interviews with influential members of the videogame industry. In this episode, the topic of discussion is controllers and input.

I found one section to be particularly interesting. Speaking aboutDead Space, designer Wright Bagwell said that early on in development, some members of the team believedResident Evil‘s awkward, “deliberately clunky” control scheme was needed to instill fear.

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“One day, one of our engineers just got really fed up and he said ‘You know what, I just can’t take this any more. I don’t believe that we need that.’ And so we changed our controls to what you know inDead Spacenow … we found that players were no less terrified at all.”

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