Thank you for making this topic, and even considering our thoughts.
I prefer to use a gamepad when playing any game, as I feel it's a lot more enjoyable than using a keyboard/mouse setup, especially for holding extended periods of time. While I did used to play really old versions of SRB2 with KB&M, any time spent on 2.1 was me finicking with analog mode on the gamepad, with only jumping on the traditional setup when it proved too tedious otherwise.
Pros of Analog Mode:
- Analog mode feels better to me on a gamepad because it means I can make turns, walk in a smooth circular arc, and position myself relatively well where I need to be on the screen without needing any extra input, just like any other 3D platformer can do (ie Sonic Adventure, Mario 64, etc etc). It feels natural for it to work like this; and that's easily its main appeal. Meanwhile, having left stick control movement with left/right input feeling like a strafe just feels wrong to me, as it pretty much requires you to have to constantly fiddle with the camera to feel secure in the direction you're headed. Which brings to the next point..
- Sonic games are rather arcadey in nature, and giving players a simplified control scheme like this really helps that out. Requiring the player to make constant heavy work with moving the camera around just to see where you're headed seems to go against that grain a considerable amount; at least if we're asking them to play it on a controller. While the average member of the SRB2 community has probably found themselves savvy to PC gaming and/or has been playing this game in it's own vacuum for nearly 1-2 decades, anyone I've ever talked to who wants to play this game now is looking to enjoy a 3D platformer fan game experience and not quite walking in willing to juggle the mechanics a third-person-shooter hybrid with the genre entails; a thing that often scares away newcomers. And all things considered, I think that's a fair takeaway.
- It keeps functions on the face buttons. Telling players to instead use bumpers for jumping/spinning is a functional answer, sure, but very much not ideal for what it is imo. Just about every Sonic game, 2D or 3D, is played with the face buttons, and having that convention thrown out to instead accomodate for translating the M&KB controls as 1:1 as possible just feels alienating to the outsider.
- This control scheme also really helps make shots in where you want to go a lot easier. Being able to aim the Spindash, thok or glide with directional input feels a lot more natural to me than it being where the camera is currently faced. While I understand it was changed to how it is to improve accuracy (under the want for the player to heavily utilize the camera), I again don't find myself priming my camera angles very often in these kind of games; especially when additions like directionchar have me thinking I can change directions like that, only to go barreling forward into a pit or trap.
---
However, analog has problems.. which everyone has said before, of course. The general consensus seems to be that it 'severely handicaps' players, so I guess we should look at what that problem is, which issssssssssssss mostlyyyyyy the camera.
Cons of Analog Mode (and proposed solutions):
- First of all, it seems there's no form of steering it with the right stick whatsoever in it's current form; which is where a grand majority of the woes came from for me. For some reason, it wouldn't even register the camera recenter function even if you assigned a button to it. Both of these issues made getting the camera turned around a massive hassle, as the only non-movement binded camera options were some (especially slow for some reason) left and right rotation. So imo, giving the player all of that in that mode would be pretty sick and fix a lot of it's accessibility issues on the offset, I feel.
- Second, turning's camera seems to rotate way too quickly, making it where keeping steady movement on the ground can be pretty wobbly. This isn't a problem for me when I get especially used to it in a session, but I do think it could definitely use some work. Maybe a more dynamic camera when turning, where it stiffens up a little more with the faster you move? If not that, then at the very least I imagine there could be an 'analog turning camera sensitivity' slider of some sort (maybe with a briefer name lol) that allows the player to find their personal sweet spot for how dramatically it turns the player, similar to the standard camera sensitivity sliders.
- Similarly, the glide is also very janky to steer in analog mode's current form. I imagine ideally in this mode, the left stick should probably rotate the glide as smoothly as the camera does, rather than the odd 8 directional thing going on there..
- Since moving sideways without turning the camera could still likely be a useful function, I'd suggest either bringing back the ability to strafe as something you can map to the bumpers, or something you could hold a trigger for when you need it.
- Finally, the camera seems to like to go against the direction you should be facing at times, when you load up a stage. At it's least offensive it's still tedious as your only option in analog mode is to let the sluggish left or right rotation get the camera turned around, but in boss arenas it can be especially irritating, as the boss can get a hit on you just because you're not done getting yourself oriented the right way.
---
Overall, I feel like if there was a new thing that replaced analog mode that could capture it's good qualities while also making up some of these improvements, I think that would be a more than competent translation of that gameplay into something not only I but many others would dig as their way of controlling this dope-ass game. Sure, it wouldn't quite be the same level of accuracy as the standard controls offer, and maybe some would still find it inferior, but that's why SRB2's versatile control options have always been a good thing, yeah? :)