@jazgalaxy: I heard it was a prequel that's why I won't read it until I have finished this game.
Anyway here is my theory for what I think of the ending.
I suspect Snow is not truly dead. The common trope in stories like this is that myths can only truly die when they are mostly forgotten. She will probably return in a later episode. I guess they could have killed her off for shock value, but I find it pretty implausible, it seemed like her character development was just starting. Not even Game of Thrones killed of characters that early. There is also the plausibility that the whole ending was a trick considering that the next episode is called Smoke and Mirrors.
I really liked and I usually don't like adventure games or linear story games, I guess it's because I found the world interesting. I took a chance buying it as I really didn't like The Walking Dead, dropped that game after having forced my way through the first episode, but I have never liked generic zombie stories so I should have expected that.
Portal looked better than a controller. I have never seen anyone do 180 turns that fast on a normal controller. Civ Looked great, Papers please even better. CS:GO looked horrible; still better than a controller without auto-aim, but it won't matter much when going up against people with M&K.
I'm skeptical about the face buttons. They seem illogically placed. They seem too far from the thumbs, but that may be optical illusion. But they sure as hell seem spread too far from each other. Most melee combat games (I play a bunch of those) require you to push two buttons at once mid-combo. I don't see myself pulling those off easily with this placement. Also, it seems weird to me how it has two on each side. So, if I use the left track pad for movement, I will only have two more buttons as an option, because asking me to stop moving for another action seems inefficient and I highly doubt that'll work nicely.
I guess the actions could be mapped to the triggers instead. Perhaps that could work, although I'm skeptical if that's the best place for the stuff I have in mind.
But I won't know until I play it. Lack of D-Pad isn't good though. Touchscreen will not make up for that properly. I suspect this controller will see an update rather quickly with a proper layout. It doesn't seem designed to optimally play the games of today. Perhaps they were so focused on making it work for strategy games that they forgot to look into other genre's.
There are two buttons on the back of the controller. X and Y are not meant to be used the same way as on the 360 controller. Look at the Portal 2 bindings, Crouch and Toggle Zoom are bound to the back buttons while Push to Talk and Partner View are on X and Y. X and Y will be used for less important functions on any decent configuration.
Impression from Tommy Refenes programmer on Super Meat Boy. Impression generally positive but the controller could use some minor improvements, pretty much the only reason he would prefer a 360 controller is because he is more used to it.
It looks pretty bad, but who knows. it might work a lot better than traditional controllers for FPS. The thing is though, I can't see this being used for anything more than FPS. I would still prefer to have a stick when playing action, adventure, RPG, etc. AKA my favorite genres.
But really though, the button placement is a mess. If you needed to press X or Y while walking, you'd have to stop walking.
This looks perfect for many RPGs. The extra button that the middle screen makes could be shortcuts for everything without having to go into a menu.
"In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal - supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet."
If the game implements support you could for example use it to browse through something like the favorite menu in Skyrim without having to pause the game.
I think this controller design has potential, it is nice to see them try something different than the 12 buttons, 2 Sticks and a D-Pad norm.
The controller text input interface they included with Big Picture is far superior to anything the console manufacturers came up with so I'm giving them the benefit of the doubt when it comes to controller design.
I can see issues with playing fighting games with this thing though. The way that the face buttons are placed around the touchscreen makes it hard to coordinate precise stick movements and button presses, you could maybe move the main buttons to the shoulders or maybe even the cardinal directions on the right pad. Well who am I kidding, you'll end up using a 360 Fight Stick anyways.
You also might not get some the movement precision you need in certain platformers that are built around the D-Pad.
People keep forgetting that there are two buttons on the back of the controller. You could probably use those + bumpers + A and B for a six button fighting game. It would be very different from how you would normally play a fighting game but i think it could work pretty well with some practice.