>>115241
Update: I made a discovery that massively improves my biggest issue with the game. It's the fucking camera mode setting, of all things.
MotorSlice has three cameras: Floaty (the default), Not Floaty, and Cinematic. Honed by years of playing video games, your instincts will probably tell you that Not Floaty is the best because it sounds less laggy, and that cinematic anything is probably trash. For once you're wrong about the latter, and it's so big an improvement that I can't believe it's not the default.
Both Floaty and Not Floaty feel stiffly anchored around the character, with Not Floaty feeling like a snappier version of Floaty. Cinematic is closer to the kind of camera you'd get in a Fumito Ueda game. It's often a little more pulled back, drifts around a bit as you move, and tends to turn around the character noticeably wide. That sounds terrible, but the crazy thing is that it's actually perfect for a third-person parkour game. The wide, lazy turns it makes help you correct movement slip-ups on the fly, give you a better sense of your location in 3D space when you're mid-air, and seem to make the camera-driven wallrunning/walljumping/vertical walljumping trifecta more reliable.
I'm shocked at how big of a difference it makes. Making the switch flipped me from hating the game's movement to an immediate, completely unexpected flow state. It actually feels good now. It c