Magnet Hands: Difference between revisions

Not all of the edge-grab glitch in FHBG ascended
(Not all of the edge-grab glitch in FHBG ascended)
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'''Razputin:''' S-s-sticky paws?|''[[Psychonauts]]''}}
 
In most [[Platformer|platformersplatformer]]s, the hero can carry a readied weapon of any given size without taking any penalty to his ability to run, jump, climb, dangle by one hand or perform any other acrobatic feats. Equally, he never loses his grip on the weapon when unexpectedly flung through the air or forced to catch a ledge to avoid falling to his doom. You get the impression that the weapon is magnetically attached to his hand, and that his fingers don't have to actually hold it in order to maintain a grip.
 
What is actually happening is that the weapon is simply being rendered relative to the character's hand. Perfectly reasonable when doing normal things with a weapon. As with any program, so long as it is told to do something, it will continue to do it, even if it violates reality. So if the character needs to grab a ledge, the game will obediently keep drawing the weapon relative to the hand just like it was told.
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* Averted in ''[[Silent Storm]]''. When the characters climb over fences or through windows, they holster their weapons.
* ''[[Diablo]] II'' has [[Everything's Better with Cows|cows]] wielding [[Blade on a Stick|halberds]]. [[Captain Obvious|With their hooves]].
* Ledge grabbing in the NES version of ''[[FHBG]]''. The Python remake, on the other hand, averts this: it doesn't allow the player to grab ledges with his hands full, forcing the player to choose between agility and attacking.
 
{{reflist}}