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Old 08-10-2009, 02:28 AM   #55
geggis
the midnight rambler
 
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Join Date: Jun 2009
Location: England
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Maybe the digital/analogue analogy is stretching it a bit, I suppose it's because there're no 'gradations' in the actions; you do something or you don't. On/Off. 1/0. The running is a good example of that; run or don't run. The glide kick better illustrates my point though. You can glide yourself about but in order to attack someone it requires you simply press 'square' then the game auto-glides and auto-kicks the enemy rather than you gliding there yourself THEN pressing square to land one. You'd get a greater, s'cuse the pun, kick out of that than the 'digital' approach.
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