I fired up TimeSplitters 2 for the first time in like two decades and immediately went at the aiming controls
Firing from the hip, there’s no crosshair on the screen, which would be fine, but instead of a zoomed-in aiming mode or iron sights, aiming your gun roots you in place and gives you this light gun game-like pointer crosshair. Usually, aiming in an FPS game decreases your sensitivity to make it easier to make finer adjustments but this is the opposite. The crosshair is essentially a super sensitive mouse cursor that you control with a stubby little thumbstick, and it feels terrible to use.
Halo had been out for almost a year by the time TimeSplitters 2 came out so why didn’t they just crib Bungie’s homework
I quickly went back and checked TimeSplitters: Future Perfect and sure enough, it just had a regular Halo-style crosshair as the default, called “fixed crosshair” in the options, with the old control style called “moving crosshair.” I guess by 2005 Halo had established its control scheme as the de facto standard for console FPS controls
tbf that’s a function of dual analog controllers not even existing until the dualshock
turok had the core concept down 3 years earlier using the c-buttons as one stick, and goldeneye had this hilarious dual analog option using two n64 controllers, one in each hand, also 3 years earlier
Most companies also probably didn’t want to release a game you couldn’t play with the original non-analog controllers, AFAIK there are only a handful of PS1 games that require analog sticks.
There was a PS1 controller with analog sticks called the Dual Analog Controller before the DualShock.
we need to bring back the double N64 controller method, the true golden age