Mori_Yuki: And how is it not useful in this game apropos hard-coded keys all over the keyboard versus mapping certain actions to a mouse, attack, interact, accessing a menu and navigating certain menus?
Really if this game was released on a console first and later released on PC, or its developed and released for both at the same time neglecting one piece of hardware + peripherals over another (console vs. PC), I do expect they go the extra mile and optimize it for PC as they obviously did for Switch. Saving work, not having to change messages and mapped keys and mouse buttons, this is just a sloppy port not worth my money.
If Nintendo would release a collection I wouldn't buy. Why? Because if I was into jump&run games (which I may have been some 30 years ago) I would have bought it for a console or handheld. Why? Because then I know it is optimized for these devices and controllers.
my name is capitayn catte: You're completely missing my point, not sure whether accidentally or if you're being deliberately obtuse.
If a game doesn't have a cursor based interface or a 3D camera, what do you even want the mouse for? What exactly do you think moving the mouse around would do in this game?
This has nothing to do with button rebinding, which I already agreed is something that should be included.
First I must apologize to you for this very-very late reply. I didn't miss your point just felt the opposite is true and here is why: When there is more than one menu, which with a
Controller you'd normally access with Select or Start then navigate with L || R or L1 || L2 && L3 || L4 and D-Pad or Sticks, I would expect that this is no different with a mouse safe a few extra buttons and no need of keyboard input at all.
To me it makes absolute sense to be able to use it both for navigating a menu - tedious when there's literally hundreds of options to have to scroll down with the directional keys as you would have to on a controller, versus simply clicking and dragging the scrollbar down to the option you wish to change, as well as in a game selecting a target or carrying out an action like attack, selecting a spell, interacting with the environment.
All this is part of this game as far as I could see. The presence or absence of a 3D-camera, border-scrolling, doesn't make the use of a mouse less useful. In my opinion there's hardly any game than the simplest of Jump&Runs or some action type games you could very well do without a mouse.
Being forced to use a keyboard or a controller where everything is mapped to some buttons &etc., where there is an auto-target function just for Console players, several actions being bound to one key on a keyboard, this can and has led to problems for me in the past.
Not just for me but many other players as well, consider Walking Dead (Telltale) A rather more recent example would be Smelter where developers implemented both keyboard + mouse but seemed to have mainly concentrated their effort to optimize for XBox Controller. The former worked very well up to a point where you have to doge over a small chasm, which then you'd have to press some key (which didn't work) and some mouse button. Or Tasomachi for another, where you got your 3D camera, you got your Jump&Run, and also this dreaded keybinding problem where it says press Z+F at some point. Again, didn't work, with keyboard.
On the other hand there's games where the reverse is true. Using a controller, because developers did a p**** poor job porting their game to PC, or developed it for multiple-platforms and some framework allowing this be an easy process, where players are forced to switch between keyboard and mouse and controller to be able to continue. This all is possible when you except either being forced to use a controller in order to enjoy your game or live with a set of restrictions imposed on the PC as platform because developers didn't care to change messages: Key (A) (B) (C) (D) is used instead of (A) (B) which is again and in part Retro Machina.
This shouldn't be supported no matter whether it's actually useful to have a mouse over keyboard input. That isn't the problem at all. If it works with keyboard alone and is as easy to play and navigate around doing stuff it is fine. I do agree with you that even with keyboard only in some games this can be preferable. I'm used to navigating around in Windows 10 with several shortcuts to get me to where I want quicker than would be the case with mouse (which may seem more convenient but takes several clicks hence much longer).
If, on the other hand, a developer just ports their game, maybe even going the extra-mile implementing some sort of mouse or keyboard navigation support in-game and in menus, this isn't worth the money and they have to learn this. Just because it is possible to conveniently port some game from A->B->C PC, Console, Tablet and maybe mobile, without adapting the input to each, or halfhearted on some not on others, this shouldn't be tolerated. You pay for it for one particular device for a reason and expect it to work with whatever input device (native to a PC in this case) seems best. Not short-cutting your work by not implementing the mouse support.
Lastly I want to say that comparing controller and keyboard && mouse, directional keys on one and navigating around with mouse, versus buttons and a D-Pad, looking at it this way, I put the question to you: How can it
not be useful in a game such as this, even without 3D-cam &etc. to be able to use
it as input device?