>>713063540The original Gex games do not have full 360 analog control. Even if you use the analog stick, Gex will only move in 8 cardinal directions. The Gex Trilogy allows full 360 control, as if you were playing Mario.
The original Gex games also have another control issues. One is momentum. In the original, Gex always starts moving at walking speed for about half a second before he starts running. During this walking state, you cannot tail kick. You also cannot tail bounce at max height, and your jumping speed will be limited to your walking speed. You can only tail kick, max-height tail bounce, and max-speed air move from a running state. The Gex Trilogy fixes this by having Gex ALWAYS start moving from his running state, completely skipping his walking state unless you don't press the stick down all the way. This has massive implications for very quick tail kicks, and makes tail bounces and jumping way WAY more consistent.
The other issue is the circumference of Gex's pivot when he turns. In the original, if you were to try moving 180 degrees, even if you go from directly up to directly down, he will walk around in a circle until he faces that direction. This makes platforming finnicky, as you can easily fall off the sides of the level if you're not positioned right and Gex pivots in just the wrong way. In the Gex Trilogy, Gex ALWAYS snaps directly to the direction your pressing, completely removing his stupid circle pivot shit from the original.
Both of these issues being fixed makes the games so much more fun to play it's unreal. It makes me all the more mad that LRG fucked up this release so horribly.