I do agree that relying entirely upon numeric look commands is not good,
that's why I think more could be done with pitch as an indicator, either
bying having relative wind sounds, or altering the sound denoting a certain
ledge or obstacle according to it's distance.
A look key might be a useful backup while the player is learning the
relative significance of sound, but once the player has a litle practice it
hopefully would be unnecessary.
Though the view and context is very different, this was also my thinking
when I suggested the wind sounds in entombed to denote space around the
player, which does seem to have worked successfully.
This is in fact what I did myself with shades of doom, I used to use the
look commands constantly with the eva set on super verbose, but then I
turned the setting down and finally didn't use it at all.
Beware the Grue!
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