Rez>You said:Personally I find the dual shock design to be clunky when playing first person shooters, or shooters in general really (Uncharted for example).
Loose sticks, plus having them symmetrical just makes for a really odd experience. The design is outdated and outclassed in the year 2009 honestly.
I mean, it's not really a big deal, in the end I forget what piece of plastic I'm holding in my hands and enjoy the game for what it is regardless, but every time I pick up something like Uncharted there always is a minute or a two where I'm like, damn, I really wish I could plug in my 360 controller.
:lolTTP said:LOL at OP image :lol :lol (if u refresh it, that is)
We'll miss u Wollan
Rez>You said:Loose sticks, plus having them symmetrical just makes for a really odd experience. The design is outdated and outclassed in the year 2009 honestly.
This could very well be the case. I haven't played R2 yet, and haven't spent an extensive time with an FPS on the PS3. I'm basically gauging this off of the aiming in Uncharted, GTA4 and a shit load of older PS2 shooters (which incidentally use the same controller, but the sticks are a lot tighter, which feels a bit better to me).Private Hoffman said:Uncharted has very little auto-aim/assist, which is why it feels 'loose' and 'imprecise'. Has nothing to do with the controllers, because if you play R2 you will get a completely different feeling. It's similar to controlling PDZ on the 360, which can also feel loose and imprecise.
Well yeah, look, like I said in the rest of my post. It doesn't really bother me outside of a couple of minutes of play. Just give me a piece of plastic with some buttons placed on it and I'll work it out eventually. It's all good.Woo-Fu said:Being human, I exhibit bilateral symmetry, having the analog sticks anything but symmetrical would make for a really odd experience.
After all, my thumbs are the same length, each of them stick out from the hand it is attached to at the same relative degree of angle and I hold the controller centered and parallel to my torso.
Using the 360, on the other hand, I have to hold the controller off-center and at an angle to my torso due to lack of symmetry in the analog sticks. Makes for a really odd experience.
As far as outdated designs go, once a control scheme is perfected, why expect it to change significantly on a year to year basis other than as a way for the platform holders to make more profit on peripherals? Form follows function, diminishing returns, etc., don't expect controllers to keep changing from year to year.
TTP said:LOL at OP image :lol :lol (if u refresh it, that is)
We'll miss u Wollan
Fizzle said:Infamous is using the KZ2 engine?
Uh... now? I reserved my copy 2 days ago and got the code.Teknoman said:Kinda late, but when are Gamestops or wherever going to start giving the demo keys?
Private Hoffman said:
Fizzle said:They just happen to use the same style of rendering?
Cool.
TTP said:LOL at OP image :lol :lol (if u refresh it, that is)
We'll miss u Wollan
TTP said:LOL at OP image :lol :lol (if u refresh it, that is)
We'll miss u Wollan
This is really the only problem with the DS3.MvmntInGrn said:The 360 pad may be easier to learn since the DS3 has a larger deadzone on the sticks(well more than 360, but I think it is less than the DS2). Learning to control an FPS smoothly takes more time but I like the control on the DS3 very much, if you don't thats fine but that doesn't mean the DS3 is trash for FPS games.
FFObsessed said::lol
Banned for KZ2 launch, that is harsh!
See you in an online game then Wollan!
Private Hoffman said:deferred rendering isn't exactly a new concept. so, just because a game uses deferred rendering does not mean that it will look similarly to killzone 2.
Fizzle said:They just happen to use the same style of rendering?
Cool.
FFObsessed said::lol
Banned for KZ2 launch, that is harsh!
See you in an online game then Wollan!
DeZimatoR said:He didn't get permabanned did he? :O
DeZimatoR said:He didn't get permabanned did he? :O
TTP said:LOL at OP image :lol :lol (if u refresh it, that is)
We'll miss u Wollan
TTP said:Will be back in March.
DeZimatoR said:3 month ban? Ouch. =/
Zen said:Is it bannable to ask why?
His post history doesn't seem to indicate a ban.
Anyway, I wish KZ2 was coming out at the end of this month. So close yet so far.
Truespeed said:I keep hearing that and then I think of GOW 2. Killzone wasn't limited by the PS2, it was limited by Guerrilla. For those of you that think that Killzone 2 is a complete Guerrilla effort - it's not. Killzone 2 is the culmination of a worldwide effort by Sony assets and employee's. I shudder to think how Killzone 2 would have turned out had Sony not bought Guerrilla and injected their people and tech into the project.
I'm stopping by my local Gamestop tomorrow- don't want to miss this demo.kozmo7 said:Not sure how many of you are in South Florida but we've got a bunch of the demos keys down here now all over the place.
I didn't get the chance today, gonna stop in early tomorrow. You all should do the same if you haven't already, not sure how long these things stick around.
Iain Howe said:Truespeed said:I keep hearing that and then I think of GOW 2. Killzone wasn't limited by the PS2, it was limited by Guerrilla. For those of you that think that Killzone 2 is a complete Guerrilla effort - it's not. Killzone 2 is the culmination of a worldwide effort by Sony assets and employee's. I shudder to think how Killzone 2 would have turned out had Sony not bought Guerrilla and injected their people and tech into the project.
This is unmitigated shite.
The tech team behind the game engine was comprehensively Guerrilla Games, the Game and Level design teams ditto. The cinematics, music and sound engineering were based out of Amsterdam. The online team was in the same building and consisted of either old Guerrilla hands or newly hired employees. Creative control was based in Amsterdam and all three of the major players were old Guerrilla hands.
That's not to say that all the work was solely done from Amsterdam - there was offsite work and collaboration with other studios - but to suggest that Sony parachuted in a creative team to lead the effort at Amsterdam, or that the meat of the work was done elsewhere is Grade-A tosspottery.
I call Shennanigan's.
anyone know?dfyb said:if i pre-order on ebgames.com, do i get my code emailed to me by tomorrow?
lupinko said:Ouch, pwned.
i thought the demo was coming tomorrow...? if it's coming feb 3rd, i don't really care.Rapping Granny said:So everybody gets their code tomorrow, but that code won't work until Febuary 3rd. what's the point of having them so early?
dfyb said:i thought the demo was coming tomorrow...? if it's coming feb 3rd, i don't really care.
Rapping Granny said:So everybody gets their code tomorrow, but that code won't work until Febuary 3rd. what's the point of having them so early?
Iain Howe said:This is unmitigated shite.
The tech team behind the game engine was comprehensively Guerrilla Games, the Game and Level design teams ditto. The cinematics, music and sound engineering were based out of Amsterdam. The online team was in the same building and consisted of either old Guerrilla hands or newly hired employees. Creative control was based in Amsterdam and all three of the major players were old Guerrilla hands.
That's not to say that all the work was solely done from Amsterdam - there was offsite work and collaboration with other studios - but to suggest that Sony parachuted in a creative team to lead the effort at Amsterdam, or that the meat of the work was done elsewhere is Grade-A tosspottery.
I call Shennanigan's.
Truespeed said:You really want to know what "unmitigated shite" is? It's when you contradict yourself repeatedly.
"there was offsite work"
"was offsite work"
"offsite work"
"collaboration with other studios "
"with other studios"
"other studios"
As for suggesting Sony "parachuted in a creative team to lead the effort at Amsterdam" ala Epic - well, that was just an unmitigated shite inference you created to back up your other inferences.
Truespeed said:You really want to know what "unmitigated shite" is? It's when you contradict yourself repeatedly.
"there was offsite work"
"was offsite work"
"offsite work"
"collaboration with other studios "
"with other studios"
"other studios"
As for suggesting Sony "parachuted in a creative team to lead the effort at Amsterdam" ala Epic - well, that was just an unmitigated shite inference you created to back up your other inferences.