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Play.TM: Killzone 3 Due This Xmas - Will Support ARC (RUMOUR)

TTP said:
This assumes the cross-hair ain't fixed in the middle of the screen tho, right? Hm... perhaps they can toy around with that. Like

Uzi = cross-hair fixed in the middle of the screen
Rifle = cross-hair not so fixed in the middle of the screen
Rocket launcher = cross-hair gets looser

hm..
These are called bounding boxes, and should be configurable by the user.
 
I'd personally only like ARC controls IF its based on moving the camera as opposed to moving the crosshair - the latter feels floaty, and awful. I've got RE4 Wii and I don't particularly like it.
 
TTP said:
This assumes the cross-hair ain't fixed in the middle of the screen tho, right? Hm... perhaps they can toy around with that. Like

Uzi = cross-hair fixed in the middle of the screen
Rifle = cross-hair not so fixed in the middle of the screen
Rocket launcher = cross-hair gets looser

hm..

Trust me, I've been going back and forth on this a lot. It needs to be loose.
Faster turning speed though usually means that it will react faster the more you leave the center (tigher bounding box, so in a way the Uzi is closer to fixed than the bazooka).
I'm just saying having it totally or nearly fixed doesn't really work in a pointer fps title.

The looseness of the cross-hair also elevates the feeling of realism in my experience.
 
-viper- said:
I'd personally only like ARC controls IF its based on moving the camera as opposed to moving the crosshair - the latter feels floaty, and awful. I've got RE4 Wii and I don't particularly like it.
RE4 Wii is not a first person shooter, and has awful controls.
 
Man said:
Trust me, I've been going back and forth on this a lot. It needs to be loose.
Faster turning speed though usually means that it will react faster the more you leave the center (tigher bounding box, so in a way the Uzi is closer to fixed than the bazooka).
I'm just saying having it totally or nearly fixed doesn't really work in a pointer fps title.

The looseness of the cross-hair also elevates the feeling of realism in my experience.

Gotcha. Un-fixed it is then. For some reason I didn't think about a variable bounding boxes sizes solution.
 
-viper- said:
I'd personally only like ARC controls IF its based on moving the camera as opposed to moving the crosshair - the latter feels floaty, and awful. I've got RE4 Wii and I don't particularly like it.

I'm personally interested in ARC only because Wii games can be ported to PS3 and PS3 games with ARC controls can be ported to Wii. Win-win for both consoles (since PS3 doesn't have enough casual games like Wii does and Wii doesn't have any hardcore games like PS3 does).
 
I think that vid did a good job of showing that you can do 'fixed' well. But I think it depends on the controller and how it feels and its characteristics...lots of unknowns at the moment there with arc.

Fixed or unfixed, I'm sure devs will do whatever fits best with the controller. Personally though I like the idea of fixed if it works, since this is closer to what's worked best for a long long time on PC.
 
I always felt either Resistance 3 or Killzone 3 would use Arc. I don't see this as a bad thing, Sony have 2 killer exclusive shooters, it's only right to atleast experiment with one of the IPs for motion control use.
 
Do you see how natural the loose cross-hair mode looks? You can almost see what the player is thinking by looking at YouTube videos. So awesome.
 
gofreak said:
I think that vid did a good job of showing that you can do 'fixed' well. But I think it depends on the controller and how it feels and its characteristics...lots of unknowns at the moment there with arc.

Fixed or unfixed, I'm sure devs will do whatever fits best with the controller. Personally though I like the idea of fixed if it works, since this is closer to what's worked best for a long long time on PC.

Interesting bit is that Sixense device seems to be based on gyros/accelerometers alone (edit: actually it's a different tech altogether based on magnetism. http://sixense.com/).

Perhaps a Wand/KZ3 bundles (without EyeToy) will suffice. Not sure how much the Arc thing needs the camera to do its stuff. Perhaps it doesn't need it at all to achieve what we see in that L4D video.
 
I just hope KZ3 does not get fucked up due to some forced motion control agenda. As long as it still plays the same as KZ2 I'll be happy. Personally I hate motion controls in general for hardcore games but if they pull it off and make the transition from traditional control to motion control without making it feel forced and tacky, I'll welcome it. Else please leave KZ alone or at least have the option to play with a DS controller. I guess E3 will tell more when we get 100% details on Arc and may be KZ3 too.
 
Gaogaogao said:
Example: 22-32sec of that Youtube video, you see by his aim and stretched arms where he is expecting encounters.

shagg_187 said:
I see auto-lock?
That square isn't auto aim. It's just a hud thing in the Conduit.
Again, The Conduit isn't a good game. Low fps, so so hit detection and generally 2001 era garbage. But it does controls really right.
 
TTP said:
Interesting bit is that Sixense device seems to be based on gyros/accelerometers alone (edit: actually it's a different tech altogether based on magnetism. http://sixense.com/).

Perhaps a Wand/KZ3 bundles (without EyeToy) will suffice. Not sure how much the Arc thing needs the camera to do its stuff. Perhaps it doesn't need it at all to achieve what we see in that L4D video.

they should require camera at all times, regardless... and let people use it for voice chat, video chat, taking pics, whatever else, during the gameplay as well. they will probably use it also to indentify where you are and eliminate need for re-celibration...
 
Man said:
Example: 22-32sec of that Youtube video, you see by his aim and stretched arms where he is expecting encounters.
but because the whole camera doesnt move up you have a disadvantage, its too slow
 
Gaogaogao said:
but because the camera doesnt move up you have a disadvantage, its too slow
It's 100% adjustable. Vertically separate from horizontally, bounding box...everything. I agree with you, he has too low vertical speed (or bounding box starts to far up/down of center).
The Conduit has probably the most in-depth customisable console controls ever.
You can even drag and drop the various hud elements around to your liking (radar, health and ammo in the middle of the screen yay...).
 
For FPS controls, almost all of the pioneering has been done already on the Wii. The textbook is written! If any devs screw up with FPS controls with Arc there will be no excuse.
 
TTP said:
Interesting bit is that Sixense device seems to be based on gyros/accelerometers alone (edit: actually it's a different tech altogether based on magnetism. http://sixense.com/).

Perhaps a Wand/KZ3 bundles (without EyeToy) will suffice. Not sure how much the Arc thing needs the camera to do its stuff. Perhaps it doesn't need it at all to achieve what we see in that L4D video.
I sort of doubt that tbh, but we'll know more on the technical specifics next month at GDC.

Plus I really don't even want them to promote that kind of gaming, just push the PS Eye as it brings a whole slew of other advantages (mic/voice recognition, camera/head tracking etc).

As for the pricing though, when you look at the Wii pricing you'd think a wand + nunchuck would amount to $45-50, plus a PS Eye for $25-35, and then a game of course.. obviously bundles will always cost less, but I doubt they can include a 'real' game in a PS wand bundle without the PS Eye, or else they'd need two types of game bundles which isn't happening. I'd also like to point out that from the looks of what we know about the supposed nunchuck, using it and the wand together gives you the same amount of button inputs as a DS3, just minus a stick (which is replaced by motion controls) and a R1 trigger. So theoretically speaking, any current game could implement motion controls as the lack of input buttons is no longer an issue.
 
Man said:
Using that RE video to demonstrate loose cross-hair is anti-propaganda :p

Here's properly tuned controls:
http://www.youtube.com/watch?v=kFqL-ljIc78

Best console fps controls.

That is also good, but I think the bounding box needs to be a little narrower, at least for my taste. He gets the cursor almost to the edge of the screen before the camera starts turning.
Edit: Its customizeable, which fixes that. Excellent.

Somewhere between L4D and Conduit would give the sense of weight we want and also the accuracy, without straying into RE4 territory.

The point is that it is totally doable to have semi-fixed/fixed reticle to view and be very very playable and fun with the tech that is in the Wiimote and the new Arc. Hell, I almost wonder if you can do it with just 2 sixaxis controllers.
 
Sentry said:
So theoretically speaking, any current game could implement motion controls as the lack of input buttons is no longer an issue.
Not really. Uncharted 2 (and most likely KZ2) are using the Cell CPU with close to 100% of it's performance at times.

That's not the same as extracting 100% potential out of the console but it means all it's resources are taken (be that bad code or good code).
 
Man said:
Not really. Uncharted 2 (and most likely KZ2) are using the Cell CPU with close to 100% of it's performance at times.

That's not the same as extracting 100% potential out of the console but it means all it's resources are taken (be that bad code or good code).
I was referring to more so to gameplay mechanisms than actually applying it to current games. Basically you don't have to cut out certain features due to not having enough buttons/inputs.
 
zoukka said:
Motion controls would be fucking perfect on a game like Killzone 2.

I hope it's mandatory. That'll put an end to waggle bashing.



Oh and Killzone 3 will most definately come pretty soon. The tech is already there and the massive development costs need to be covered.

So you want Arc to be seen as "useful" then it to be a peripheral and make KZ3 possibly a terrible game by forcing shit controls?

FUCK THAT.

Arc can kiss my ass. Shit controls better not be forced on this game or any of the AAA Sony titles. That shit was made for causal gaming not hardcore games. I think ppls are getting into Waggle wars and justify ARC's existence by forcing it into any game. That simple...how about you guys get off that fanboy BS thinkin!?

You dont think Arc will be terrible for FPSs?? What Wii game made you think it was meant for that genre? Have you played KZ2??? :lol KZ3+Waggle = turn into a shit game. go play KZ2 and think of playing with Arc controls. Then come back. If the lagg+boosting+32 fuckups+weightyness doesnt ring a bell, gtfo with your bs thinking.
 
Cruzader said:
So you want Arc to be seen as "useful" then it to be a peripheral and make KZ3 possibly a terrible game by forcing shit controls?

FUCK THAT.

Arc can kiss my ass. Shit controls better not be forced on this game or any of the AAA Sony titles. That shit was made for causal gaming not hardcore games. I think ppls are getting into Waggle wars and justify ARC's existence by forcing it into any game. That simple...how about you guys get off that fanboy BS thinkin!?

You dont think Arc will be terrible for FPSs?? What Wii game made you think it was meant for that genre? Have you played KZ2??? :lol KZ3+Waggle = turn into a shit game.
Cool, so you've used it then? How's KZ3 shaping up btw? Seriously, you can't judge with such extreme opinions without even using it or knowing how it would be applied to begin with.

I don't KZ3 to have mandatory MC either, but saying option would suck without knowing more than we do is ignorance.
 
K sorry for my RAGE post but forcing Arc controls on KZ3? Are you serious? Anyone who has played that game wouldnt want that, trust me. Hell most of us didnt want that stupid changed they made with a patch.

Yea I havent played with Arc or KZ3 but forcing it onto games just to justify it it the dumbest thing I've read.
 
I'm still wondering about Arc support - how will they keep the 'weightiness' with a motion controller? Will it be unresponsive to compensate? Or are they going to drop this whole aspect from Killzone 3 altogether?
A major concern with this is multiplayer, how will they address the balance if some players are using Arc and others using a normal controller?
 
Cruzader said:
K sorry for my RAGE post but forcing Arc controls on KZ3? Are you serious? Anyone who has played that game wouldnt want that, trust me. Hell most of us didnt want that stupid changed they made with a patch.

Yea I havent played with Arc or KZ3 but forcing it onto games just to justify it it the dumbest thing I've read.
For the hundredth time, no one is saying forced MC in KZ3, just an an optional way to play the SP for example. And once again you make too many assumptions. I've played the game for countless hours, and I have enough of an open mind to see that the possibility of motion being applied with such accuracy could result in really interesting gameplay mechanics.

Just wait and see first, we've yet to see it REALLY applied to an fps to judge on what is possible with the kind of accuracy that the wand can allow.

Garjon said:
I'm still wondering about Arc support - how will they keep the 'weightiness' with a motion controller? Will it be unresponsive to compensate? Or are they going to drop this whole aspect from Killzone 3 altogether?
A major concern with this is multiplayer, how will they address the balance if some players are using Arc and others using a normal controller?
Remember how it's applied to most fps titles, more like a laser being pointed on the screen and the crosshair follows. With this 1:1 you can actually make the gun move in the way the wand moves, thus giving the ability to track real acceleration and apply it in a way that doesn't feel like lag per say, but possibility could feel 'weighty'

It requires a lot of experimentation and more knowledge on how the wand itself works though, which hopefully we'll be saying next month at GDC and more at E3.
 
Garjon said:
A major concern with this is multiplayer, how will they address the balance if some players are using Arc and others using a normal controller?
probably sticky aim for the analog people

Cruzader said:
K sorry for my RAGE post but forcing Arc controls on KZ3? Are you serious? Anyone who has played that game wouldnt want that, trust me. Hell most of us didnt want that stupid changed they made with a patch.

Yea I havent played with Arc or KZ3 but forcing it onto games just to justify it it the dumbest thing I've read.

i played it and i want it

and they arnt forcing it, it's motion control or normal control.
 
Ephemeris said:
If it supports both, conventional and motion control, I'll be good.

If it works as well as the Wiimote, people will use motion controls anyway, because dual sticks will be uncompetitive.

Misterinenja said:
I still haven't played a first person shooter game where pointer controls worked. Games like RE4 are different.

Pointer controls are already superior to dual sticks even in their current half-assed state. They're much better for RE4 type games, but it's not that different (you can even turn faster with pointer than with dual sticks).
 
TTP said:
I dont get what you mean with "bigger movements". If, say, I point the wand towards the upper right corner of the screen I want the in-game cursor to point there immediately. If you want to add weight to this by requiring "bigger movements" does that mean I'd have to point the wand towards the ceiling to get the in-game cursor in the upper right corner of the screen?

The thing is, you don't have to "point" to upper right corner in order to move there. A closer analogy is how the analog nub works. If you move the nub from the center, then the pointer in the screen moves to that direction. And how far from the center you moved it determines the speed at what it moved. If you increase the sensibility in the game settings, the same movement with yields bigger on screen distances.

In the wii, if you move the control (camera) from the center, the cursor (and the camera) will move in that direction. Increasing or reducing the cursor and camera speed with yield different results from the same movement. So, a slow RPG would either, require bigger movements or move slower, than a hand gun.
 
Sentry said:
Remember how it's applied to most fps titles, more like a laser being pointed on the screen and the crosshair follows. With this 1:1 you can actually make the gun move in the way the wand moves, thus giving the ability to track real acceleration and apply it in a way that doesn't feel like lag per say, but possibility could feel 'weighty'

It requires a lot of experimentation and more knowledge on how the wand itself works though, which hopefully we'll be saying next month at GDC and more at E3.
That sounds... a bit odd really. The game would have to ship with an attachable weight or something to keep the heavy feeling consistent. But like you said, we still know little about this device; for all we know, it could have undergone a complete makeover in the past 6 months.
-COOLIO- said:
probably sticky aim for the analog people
I'm not sure this would be the best approach, otherwise the analog users would then have an advantage, plus fans of this game may not take well to sticky aiming ;)
 
Did you guys not read who I was quoting?? That dude said he wish it was forced and that, that needs to happen so Arc is not seen as a 2nd controller...basically which I replied F that. I wouldnt mind optional. Read next time, k.

Also analog users dont need auto aim. Only COD noobs need that. It amazes me that most FPS have that, even though its not needed when you have manual scope views and such.
 
Cruzader said:
Did you guys not read who I was quoting?? That dude said he wish it was forced and that, that needs to happen so Arc is not seen as a 2nd controller...basically which I replied F that. I wouldnt mind optional. Read next time, k.

Also analog users dont need auto aim. Only COD noobs need that. It amazes me that most FPS have that, even though its not needed when you have manual scope views and such.

Pointer controls are so good, that removes the need of manual scope views.
 
Bounding box is awkward in execution.
Indifferent2.gif
 
Cruzader said:
Did you guys not read who I was quoting?? That dude said he wish it was forced and that, that needs to happen so Arc is not seen as a 2nd controller...basically which I replied F that. I wouldnt mind optional. Read next time, k.

Also analog users dont need auto aim. Only COD noobs need that. It amazes me that most FPS have that, even though its not needed when you have manual scope views and such.

TBH reading really stupid posts like yours makes me want the same thing. It's silly though, as I wouldn't want to ruin the game for other people beside you.
 
Garjon said:
That sounds... a bit odd really. The game would have to ship with an attachable weight or something to keep the heavy feeling consistent. But like you said, we still know little about this device; for all we know, it could have undergone a complete makeover in the past 6 months.
Not really, what makes KZ2 feel weighty is (among other things) the time it takes to accelerate/decelerate etc, which is also related to the stick distance movement to actual game results. Similar to what lonley1 stated, what you would do is require broader movements, while this sounds annoying it would actually be more realistic as the time to move your hand from point a to point b will take longer/require more movement thus more acceleration/deceleration then if all you had to do was move your wrist a few degrees to achieve the same distance/results. Hopefully that isn't too obscure of an explanation, lol.
 
Lonely1 said:
The thing is, you don't have to "point" to upper right corner in order to move there. A closer analogy is how the analog nub works. If you move the nub from the center, then the pointer in the screen moves to that direction. And how from the center you moved it determines the speed at what it moved. If you increase the sensibility in the game settings, the same movement with yields bigger on screen distances.

In the wii, if you move the control (camera) from the center, the cursor (and the camera) will move in that direction. Increasing or reducing the cursor and camera speed with yield different results from the same movement. So, a slow RPG would either, require bigger movements or move slower, than a hand gun.

Afaik, with the Wiimote, you essentially get direct coordinates of where you're pointing (relative to the "sensor" bar + a very simple transformation) (only talking about the pointing function). With the Arc, you get motion data like angular speeds and whatnot and can calculate a position from that. Where and how you map cursor movement from the data you're getting is your choice, but theoretically, and ignoring calculation delays and drift, the two things could work the same. You can theoretically calculate motion data from pointer data (although this is neither necessary nor a good solution) and pointer data from motion data. The possible difference between them boils down to lag and drift for the Arc afaics.

Sentry said:
Not really, what makes KZ2 feel weighty is (among other things) the time it takes to accelerate/decelerate etc, which is also related to the stick distance movement to actual game results. Similar to what lonley1 stated, what you would do is require broader movements, while this sounds annoying it would actually be more realistic as the time to move your hand from point a to point b will take longer/require more movement thus more acceleration/deceleration then if all you had to do was move your wrist a few degrees to achieve the same distance/results. Hopefully that isn't too obscure of an explanation, lol.

I don't like this idea at all. What so good about pointer controls is exactly the speed and accuracy you can achieve. Even slowing down cursor movement a little sounds a bit better than this to me.
 
Cruzader said:
Did you guys not read who I was quoting?? That dude said he wish it was forced and that, that needs to happen so Arc is not seen as a 2nd controller...basically which I replied F that. I wouldnt mind optional. Read next time, k.

Also analog users dont need auto aim. Only COD noobs need that. It amazes me that most FPS have that, even though its not needed when you have manual scope views and such.

I see what you mean, but I read his post as forcing it as an option. In other words forcing first party developers to support it alongside DS3 controls. That way we don't end up with just 3 games that support it because no one wants to risk it or someone does it first and poorly and scares everyone off.

After watching the l4d video, I think it can work. Just add a touch of bounding box to give weight effect like KZ2 and it sounds great to me for KZ3. I would be willing to give it a try.
 
Flachmatuch said:
Afaik, with the Wiimote, you essentially get direct coordinates of where you're pointing (relative to the "sensor" bar + a very simple transformation) (only talking about the pointing function). With the Arc, you get motion data like angular speeds and whatnot and can calculate a position from that. Where and how you map cursor movement from the data you're getting is your choice, but theoretically, and ignoring calculation delays and drift, the two things could work the same. You can theoretically calculate motion data from pointer data (although this is neither necessary nor a good solution) and pointer data from motion data. The possible difference between them boils down to lag and drift for the Arc afaics.

I know, It's all in the case that Arc can work like, or emulate the wiimote. I explained in another thread why, if arc need mechanical tracking of the rotation angle, I don't think it would be as good as the wii-mote. But I'm assuming (and hopping) it will here.
 
Flachmatuch said:
I don't like this idea at all. What so good about pointer controls is exactly the speed and accuracy you can achieve. Even slowing down cursor movement a little sounds a bit better than this to me.
It would need to be a mix of the two really, but there's just no way you're going to get what you see in that L4D sixthsense vid and achieve 'weight' (or whatever you want to call it) at the same time.
 
Lonely1 said:
Pointer controls are so good, that removes the need of manual scope views.

Makes no sense, why would it eliminate the need of the player to zoom with manual scope when pointer controls doesn't make targets at a distance bigger?
 
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