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Sixaxis: 6 years later... your verdict

It revolutionized gaming as we know it.

...


lol, but seriously. The initial idea wasn't that bad, the execution was just horrible. Way too inaccurate to control anything of significance which is why most games dumbed it down to "SHAKE YOUR CONTROLLER"
 
Flower was fun but sixaxis' younger, fitter, more purposeful brother in the Vita is gladly welcomed.
 
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This game had everything.

- flying
- skydiving
- laser aiming
- dancing
- monkey ball
- weapons
etc.

All very well implemented and lots of fun. It was shocking to see the sequels had nothing.

Actually forgot about it in Ratchet. Yeah, another good one. None as good as Folklore though
 
The motion controls in Katamari Forever were responsible for me breaking my first DS3 (and really hurting my hand) so that's where I stand.
 
3 games used it well. MGS4, FolkLore and Flower.

I actually like how camo was controlled using the six axis motion. I wish it was used more in other games.
 
I've only really used sixaxis in Flower and I was offended that you had to do giant, twisting movements rather than small, delicate movements. Perhaps a sensitivity slider would have allowed me to enjoy the game a bit more, but as it was I found the game anything but relaxing.


Other than that? Pretty useless.
 
Since it helped like TWO GAMES on the whole PS3 library, this feature can be stated as completely useless. Waste of time and our money.
 
waste of time for me. Made me rage in heavenly sword, especially those sections where I had to guide the arrow to hit a gong to open a door..... RRRAAGGGEEE
 
I've only really used sixaxis in Flower and I was offended that you had to do giant, twisting movements rather than small, delicate movements. Perhaps a sensitivity slider would have allowed me to enjoy the game a bit more, but as it was I found the game anything but relaxing.


Other than that? Pretty useless.

This, I enjoyed flower, but do not see any other implementation that I can even remember trying besides that.
 
I have many PS3 controllers and some were a lot worse than others at sixaxis. I also noticed my dualshocks not working as well as the sixaxis at it. With flower I found myself switching controllers out until I could find one that wasn't glitchy. Seems like poor quality control.

Also on the topic of sixaxis if you want to give yourself brain damage play LocoRoco Cocoreccho. Like it's literally a health hazard with all the shaking of the controller it wants you to do.
 
I still enjoy the fact that Sixaxis is a palindrome.

On the other hand, I'm still upset that there wasn't a QTE in GoW3 where I jerked the controller upwards to rip something's head off.
 
Is this the same thing they're using on Vita? Because that motion control garbage made it so I couldn't play uncharted: Golden Abyss while laying on my side. And there was no option to turn it off completely so I could play it like a normal uncharted game. Then I discovered that you could use the touch screen to climb, so it was less of a nuisance, but really? Who thought it was a good idea to make it so if you leaned the system, you would change your angle for climbing?
 
As a recent ps3 owner I don't mind this feature at all.

Heavy Rain was fun with it, as was flower and twisted metal.

I liked it in KZ3 even, looking forward to planting those charges lmao.
 
R&C: Tools of Destruction, R&C: A Crack in Time, and inFamous are the only games I have that use it off the top of my head. It was used minimally, usually to steer an attack or character a short segment. Didn't love it, but didn't hate it either. LittleBigPlanet 1 and 2 had it as well I guess, but just to pop Sackboy's head around.

Final verdict: Meh. Just glad it wasn't shoved down my throat as much as the Wii-mote was.
 
R&C: Tools of Destruction, R&C: A Crack in Time, and inFamous are the only games I have that use it off the top of my head. It was used minimally, usually to steer an attack or character a short segment. Didn't love it, but didn't hate it either. LittleBigPlanet 1 and 2 had it as well I guess, but just to pop Sackboy's head around.

Final verdict: Meh. Just glad it wasn't shoved down my throat as much as the Wii-mote was.

It has been a while since I played Infamous...How was it used there? I don't remember it at all.
 
Am I the only one who actually enjoyed the sixaxis implementation in Heavenly Sword? It wasn't perfect but it still felt good to me. I also like to use it to steer in Motorstorm and pilot helicopters in GTA IV.
 
Flower is the only game I remember enjoying the Sixaxis controls.


I really hated the door turning in Killzone and every single time it was used in Uncharted.
 
I still enjoy the fact that Sixaxis is a palindrome.

On the other hand, I'm still upset that there wasn't a QTE in GoW3 where I jerked the controller upwards to rip something's head off.


Damn...that would have been awesome lol but other than Folklore/Flower I haven't enjoyed it or even bothered using it.
 
Only played 3 games in which it had a memorable impact. It worked well in Flower, it was slightly annoying in Journey, and it was ridiculously pointless and gimmicky in Uncharted: DF
 
Half-baked attempt to match the Wii feature set. Tacked on. Few games support it, fewer games did it well.

Killzone 2, thatgamecompany games... that's about it.

I'd rather have had rumble in there from day 1.
 
A failed attempt to cash in on a fad. Never really did anything that traditional controls couldn't do better. Move came far too late. Also: Dualshock 3 > Sixaxis.
 
I think its use for racing games was underrated....i mean, it was pretty accurate. Also someone youtube made a hardware mod for it to placed in a plastic steering wheel, to be used for F1CE.....like how the Wii controller is used sometimes.

my friend's sun, who was four at the time...was able to play Motorstorm because of it...his hands were too small for the controller and trying to understand the buttons....but with the Sixaxis, he was able to play just fine.
 
I found it cool in lot's of games, mostly games wich made use of it to make the feedback to make the gameplay feel more immersive.

In Ratchet & Clank, where you were guiding tornado, were pretty sweet, it felt like you worked against the elements of nature, dragging the wind in place. :)
It were cool to be able to stear that, and Ratchet and camera at once..

Guiding arrows over long distances in Heavenly Sword were also fun, especially fun to watch a friend fall out of the couch when trying to do last minute adjustments to hit the groin of a dude, and failing miserably.
Didn't like guiding cannon-balls, or other objects as much as the arrows.

I also liked the minor sniper-adjustments in Killzone, not so much as extra assistance, but it felt more realistic that you had to keep the gun (or in this case controller) absolutely still when aiming.. :)

And shaking the controller to ward off attack-dogs wich had downed you, or shaking to roll to get the fire from flamethrowers in first Resistance, were also pretty cool, I think that might be the best use overall.

The most stupid thing , where shaking the controller as a madman to eat 100 Pizza-slices in a JRPG, granted it were funny and hard to do while laughing..
The boob-jiggling thing in MGS4-videos were also epic. :P
 
I absolutely loved the long range Sixaxis arrow guiding levels in Heavenly Sword. It just felt awesome to plunk arrows into people.

Folklores implementation was great as well since it added to the game. Doing the different kind of pulls was really cool, much better than any kind of button combination thing or button tapping you'd have done on a conventional controller.
 
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