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Killzone 2: no changes to control speed, but multiplayer is faster |
Listed in: PS3 Tags: Guerrilla, Guerrilla Games, Killzone, SCEE, Seb
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Despite complaints from some gamers that the controls in the Killzone 2 demo were a little laggy, Guerrilla Games has decided not to change the system, saying that the game is intended to be a weighty, tactical experience. Which means you don't just rush into a hot zone blind with guns blazing. The game's producer Seb Downie wrote:
After carefully looking into this, reading the posts, talking to a lot of you directly and analysing the controls at GG we have come to the conclusion that there are no changes required to the system.
If at all, any changes to the controls would put the majority of people who have not had problems or have adapted out of whack, which may be more serious.
Killzone 2 is a weighty, slower, more tactical first person experience that focuses on immersion. It is not a twitchy, split-second gun-wielding experience like some shooters.
Related Articles:
- Resist temptation: Killzone 2 promo copies can't play online
- SCEE: PlayStation 3 has to suffer, Killzone 2 has 1.1 million pre-orders
Via PlayStation
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Comments
Default controls should be alternate 2 with zoom hold always on.
There should be no noticable lag between real-time movement.
It's rediculous to have to wait for the game to make your movements.
I mean jeez not eeven quake 1 had lag that was said to be a part of the experience.
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I remember when GTA IV first came out i didn't like the controls very much (the cars seemed awfully heavy and unresponsive) but after a while got used to it and i now find the previous game too twitchy and fast so i think it's just about having to change the way you play it.
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this is NOT quake or UT ffs
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Like Seb already said, the guns are meant to feel as though they are heavy, which they are. There is no lag.
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As far as the "lag", I didn't really notice it until I checked the GameFAQs forums and read posters *****ing about it. I went back and played the demo, and I realized what the fuss what about. However, that I didn't notice it originally just goes to show that it does indeed fit in with the pacing of the game, and well.
Oh, and if the "lag" is that much of a bother, kick the X/Y axis sensitivity up two notches. It completely does away with the "lag".
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