Quick Jump Daily Digest
Thank you for your interest in the Quick Jump Daily Digest. Get notified of all new content on QJ in our free Daily Digest. To subscribe, enter your email address below and click the subscribe button.
Killzone 3 controls to be improved, more accurate |
Listed in: PS3 Tags: killzone 3, playstation 3 updates, Sony
There will be some changes made in Killzone 3. Not to worry, though. The developers are reassuring that they're all for the good of the game. Among the items they had to go back to the drawing board for were input lag, acceleration, deadzone, and how these "affected the overall gameplay."
"Our first priority when we started working on the controls for Killzone 3 was to listen closely to Killzone 2's players - what they liked, what they disliked, and how they felt things could be improved."
Well, glad to know they took your inputs into a whole lot of consideration. Now we'll see how much of those inputs were actually incorporated in the game.
Anyway, he continues to say: "Accuracy and responsiveness consistently came up as the top issues. At the same time, a lot of players were saying they loved the weighty feel.
For the most part, the unique sense of weight in Killzone 2 comes directly from the first-person animations, not from the control scheme. The speed of movement and te way the camera bobs up and down are consistent with the view of a person carrying around heavy equipment."
Right now, Mathjis characterizes these changes in controls as "still a work in progress, but we're definitely getting there."
"We've recalibrated the dead zone to be more responsive and significantly reduced the input lag, resulting in far better accuracy. Best of all, we've managed to retain that sense of weight that set Killzone 2 apart from other shooters. I can't wait for people to try it out."
Via [Eurogamer]
Related Articles:
- Guerilla Games details Killzone 3's cinematic deaths
- Killzone 3: Your first look
- Qore Episode 26 to feature Killzone 3 and more on PlayStation Move
| 100% of voters think this story ROCKS! |
|
|












Comments
Reply
Reply
Reply
Reply
Reply
Reply
Reply
Best case scenario, controls that are easy to learn, but offer a lot of depth. In a fighting game, this comes down to the move list, but in an FPS, a genre that has been done to death, you need to work within the established code or at the very least, not stray too far from it, but still offer some level of depth, not complexity, to the control scheme.
For example, things like left trigger/L2 to aim down the sights and right trigger/R2 have pretty much been established as the norm. But things like going prone (which not many games outside of CoD seem to do) can offer new levels of play. In this case, a skilled player can drop into prone to avoid the obvious torso shots and a split second later make his kill shots.
Again, the purpose of control design is to offer something that anyone can pick up and understand immediately, never to bog it down in "complexity" which is a term that gets thrown around by the "hardcore" like "if you don't understand, you're a noob", or as you so eloquently put it, "if u cant use the controls dont play it".
Simple controls are not a bad thing, in fact, the easier the controls, the better chance you have of players continuing to play, and the better chance of attracting new players. So again, games should be easy to learn, and difficult to master. Not difficult right out the door.
And while I had no problem with Killzone 2's controls, I can understand why people had issues with it. It does take some getting used to if you've acclimated to games like CoD.
This is really TL;DR, so bottom line: FPSs are getting pretty stale, and the only thing that really differentiates them from one another is the setting. Weapons, though different in appearance, barely change in function, and nowadays the game modes are all either copied from CoD or Team Fortress 2, as are most of the abilities and classes.
To squabble about control issues, unless entirely game-breaking, is a pretty redundant affair, since any change will inevitably cause someone some kind of grief.
Reply
Also, what the hell are you talking about with this FPS "established code" for control scheme? Why would you think it's better for all FPS games to be exactly the same? For the convenience of duty players?
Why shouldn't games be difficult right out of the door? They used to be. Think of old fighting games trying to input commands with a d-pad, yeah it was frustrating but once you mastered it you'd be left with a feeling of accomplishment.
I understand some of what you're trying to say, and I agree that simple controls are not a bad thing, but why does that make difficult-to-master controls a bad thing?
Reply
Reply
Reply
Reply
Reply
Reply
Reply
Reply