Sixaxis "not sensitive enough" for FPS aiming - Resi 5 producer
But PS3 development is going well.
Jun Takeuchi has said that the PlayStation 3's Sixaxis controller wasn't a viable option for aiming in Resident Evil 5.
Responding to an inquiry from a European journalist, who raised the prospect of a PS3 control system similar to Resident Evil 4: Wii Edition, Takeuchi said Sony's much-maligned motion-sensing controller "was not quite sensitive enough for that".
Takeuchi expressed his fondness for the PS3, though, calling it "a great system". "We're really pleased with it, and certainly as with other developers we did have problems getting to grips with it at first, but now understanding how it works it allows us to do a lot of things we couldn't do before," he said through a translator at Capcom's Captivate 08 event in Las Vegas.
Takeuchi demonstrated the game using a playable build on Xbox 360. We asked why we weren't being shown the PS3 build, which he told us was "proceeding smoothly". Apparently it's because Capcom had specifically asked for a console build of the game for the show, and the easiest thing for the team to do was dump current content from the development platform, PC, onto a debug 360.
Resident Evil 5 is due out on PS3 and 360 before the end of March 2009. Check out our Captivate 08 Resident Evil 5 preview for more on the content we were shown.
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Comments (74) Latest comment 4 years ago
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The sixaxis isn't sensitive enough for anything.
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Every game is developed on a PC. You need it to type the code, create the art assets etc. etc. Doesn't mean that what is developed on a PC is suitable for use on a PC tho'.
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It's a really poor addition to the controller.
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Best evidence is Folklore, where absorbing the soul of defeated foe (through conventional button presses) required a yank on the controller to pull it in. Great feeling of connection with the action.
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Keep this up EG and you'll soon become the laughing stock of gaming journalism.
I used to like EG but lately it seem the writing has been handed over to a bunch of silly teenagers.
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Exactly. Let's not forget motion sensing was only really introduced this gen, a little over 1.5 years ago. Developers will need time to develop the skills to make use of it. A bit like they don't possess the skills yet to make good use of the power of the current consoles for anything other than increasing pixel count.
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There's no pointing device in the SIXAXIS - they'd have to use tilt - which would be ideal if it worked well.
I always wondered why Wii games aren't using tilt for looking, instead of the edges of the screen. Controller mustn't be well suited or equipped for it.
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I had a different experience with that. Sucked me right out of the action.
The balancing I can understand somewhat (although I really failed to use it properly, it always responds a tad late and not precise enough, I just made a dash for it) . But if I aim with a stick and only us it only for grenades that's not a consequent design choice.
It has no use or added value. compared to tighter stick control.
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Wait, so they can't do quotes any more because it will hurt your feelings and makes them loose credibility in your opinion?
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"Fuck all kinds of motion sensing, please just stick to thumbsticks and buttons, ffs."
couldnt agree more, lets be friends. Zelda, MP3 are a massive pain in the ass when played with the silly wiimote
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It's fudging Awesome on the Wii!
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I can't possibly see the attraction of a controller that can do no more than reload when you shake it.
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Same old, same old!
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"I can't possibly see the attraction of a controller that can do no more than reload when you shake it."
Shucks I can't remember the game, but I remember you reloaded pulling up then pushing down. You get used to it and I do remember liking it. I prefer a mix of motion and buttons as long as they make sense and are consistent throughout the game.
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Of course he doesn't think they can't do quotes anymore. But stupid ones like this? Come on, do you seriously think a no-brainer answer to a stupid question should result in a headline article?!
In other news: SIXAXIS terrible at making tea. I'll be counting the minutes till EG puts this on the front page...
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see this is why the ps3 + 360 need their wiimote copy controllers! can't imagine going back to controlling resevil with a normal joypad after the wonders of resident wiivil.
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mouse and keyboard! PS3 supports it, implement it and we'll all be happy!
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/yes, it rumbles to! Wow.
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Believe me many MANY of us forumers have tried to explain the fact that the sixaxis isn't anything more than a rather inaccurate motion sensor and you still get people championing it for use as an aiming device!
I begining to believe that those people don't actually own PS3 at all.
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* projectile sections in Heavenly Sword
* shake-o-defend in RFOM
* the stuff in Uncharted
so basically when its used sparingly, and not a major focus. I like the idea mentioned in the Killzone 2 preview where you get your hands on to a wheel to turn it and twist the controller to wind it around. Nice touch.
I wouldn't want to fly or drive or anything with it though.
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One can't say anything short of "awesome" regarding "sixaxis" and "MGS" (wow, about this last one we almost went fatah-level).
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Hmmm, nicktendo. Something about your name screams fanboy for something, can't quite place my finger on it.... Got Wii Fit yet? It blows.
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Nicktendo_ definately has got a Wii "FIT"!!!
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Tilt for looking would put the crosshair back in the centre of the screen unless an aiming mode is used (not at all possible without a pointer when using a SIXAXIS).
It'd be no more unnatural than using your right thumb to look (dual-analogue), or using your right hand to look (mouse).
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(Edit: removed unnecessary cussing)
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The only PS3 game I've tried so far where I actually liked motion sensing was High Velocity Bowling - that was a fairly creative and unusual implementation that (mostly) worked reasonably well.
But at least I got my hands on a DS3 recently, so now I don't have to live without rumble - vastly more important than motion sensing.
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But combined with pointing it is new. And it definitely didn't fail this time, because of sufficient software support.
Many people fail to appreciate the importance of the symbiosis between hardware and software. It's all nice to build a motion sensing controller but you need to have software that actually takes proper advantage of it. And it goes the other way as well: the hardware needs to be sophisticated enough to deliver the required input.
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No, I wont...
but I can pretend I am.
and tbh, about the "sensitiveness" of "PS-fans"..., while I don't believe, not even a bit, that EG (or any other publication) bashes the dear PS "just because", one gotta admit that the "outrage" is funny to read/see.
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Don't agree. Rumble is reactive and gives very crude and unrealistic feedback that in most cases can be achieved better and more convincing in other ways. I can count the useful implementations on two fingers (MGS1 and to give you feedback on whether you're pitching in the strike zone or not when playing 2P baseball). Motion sensing can actually change or add to the way one plays a game.
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I have no idea what posessed someone to enquire about it being used like a Wiimote aimer. Maybe they just don't know much about the controller LOL
My point exactly. That's why I said that I genuinely don't think a lot of these people who champion the motion controls actually own a PS3.
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Driving games, feeling the drive and every bump and crash. Shoot 'em ups, gunfire, inpacts explosions. Rumble adds a certain amount of interaction with what's on the screen. Let's not try and say it's not used usefully it adds a great deal.
PS3 did feel somewhat different with no rumble, sure I've not lost sleep over it but it's missed and I begrudge paying for something that should of been there anyway.
Anyway back on topic sixaxis IMO great on Uncharted simple & easy. Warhawk - disaster absolutely NO flying. Maybe (some) driving (MK was fun on Wii), NO aiming other than grenades and NO looking! Might try bowling on PSN, anyone know if that's good?
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Just my opinion. I don't think a vibrating piece of plastic adds to a driving game. It doesn't make it more real or provide me with info that audio and/or video don't communicate to me already. Same with shooters. As for FPSs, on-screen impact indicators are much more useful than a rumbling controllers.
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Anyway I'm off, all this talk of motion control has swayed to buy PS3 bowling, my girlfriend is round mine tonight so I can't play WiiSports
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I played alot of Wii before hand, so mabye I've been converted.
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I have to disagree and say I'm with bad09 on that point Les. I find rumble adds significantly to driving games, especially when trying to shave fractions of a second off my lap times, and I also find it of great benefit to other genres as well. For me, it adds another level of immersion, and hence games feel less immersive without it.
I guess it depends on how sensitive you are to tactile feedback. You're one of those gamers who doesn't respond well to rumble Les, hence it doesn't do much for you, but that are a large proportion of gamers who find it adds significantly to the games they're playing.
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Winner as far as I'm concerned =)
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I only read about the full story with why rumble wasn't included recently. Knew there was some court case but didn't realise it was against both Sony and Microsoft, only heard about the Sony issue because they contested it rather than paying off.
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I heard as much a while back and decided to get one from Asia. With the ridiculously cheap dollar it didn't cost me more than getting a regular one from the shops. I think the sticks are a little better though it might be because they haven't been used as much. Battery life appears to be better though. For most games, I turn rumble off. Though I am curious to learn what Kojima's rumble man has come up with for MGS4...
When it comes to weight though, I definitely prefer the original (rumbleless) controller.
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more news at 10, when we announce that grass is green
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ka-dsching! huh? I'm 34...
?!
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I "imported" mine from yesasia, as soon as I found out that the Aus price translated at something like £45?! Under £25 for me.
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my brain wasn't switched on
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LOL, sorry miiiguel, but that was kinda funny
To be fair though, miiiguel isn't that bad, he does seem to be a bit ghey for MS at times but atleast he's friendly about it.
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I agree that in most uses it's been put to so far it have been shite of the first order. Obviously most developers are shoehorning some kind of sixaxis function just to please Sony and not really implementing it for what should be used for.
Aftertouch.
Don't replace the controls with sixaxis functions, enhance them with it. Make it do the kind of things we imagined we were doing with last gen controllers when we involuntarily yanked them around at stressful moments. Just don't overdo it.
I imagine once devs get to grips with this kind of use gamers will actually start to like the damn thing. Just my opinion.
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You're wrong there. Audio doesn't technically provide you with any extra info a developer can't convey through visual cues either, yet it's there and many people value it for gameplay purposes. This is because the brain simply handles different bits of information better when they're coming in through different senses. One extra sense incorporated in the gameplay adds more awareness of what's going on.
It's just how the human brain works, and I assume you're human like everyone else. You don't have to like rumble, but what you're saying is false nonetheless.
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No it isn't. The difference between rumble on one side and video/audio on the other is that rumble is much cruder in it's current form when it comes to translating game world events into real world feedback.
Example: Taking a bullet to the head will result in a vibrating piece of plastic. Taking a bullet to the leg results in a vibrating piece of plastic. With audio and video it's possible to create more accurate feedback and make a destinction between these events with regards to generated feedback. I'm not against force feedback as a feedback mechanism. I just think that as rumble in a controller it's way too crude to really add to the immersion.
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I just think that as rumble in a controller it's way too crude to really add to the immersion.
I really don't agree, for instance, take Resident Evil 4, the first time you encounter one of those huge troll-like creatures with the parasite growing out of it's back. Your pad rumbles with every step the giant beast takes closer to you. It's little touches like that that really do add a sense of immersion imo. Rumble is also utilised well with explosions in FPS's and the like.
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In most general cases it is useless. I didn't miss it when changing from the 360 pad to a SIXAXIS or relish it when changing back. But I do prefer DS3 for racing (as mentioned the sticks are more accurate and more inline with 360).
The Wii's rumble is useful, especially when selecting icons etc, then the haptic feedback speeds up your reactions to what is under your pointer.
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