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kitler53 said:
Intrinsic said:

But all those things are where this Aim controller comes in. It isnt some peripheral that you attach two peripherlas to ramping up the weight. Its designed to be light and all inclusive . With its own sensors built in. From what i read is not much heavier than holding a PS controller in ur hand. 

And yes movement is still handled by the sticks which is just fine to me, but better now cause for the most part you can have ur hands be in a non akward position since you hwad moves independently of your hand.

it might be lighter but it honestly doesn't matter.  just holder your hand the up position for 10 minutes without any controller in your hands.  it is tiring. 

the thing is the gameplay has to be adjusted in a way that at least killzone3 was not.  the gameplay has to be structured in a way where you have a firefight that last no more than 2 mintues followed by at least a 2 minute break to give you a change to put your weapon down.  i'm not sure many "hardcore" gamers would be up for a game structured like that but i promise you that a 20 minute firefight is a god damn chore by the end of it.  also,.. movement control is made more awkward by putting the weapon down and still needing to move.

i'm sorry but i feel that all the things i hated about motion controlls on wii/move/kinect aren't being solved by VR.  first and foremost of that is the fatigue but the non-1:1 movements between personal action and in-game action will be there too.

i think this is why soo very many VR games are "cockpit" games. 

I have to agree. I just don't think we're "there" yet with VR. We're going to get a lot of on-rails and cockpit games. I'm not saying it won't be cool - I'm sure it will - but I doubt we'll be getting any must-have software anytime soon.