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Forums - Sony - KZ3 controls similar to “standard run-and-gun,” says Guerrilla

 

KZ3 controls similar to “standard run-and-gun,” says Guerrilla

Yes this is for the better of the series 30 25.21%
 
No this is bad move 9 7.56%
 
Good the controls in K2 were hard to use 13 10.92%
 
The KZ2 controls were uni... 29 24.37%
 
There should be a option for both 34 28.57%
 
Now it'll be just like C... 4 3.36%
 
Total:119
CGI-Quality said:
makingmusic476 said:

From all the previews I've read, it's hardly run n' gun.  It's moreso a mix of the best of both worlds that happens to open the game up more to run n' gun players.  Check out Sam Bishop's impressions, for example:

For starters, the controls this time around are far more responsive in every way. Turning, firing, all of it has been made far closer to what one would expect from a modern shooter, and has done much to quell the complaints we had about the game the last time out. We'll have to fire up our post-patch copy of Killzone 2 to compare things, but suffice it to say there's still a sense of weight to everything. Sev doesn't sprint across an ice field with the agility of gazelle, he plods, with heavy footsteps that crunch into the hardpack beneath him.

It still aims for that heavier, more realistic feel.  It's just the actual aiming is somewhat more responsive, without the slight lag found in KZ2.

Didn't catch this! Concerns lifted just a tad. :P

Hmm... thanks for the clarification Music, but i'm still quite concerned, almost seems like they are selling out a little to the CoD audience. I loved KZ2 because it was unique. Hope KZ3 keeps me interested.



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Thank God!

The controls in the second one felt like the guy's arms were asleep. Controls should feel natural, not cumbersome for the sake of uniqueness. A little weight would be alright, but each gun shouldn't move like it's 200lbs. I was going to pass on the 3rd if they didn't do something about it. Looks like I'll be enjoying this game afterall.



I like :

There should be a option for both



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if i want to play CoD i'll play it, this is such a lame move.



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I live for the sword, the steel, and the gun...

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makingmusic476 said:

From all the previews I've read, it's hardly run n' gun.  It's moreso a mix of the best of both worlds that happens to open the game up more to run n' gun players.  Check out Sam Bishop's impressions, for example:

For starters, the controls this time around are far more responsive in every way. Turning, firing, all of it has been made far closer to what one would expect from a modern shooter, and has done much to quell the complaints we had about the game the last time out. We'll have to fire up our post-patch copy of Killzone 2 to compare things, but suffice it to say there's still a sense of weight to everything. Sev doesn't sprint across an ice field with the agility of gazelle, he plods, with heavy footsteps that crunch into the hardpack beneath him.

It still aims for that heavier, more realistic feel.  It's just the actual aiming is somewhat more responsive, without the slight lag found in KZ2.


Faith restored, thankx MM :)



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When will we get MP info? :( Cant wait for BETA!



This is great news for the series, it was clear from day one of the KZ2 demo they had a broken control set up and they tried to fix it with patches in the last version.  Now they had more time and the game will hopefully control right.



i blame noobs.. since they sucked they left now they will ruin kz3...



I didn't mind Killzone 2's controls, I just didn't like to use the standard scheme as I didn't want to have to click the stick to aim down the sights.

When it comes to the weight, it was unique and I liked it. However, the weight shouldn't be confused with the delay problem which was an issue I had with it on my TV which was fixed after switching it to 'game mode'.



Ok, can someone please explain to me what the problem was with KZ2's controls?  I mean, I'm not the best at FPS (definitely not the worse, either) and I had no problems with it at all.  I mean they did release the "High Precision" patch, which really only required you to move the analog stick a shorter distance for it to react.  I do usually play with it on, and have no complaints about any other controls.  Is it that people just want to be able to "glide" through a level, without it actually feeling like a human running?  Or is there something else?