mjk45 said:
hinch said:
@mjk45 Yeah I said its present though its underutilized and mostly used relegated gimmicky stuff that isn't really fleshed out, nor explored to its potential. I can only think of only two games use it thus far on PS5 and that's Resident Evil Village and Astro's Playroom. And the implementation in the former is quite bad and tacked on.
Like we haven't had a game like Gravity Rush where its specifically designed to use motion controls for more accurate platforming. Nor is it used in other current games for even simple QTE's of last generation. Whereas with the other features that were introduced this generation (and last) we're seeing massive backing for - i.e. haptic feedback, adaptive triggers. And the share feature of the previous generation to this one.
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My comment was more about the MGS2 aiming shooting still early days my friend, and while it will never be universal at least the barriers are low since from what developers have mentioned all the various dualsense features have great ease of use in regard to implementation. and lastly let's hope that at least we get some sort of crossover impact from Switch games with gyro aiming etc.
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Ah MB went off ahead xD I don't know if you played with a DualShock 2 (PS2) controller but nearly all the face buttons and the triggers were analogue.
The DualShock 2 had 8 × pressure-sensitive analogue buttons (
,
,
,
, L1, R1, L2, R2) And it was widely used in a variety of games. Then Sony outright removed them in the next iteration with the DS3. Iirc the original Xbox had it as well and for games like Dead or alive games where the harder you pressed a button it the stronger the attack. Sadly it was largely abandoned and the only analogue inputs we have now are triggers and analogue sticks.
But yeah I hope so, because despite not particularly having having strong feeling for motion controls on gamepads. When done right gyro controls can actually add to the experience for the player.
Last edited by hinch - on 09 January 2022