The game didn't control exactly like a Call Of Duty, and as such, many deemed it sluggish. It wasn't, it was just a bit different. Given the number of complaints however, Guerrilla's had to go back to the drawing board with Killzone 3. Their challenge? Creating something that satisfies the people who liked the weighty controls, while also quelling concerns about controller lag.
It's something game director Mathijs de Jonge has talked about in detail over on Killzone's official website:
Our first priority when we started working on the controls for Killzone 3 was to listen closely to Killzone 2s players what they liked, what they disliked, and how they felt things could be improved, he said.
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 the way the camera bobs up and down are consistent with the view of a person carrying around heavy equipment.
According to Mathijs, Guerrilla went back to the drawing board in order to analyse the system, looking at input lag, acceleration and dead zone, and how each affected the overall gameplay.
Apparently the team's made changes that improve the control responsiveness and accuracy.
Right now its still a work in progress but were definitely getting there.
Weve recalibrated the dead zone to be more responsive and significantly reduced the input lag, resulting in far better accuracy. Best of all, weve managed to retain that sense of weight that set Killzone 2 apart from other shooters. I cant wait for people to try it out.
We simply cannot wait. It's the Move controls that have us most interested, mind.
[source eurogamer.net]
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