Sony’s new DualSense controller, much like the DualShock 4, has pretty good motion sensors in it – but developers rarely use them. This is frustrating, because we’re big believers in gyro aiming: the concept of fine-tuning your shots by tilting the pad. Those who’ve experienced the feature in, say, Gravity Rush 2 and Uncharted: Golden Abyss will know that it doesn’t replace traditional thumbstick controls – in fact, it enhances them.
It should be exciting, then, that Resident Evil Village features gyro aiming on the PlayStation 5, but sadly Capcom has busted the implementation. The option – spotted in the game’s latest demo – refers to a Motion Sensor Camera Mode. Unfortunately, this disables the right stick entirely, meaning that rather than fine-tuning your shots with the DualSense, you’re actually controlling the entire camera by physically tilting the pad.
It’s a bad implementation, and it’s curiously missing from the PS4 version. Capcom has done a pretty good job with gyro aiming in recent years – Monster Hunter Rise, for example, has good support for the feature – so we’re hopeful it can patch this up before launch and come up with a better solution. Still, we’re happy to see the publisher actually support the DualSense’s motion controls, and we’re hopeful this is the beginning of more developers paying attention.
[source twitter.com]
Comments 49
Gyro shmyro. That's what I always say.
Splatoon 2 has this mechanic perfectly implemented
Surely it does exactly what it says on the tin; implements gyro aiming. Just beacuse it doesn't let you use the analogue stick doesn't mean it's 'busted'. Misleading headline.
I honestly just couldnt care about all the trickery in the controller, after just sending in my Dualsense that came with my PS5 for repair after not even 6 months and the Pulse headset thats falling apart despite being used 4 times and just sits on a headphone stand unused, I would settle for just a really good quality built controller with no gimmicks
Sad I watched some videos on Gyro aiming from a YouTuber called Narrel and it really convinced me on it and the vid was mostly about using Gyro to help and enhance the stick so yeah this is not the way
I wish ms would hurry up and build a better controller so that devs will actually be able to implement stuff like this on a regular basis. They are holding everything up, meaning it can’t catch on then gets thought of just as a gimmick.
Gyro is fun if it's implemented right. With regards to aiming, Splatoon 2 and the 3DS remakes of OoT and MM do it really well.
You have to have gyro coupled with the right thumbstick. Just taking away thumbstick aiming completely isn't the right way to do it. It limits the player.
I honestly don’t get gyro aiming. It just irritates me.
@thefourfoldroot The weak Xbox Series S will hold back all multiplatform games for the entire generation by forcing content parity across all systems. The only way games will fully utilise hardware is if Sony continues securing console and timed exclusives which will give devs an incentive to make the most of all the features.
If they can fix it, this is great news. Gyro options should be normalised!
The aiming was already pretty bad in the demo, I can't imagine making it worse with gyro only aiming.
Strongly debating on PC or PS5 version of this game! Capcom please make it an easier decision and give us something cool!!
@truerbluer what a load of rubbish. Have you not heard of scaling? All the same content would be there regardless of whether a console has slightly less power than the alternative; it will just not look quite as pretty with a different resolution and/or run at the same FPS. If anything, it's the last generation that's holding everything up as most games lauching over the next 1-2 years will likely be multiplatform. By your definition, PS5's power is also holding up parity as it's not as powerful as the SX (which as we've seen, there's actually very little difference, but each system have barely pushed the capabilites yet). I wish people would just enjoy games for what they are, regardless of the system. Stick your Sony snobbery eleswhere.
@Keyblade-Dan nerrel is amazing I didn’t know anyone else watched him, I don’t understand either why it’s so hard to implement in a game. And when I see a game have it it’s something really out of place like Doom classic.
Gyro aiming is an incredible innovation. Of course it should always be an option/never forced, and should also never replace, but work in harmony with traditional right stick aiming. Really hope Capcom fixes this in RE8!
@nessisonett Gyro aiming is like @kyleforrester87. You either love it, or you hate it.
@Octane 😬
Gyro aiming is the biggest reason I try to go with PC or Switch (usually PC) for games involving aiming and shooting. It's awesome when configured correctly. But yeah, disabling the right-stick is insanely dumb.
People should hit up Capcom on twitter about it.
@DualshockInfinit Yeah more mainstream games on PS and Xbox should adopt it really hope Horizon II FW introduces Gyro aim
I think gyro aiming is the future for fine tune aiming, I can't remember how many time I've been trying to line up a shot by flicking the stick the smallest amount possible, only for the crosshair to flick way past the target. It is as close as we will get to full mouse support on console.
@nessisonett It's pretty simple. Thumbsticks are good for making coarse movements, but aren't ideal for quickly lining up precise shots. Gyro + thumbstick fixes that by allowing you to aim in the direction you want with the thumbstick and then quickly use motion to line up the shot.
Pure motion aiming is a dumb idea with gyro, though.
Yessssss! Patchy implementation aside, I hope it finally becomes a standard this gen as there's absolutely no reason not to have it as an option.
If it becomes a standard on PS5, it could be the decisive feature to sway me towards that, instead of an XBox.
It is underused. Gyro aiming greaves is Uncharted was perfect. It added so much precision and accuracy to it. I’m dissapointed there isn’t more usersage of it.
@clvr Standardized gyro aiming would be a BIG plus for the PS5, in my book. I can configure it on PC, but it takes a bit of work.
@sikthvash I suggest you read these:
https://www.gamesradar.com/uk/xbox-series-s-could-bottleneck-some-next-gen-games-developers-suggest/
https://wccftech.com/xbox-series-s-ram-not-an-issue-but-gpu-performance-presents-challenges-for-future-titles-4a-games/
Developers at id, Remedy, Infinity Ward, 4A Games have spoken about how the Series S will hold back multiplatform development.
Do you really think games like Ratchet & Clank: Rift Apart could even work on a Series S? Multiplatform devs have to completely compromise their design and vision to make games even work on a Series S. Games like Rift Apart that utilise the hardware for instantaneous loading could never be made by multiplatform devs as long as Series S parity is enforced. It'll only be Sony and their 3rd party exclusives that'll be able to make full use of the hardware.
Like you said there is very little difference between PS5 and Series X, so yes, PS5 wouldn't compromise development for Series X, but Series S (and last gen) certainly will.
Tell me, why Halo Infinite was delayed again? Why was the reception to its reveal so unanimously negative? Could it be weaker platforms holding it back?
Anyone that hasn’t experienced Resident Evil 4 on the Wii, do yourself a favor and look into it. It is without a doubt the de facto Resident Evil experience.
I actually just got a Wii to play GameCube games and sure enough I had to get RE 4 as well.
@truerbluer thanks, I shall give the articles a read.
I still don't think developers can really argue that the S will be holding back the generation. Just look at PC - millions of different combinations of components & specifications - some games will be playable on a potato at low res, others will of course require a NASA rig, but a lot of these game will have to playable at entry level - mid-range specs as well as top end.
In a hypothetical world, I'm sure Ratchet & Clank could work on the S, just not at 4K 60FPS & most likely without some of the post processing effects etc. Ultimately though, that game is designed with one platform in mind - the PS5, because it's engineered just for one platform.
I don't deny that things can be made difficult with multiple spec options, but this is not going to go away anytime soon because developers for PC put up with it and we'll have mid-gen upgrades again in 3-4 years and games will have to work on new improved consoles as well as the base consoles.
PS5 / Xbox SX just isn't that much of a leap up from PS4 Pro / Xbox One X - I'm sure the handful of specific new console games like Demon Souls could have actaully run on past gen hardware too. Yes, we're all enjoying 60FPS with some bells & whistles like faster loading times etc, but we've barely begun.
Halo Inifinte just wasn't the huge leap everyone expected. Covid also has a lot to answer for. The game was clearly underbaked, and not just in the graphics department. No use in launching broken, half finished games - the developers need room to breathe in these trying times.
@Ralizah I knew I'd find you here ahahahha
As far as I've seen, the two of us are probably the most fervent gyro advocates in here lol
Yeah it really is a game changer.
By now I'm so used to it on both PC and Switch, that, when a game doesn't support it (on Switch) or I can't get it to work (on PC) it feels kinda weird.
For example, I still haven't played Dishonored 2 because it doesn't let me keep gyro on; I booted it up right after finishing the first one and I got real mad that I cannot play 2 like I played the first one.
Then again, Dishonored is not a shooter so it's not a big deal.
I'm playing Outer Wilds at the moment, and I don't use gyro for it, nor Portal.
I generally use it when I need to be precise, but in a non-FPS it's just a nice plus, not a necessity.
DOOM Eternal, now that's a necessity ahahahah
Meh, when it comes to gyro. If it was as good as people have stated, it would have been implemented, long ago, in games like CoD, BF, R6S, etc. The fact that most games in the ps4 era didn't really use the gyro or the touchpad, hell even the sony games didn't really use the touchpad/gyro, shows that it is a gimmick.
@sikthvash I think you're underestimating how much of a leap in power it has been this gen, but I can understand why since so far only Demon's Souls showcased it while everything else has been hindered by being cross-gen.
The thing about PC is so far there haven't been any true multiplatform generation exclusives i.e. only on PS5 and Xbox Series. The reason low and medium spec PCs can run current games is because they're still being designed for PS4 and Xbox One as base platforms. It'll be interesting to see what happens in a few years time when (if?) multiplat devs move solely to PS5 and Xbox Series and how PC ports will be affected and whether it'll force PC owners to upgrade and get NVMe SSDs with approximate console speeds or be left behind.
The reason I'm bitter about Series S is because currently it's getting an easy ride playing games designed for PS4 and Xbox One but when true next gen only games start arriving, Microsoft will be forcibly making devs scale back their ambitions to accommodate the Series S. This is also unprecedented because no generation has ever launched with 2 models of the same platform with such a big power difference. The way I see it, MS will either have to abandon Series S like they did with Kinect and anger a lot of people or they will forcibly keep the bar low for all multiplatform devs while PS5, PC and Series X owners suffer the consequences.
@truerbluer Indeed! We will have to wait and see what happens. If I'm proved wrong, then I'm going to have to pick out the most digestible of hats =0p
RE 7 PSVR had gyro aiming that did that. maybe they were trying to make it in VR or will later on? that's what it sounds like to me.
The game I remember having awful gyro implementation was GTA V. You could barely move your controller without making a huge turn using a bike.
@truerbluer The guy comment wasn't even talking about the Series Consoles. He wss talking about the controllers... Are you really that salty about the Series S that you instantly attack it when no body is even talking about it? XD
@Floki All I meant is the Series S will be the lowest common denominator for this gen and all multiplat games will be using it as the base system to develop from. This simply means only a few devs will go above and beyond to make DualSense features intrinsic to gameplay when the majority will ignore it or provide a half-baked approach, just like the touchpad on PS4.
@truerbluer Yes. But that point I'm trying make. The comment you made has nothing at to do with what the guy was talking about. The power of Series S wouldn't factor into anything to do with the controller. You can have a switch level console and still have all the features of the dualsense.
EDIT: The fact of the matter in your case. The lowest common denominator is Xbox Series X|S and PC; and not Series S. As none of these platforms offer dualsense features.
I absolutely love gyro aiming. Besides portability it's the reason I choose Switch for games that support it vs other consoles. I wish developers would support it for more PS4/PS5 releases. The Last of Us Part 2 and Days Gone also added gyro support which is great. Hopefully Capcom fixes this for the PS5 release of RE Village.
Enlisted has this feature as well. I had it turned on and did not even realize it. I was doing amazing until I realized it was on, then my small caveman brain started to try and utilized it more and more and I was a complete mess. I had to turn it off. I wish I had never figured it out as my subconscious was doing amazing work. 🤔
I really don't like when you have to use gyro controls. It takes me out of the game, and sometimes just breaks a good gaming experience for me. Motion should stay and die in the wii generation. It adds nothing. Plus if they leave the tech out of the controllers maybe they can cut the ridiculous price of them and people won't have so many broken ones.
@SegataSanshiro I'm glad someone else sees my point of view. I'm currently running a 3rd Gen Intel I7 PC from 8-9 years ago & I'm still able to run current games (I was running a GeForce 970 but upgraded to a 1660 Super recently) at 4K 50-60 FPS. Yes, I might have to scale back some of the graphical options, but my rig still serves at a good mid range option when considering GPU.
" it’s curiously missing from the PS4 version"
Good. I remember the stupid parts of Ratchet & Clank: Tools of Destruction on the PS3 where you had to use the tilt mechanism in the DS3 - not because it improved anything, it was just because it was there to be used and show off to spectacularly dismal results. Seem to remember they patched it so you could just use the sticks in the end?
Perhaps the PS5 has better gyro mechanisms than the PS4's DS4 but I doubt it (bet they're the same) so I'm glad it'll be missing from the version I'll be playing on the Pro.
Supporting motion tech is fine but it should ALWAYS be optional to the gamer. Games like Sackboy which forced you to use motion control on platforms, shouldn't have. They weren't very responsive controls either, and often sent you plummeting to your death.
@truerbluer I'm just going to leave this here... https://twitter.com/JezCorden/status/1384680324257439745?s=20
If true, It would appear that Sony also dabble in holding things back for parity.
@sikthvash The guy you linked is a notorious Xbox fanboy that constantly spreads FUD about PlayStation and it's been proven false:
https://twitter.com/ZhugeEX/status/1384874257558163458
@truerbluer Good to know! Sorry if I aided in spreading misinformation in this case bud
Edit: on a side note, @ZhugeEX was called out on being an Xbox shill again on Twitter today =0p I actually missed this post you linked to!
@PhhhCough Time to make a Hot take: while Splatoon started the Gyro Aiming trend, it took a Breath of the Wild to show players that Gyro Aiming is "as good as people have stated".
After DOOM 2016's Nintendo Switch port, Gyro Aiming is practically a standard and it's going to be expected whenever a game with "shooting" elements is released to Nintendo Switch console.
Starting from that point, we're slowly seeing the adopting rate on PlayStation, and if Resident Evil Village, a major triple-a game, has Gyro Aiming support (even tho, it's "busted" compared to Monster Hunter Rise...same game engine too!), progress has been made- I guess.
(alternatively: The Last of Us Part II or Days Gone, but they're added it in a post-release patch)
think of it as how Twin-Stick Analog Stick control scheme was adopted: While Alien Resurrection [the game] was one of the earliest FPS to implement that control scheme (remember that poorly-aged Gamespot review?), it took a Halo to show players that Twin-Stick Analog Stick Aim is "as good as people have stated".
@AL2009man touche. But to be honest, I believe gyro was implemented on the switch, because of the woeful joycons/sticks, when it comes to fps. I do like its implementation in BoTW, especially handheld mode.
Of the multitude of games on the ps4, maybe a handful of games, even by sie, used touchpad/sixaxis. How far would you have to tilt or turn the sixaxis to use, proper, in a CoD/BF type game.
I feel by the time gyro is perfected, it would be better suited for vr or ar or whatever is coming next.
If people like gyro, people like gyro. I don't want to convince people, one or another. It's just not for me.
@PhhhCough knowing the history of Motion Controlled-Aiming, we're were doing "Gyroscopic Aiming" waay back in the Nintendo 3DS and PlayStation Vita-era. We just didn't truly figure out how to "optimize it" until Splatoon arrived.
To properly answered your question regarding "how far would you tilt in CoD/BF-type game": The general principles of Gyro Aiming tends to be a "Use Analog Sticks for broader movement, Use Motion Sensors for smaller movement" approach most Splatoon players do.
Just like Analog Sticks, Sensitivity plays an important factor here. For a game like Titanfall 2 or Call of Duty, you need the Splatoon-method of Gyro Aim. For a game like... Resident Evil 4/5/6 or The Last of Us Part II (that one got Native Gyro Aim support), you need the Breath of the Wild-method of Gyro Aim.
while Rogue Company gives up both options, we can already achieve that on PC via Input Mappers. In fact: I recently played Titanfall 2 on PC with both Methods after fiddling with the settings.
If you want more info; I highly suggest checking out this video from a Pro-Splatoon player ThatSrb2DUDE on how to use Motion Controlled-Aiming. While the video is Splatoon-specific; it can also apply to any game.
https://youtu.be/c0ep2tJk8f0
In the meantime, an Input specialist wrote an article on how-to do Good Gyro Controls. I highly suggest you to read it if you have the free time.
https://www.gamasutra.com/blogs/JibbSmart/20210330/379034/The_Absolute_Basics_of_Good_Gyro_Controls.php
@sikthvash Its worse than just that, it doesnt even detect slight movement so you cant even use for precise aiming wich is the entire point of having gyro aim in the first place. It disables vertical aiming with the joystick but not horizontal, and it has a little weird delay. Its completely busted,
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