Xbox now in the position of holding the industry back from widespread adoption of the best control scheme innovation in decades

  • Dirt_Owl [comrade/them, they/them]@hexbear.net
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    5 months ago

    laughs in Wiimote aiming

    Surprised that Sony and MS still don’t use tech that Nintendo used nearly 20 years ago.

    Not saying Nintendo is any better than any other shitty game corporation. Just wonder how much stuff companies call cutting edge is actually old tech.

    • aaaaaaadjsf [he/him, comrade/them]@hexbear.net
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      5 months ago

      I mean the PlayStation 3 controllers had “Sixaxis”, but none of the games actually used the gyros at all, except some gimmicky interactions in first party games, like shaking the controller to get your flashlight batteries working again. I think the LittleBigPlanet series were the only games on the PS3 to even use the gyros properly.

      • JayTwo [any]@hexbear.net
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        5 months ago

        Some early titles made extensive use of it but it was annoying and inaccurate.
        So after it just made people mad, later titles dropped it.

        Lair for example was basically unplayable until they patched it to allow for analog control as well.

        Army of two also used it for the parachute sections but it also was not always accurate. It was on by default but could be switched to analog sticks in the settings.

        • aaaaaaadjsf [he/him, comrade/them]@hexbear.net
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          5 months ago

          Yeah accuracy with sixaxis was an issue (I remember being very frustrated with one of the Uncharted games), which ended up with Sony going in the complete opposite direction with the PlayStation Move for the PS3 in response to the Nintendo Wii and Xbox Kinect craze, in which the PlayStation Move was the most accurate motion control system between the three by quite some margin. (I got to try all three at various friends houses over a decade ago, and even as a teenager the difference in accuracy was noticable). However, this also made the PlayStation Move the most impractical system, as you had to play in a decently lit room (it was even more sensitive to this then Kinect), and the controllers required calibration every time you started a game or round. Also, the move controllers looked like vibrators with colourful orbs on top. So the increased accuracy came at a cost of practicality.

      • riseuppikmin [he/him]@hexbear.net
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        5 months ago

        Ratchet and Clank games did some fun stuff with the gyro controls where they had a tornado gun that you could fire and then control it with the controller while using other weapons.