Killzone 2 proves Resident Evil 5 producer wrong on PS3 Sixaxis claims
Filed under: Sony Playstation 3, Xbox 360 | By: Alan Ng
Posted on: April 7, 2009 | 6 Comments

Do you remember Jun Takeuchi’s comments about the PS3 Sixaxis control pad ‘not being sensitive enough’ for Resident Evil 5? It was all to do with FPS aiming and then Killzone 2 came along and somewhat made his comments irrelevant.
An article by GamerAccess has touched upon this very issue and highlighted the fact that the developers at Guerilla Games have implemented Sixaxis functions into Killzone 2 to great effect. Whether you are aware of it or not, players are able to control the movement of the sniper rifle using Sixaxis motion control. It’s completely optional but requires greater precision and sensitivity than using an analogue stick.
So If the Resident Evil 5 producer could make these claims about the PS3 pad and then for Killzone 2 to prove him wrong on those claims, something must of been going wrong somewhere eh?
Do you think the PS3 pad is sufficient in terms of sensitivity? Share your views below.
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I have known the SixAxis is just fine, ever since I flew planes in Warhawk…
The SixAxis is not Wii Nunchuck but if program correctly, it can be very nice to use. I like the motion controlls features in Killzone 2.
I alson own High Velocity Bowling which utilizes the motion features of the SixAxis. It’s great. I just that more developers will make games using the SixAxis.
You know. More party based games that require the use of the SixAxis.
yeah - the sixaxis work very well in killzone 2
was good in tools of destruction too
The problem with the SIXAXIS is some devs make it TOO sensitive. The Wii controls are terribly inaccurate (as proved by the release of Wii Motion+) and this dumbed down movement is far more forgiving on for controlling games.
On paper I personally see absolutely no difference between playing Mario Kart with the WiiWheel or playing Motorstorm or Burnout with the SIXAXIS - yet the WiiWheel is praised and the SIXAXIS is written off as a gimmick.
The problem is the SIXAXIS is much more sensitive when it comes to detecting the range and speed of your movements which can lead to over steer in driving games for example - but all a dev would have to do is turn the sensitivity of the SIXAXIS down to Wiimote levels (ie not very high!).
As for KillZone 2 I love the implementation of the SIXAXIS, the use of it in the sniper rifle is inspired, especially when you have a DualShock 3. You still move the rifle with the stick but the steadiness of the aim depends on the steadiness of your real hands, what’s great with the DS3 is that if there are explosions and general mayhem going on around you the controller vibrates which makes it virutally impossible to hold steady - leading to a wobbly aim. But this is exactly as it should be - sniping needs a quite spot, not in the middle of a fire figt, but rather than have it as a predetermined animation it’s all down to your actual reaction to the shake.
I also love planting the explosives, there’s something very satifying about that 1-2 twist you need to do to arm the explosive - compare it to the ‘traditional’ hold this button approach of the multiplayer for doing the same action (though I understand perfectly why this is needed) and it’s no where near as much fun!
AFAIK the SIXAXIS movements are not optional in the KZ2?
There are plenty of options for using SIXAXIS in subtle and natural ways, but devs seem to overlook it - despite things like the DS the Wii and the iPod/iPhone all proving very popular thanks to their ‘alternate’ control ideas.
The natural progression of course is to add SIXAXIS to the PSP (along with a touchscreen) in order to compete with the iPod/iPhone.
Yesterday I tried using SIXAXIS motion control in Burnout Paradise. At least in that game, motion control is no good. The game registered no movement at all before tilting the controller quite a bit, making it very difficult to use. In Mario Kart everything works perfectly. That’s why it’s so popular. I don’t know if this difference between Mario Kart and Burnout Paradise is because of better hardware or better software in Wii/Mario Kart. It may be just better software of course, since the developers naturally spend much more time on motion control for Wii games. After all, motion control is the main mode of control on the Wii.
I also agree about High Velocity Bowling, that is an amazingly natural use for the SIXAXIS and feels just as natural as Wii Sports Bowling. In many ways I think HVB does a superior job at recreating the bowling experience than it’s Wii counterpart!