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Thread: Killzone 2 (PS3)

  1. Holy fuck ok we get it, you don't like the controls. 1 million people disagree. Now fuck off.

  2. For real: Fuck off with "I don't tlike ythe control! Waaa!" The majority of the world thinks it's fine.

    Just got to the train part.

    Awesome.
    Boo, Hiss.

  3. I beat this today. It got really realistic at the end when you have a homing electric beam for a weapon and you fight a boss that teleports every tenth of a second

    Decent enough game, great geometry and particle effects

  4. Quote Originally Posted by Nash View Post
    Why do you keep assuming that people who don't like this game's controls expect it to play like Call of Duty 4? I've played tons of first-person shooters throughout my days, and many of them have different feels from each other. I don't expect them to all play the same. Rainbow Six Vegas is a more tactical shooter and therefore feels different from Halo 3. Despite that, the one thing they all have in common is that there is no dead zone in the aiming. That's the "problem" with Killzone 2, not because it doesn't play like Call of Duty 4.
    Because there's nothing wrong with the controls so the only thing I can surmise is that you guys expect it to feel like another FPS you like (I just threw out CoD 4), and because it doesn't (the deadzone issue, I guess), you keep posting the same complaints in this thread. Because there's really nothing wrong with the controls. I can do everything I am attempting to do accurately and precisely.

    What exactly is "technical" about having a deadzone in the middle of the stick?
    I only used the word "technical" because Mr_B did for some reason. I'd suspect he may have meant to say tactical. The deadzone appears to be a design decision and gives the game the feel of being more than just a floaty FPS, a heavier feel requiring a more measured and methodical approach to the gameplay, which is the intended effect in a game that has explicitly (lol @ the "billed" argument) positioned itself as being a more tactical (NOTE: not realistic, it's a videogame, Joust is being silly and picking out sensational scenes in the video game in an effort to debunk) FPS.


    No more posting in this thread for me. This game clearly has a minority that is unhappy with the controls. As long as this group doesn't force on a patch that materially alters the feel of the game, I won't care.
    Last edited by Gooch; 19 Apr 2009 at 11:46 AM.

  5. If a game is going to force a "weighty" feel on the player, shouldn't this feeling be greater or less severe based on the size of weapon you're using? You want zippy controls, use a handgun? Expect a rocket launcher to feel differently though. The way it is now (and I honestly had no real problems with it) makes it all feel a bit off.

  6. Quote Originally Posted by Dyne View Post
    If a game is going to force a "weighty" feel on the player, shouldn't this feeling be greater or less severe based on the size of weapon you're using? You want zippy controls, use a handgun? Expect a rocket launcher to feel differently though.
    I'm wondering if there are any first-person shooters out there that has done this. It would be pretty cool.

  7. While Killzone 2 made most PS3 owners happy, it couldn't please everyone. Some people, for example, hated the game's sluggish, "heavy" controls.

    Never mind the fact these were mostly fixed by adjusting the controller sensitivity in the game's options menu. That was too hard for some people. So developers Guerilla Games are about to release a new patch for the game that, among some tweaks to matchmaking and skirmish mode, includes a new "High Precision" control scheme.

    Guerilla's Eric Boltjes explains:

    When this option is switched on, it makes the analog sticks more responsive to small movements. Turned off, the controls behave exactly as they did before the patch. It's not a radical overhaul of the control system, so the layout and the ‘weight' of the controls remain the same.

    Still, a lot of us here at Guerrilla really enjoy the new High Precision option, so we've decided to switch it on by default for new players. Existing Killzone 2 players will have the option turned off by default after patching – we wouldn't want to force a sudden change to the controls on you!

    So if you like the existing controls, you keep them, if not, you can change 'em. Wonderful.
    b_ri on Twitch, Games Beaten in 2020 (3): Pokemon Sword (Sw), Detroit: Becoming Human (PS4), Sekiro: Shadows Die Twice (PS4),

  8. I wonder what happens to multiplayer

  9. Thank god, maybe I will actually get through the game. Also this:

    Never mind the fact these were mostly fixed by adjusting the controller sensitivity in the game's options menu.
    Is completely untrue. No matter how much you adjust the sensitivity there's still the dead zone in the middle of the stick.
    You sir, are a hideous hermaphroditical character which has neither the force and firmness of a man, nor the gentleness and sensibility of a woman.

  10. I got the game yesterday and played for an hour or so. I really like it, despite the control. The worst offender is the cover system, you don't feel like you are hugging a wall at all, and even when you are doing it right, half of your head is still exposed.

    But I like everything else about it and enjoyed it quite a bit. It is so close to being one of the best FPS, if the control is tighten up just a bit. At the very least, it is not at all boring like Resistance.

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