Archive for February, 2011
New Details on inFAMOUS 2, Socom 4, Dead Space 2 & Killzone 3 Tonight on Spike!
Posted by Luke in Dead Space 2, InFamous 2, Killzone 3, Media, QuickNews, SOCOM 4 on February 24th, 2011
Kyle from GTTV was kind enough to send us word, that they are going to be revealing some new and exciting details tonight on Spike. Information will cover games from inFAMOUS 2, and Socom 4 to new DLC info for Dead Space 2 and new maps for Killzone 3.
Sony’s New Ad Slogan?
Posted by Jay in Commercials, QuickNews, Software on February 24th, 2011
As you know, the Kevin Butler ads usually ran off of the “It Only Does Everything” slogan. According to PSXExtreme, the company will be using a new, more generic slogan, “Only on PlayStation”. The move was to take focus away from hardware and put it on the software. There doesn’t seem to be any plans to remove Kevin Butler from the ads at least.
Killzone 3 Sharp Shooter Impressions
Posted by Darrin in Accessories, Killzone 3 on February 24th, 2011
Immersion
The core move, aim & shoot game mechanics are much more immersive with a light gun that you actually aim rather than thumb sticks and buttons. It’s a different play experience that is worth trying. The ergonomics are excellent and the nav controller movement is very intuitive.
Learning Curve
I won’t lie; this is way harder than using a traditional dualshock. When I transitioned my FPS input style of choice from keyboard-only to mouse-look and again to dualshock, I went through long learning curves. It’s possible that I will grow accustomed to this over time but I’m skeptical that I will ever reach my full dualshock level of proficiency.
With limited proficiency, this isn’t a viable option for competitive multiplayer where you will get butchered by dualshock players, but for single player gameplay, this is a ton of fun.
Major Flaw
The huge limitation to this control system is how you turn your character. As it is now, to turn your character, you move the aiming reticle to the edge of the screen to start the turn, hold the aiming reticle steady until you turn as far as you want, and then move your aiming reticule back to center to stop turning. This is very hard to coordinate and completely unnatural. I frequently find my character spinning around while I frantically search for that center, “stop turning” position.
The Ultimate Solution
In a perfect world, the ideal control would have your character turn one-to-one with your real body turns, and stop turning when you stop turning. Ultimately, that can’t happen until gaming hardware moves away from the traditional free-standing TV display form factor and adopts wearable video video glasses that track your head’s orientation and delivers camera control that works just like your body’s natural camera control.
To long time blog readers, I’m sorry for harping on this again, but honestly, this feature is worthy of repeat mention. This single feature would deliver the next level in 3D environment immersion.
Additionally, if anything demands a unique platform and special input hardware, it is this. Who cares about DS-style dual screens and NGP-style back plate touch control silliness, when you can have a genuinely transformative input paradigm?
Socom 4 Co-op Declassified
This is sounding like a ton of fun. Chris Roper // Community Specialist, Zipper Interactive had this to say about the co-op experience in Socom 4.
Another Quality FooBear408 Liveblog Event! | Engadget Meetup
Greetings loyal FooBear408 minions! Looks like another liveblog this Friday will be taking place in my neck of the woods: San Francisco.
The event hailed as the “Engadget Meetup” is being hosted in fog city this time (the event was in NYC last year) and the list of guests is quite impressive. Everyone from PlayStation to OnLive is going to be there, and, of course, yours truly, will be there rubbing elbows and kissing babies. Autographs after my work is done though, Tosh really seems to get out the proverbial liveblog whip…




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