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

  • 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.