Much has been made of Killzone 3's controls and the removal of the notorious lag. Many gamers, myself included, were worried that the heavy, weighty feeling of the game were in danger by the removal of what some call "lag", but senior producer Steven Ter Heide says that we've got it wrong -- the lag and the weight are two separate issues, and while the former is eradicated, the latter remains.
"Controls are very important and have been quite the challenge," he says. "There still is some confusion about the ‘weighty’ feel and lag. Those two things are different. We removed the lag completely. This means that when you press a button or move a stick, things happen. This is instantaneous, as it should be. This was a problem with Killzone 2 that we in part remedied with a patch.
"The weighty feel and skill required to pull of shots comes from things like animation and weapon setup with things like recoil. We are carefully balancing the weapons so each retains its properties and plays into people’s preferences. We’re not done yet, and part of why we do a public beta is to get more feedback on top of all of the playtesting we have already done.
"Fine-tuning this will go on for a while as it’s very important to get that right feeling. We’re looking for something that is easy to get into, and takes skill to master."
This is good news. I have never been a fan of the 90's era "floaty" feeling that I get when I'm playing Halo, and you'd think heavily armored men with massive guns wouldn't glide along with the grace of a pink swan. I'm sure some people will still complain that it doesn't feel exactly like every other shooter, but screw those guys.
It was the backwards control schemes that pissed me off.
Let me map buttons. There can be an input lag of 30 seconds, but as long as I can map buttons damnit...
i agree :D
even though killzone may look good still Resistance is the Prime Fps for the PS3.
can't wait for R3 :D hope they include all the best things of the first one and amp up the graphics(to uncharted 2 level maybe?)
That is simply not true.
See: http://www.eurogamer.net/articles/killzone3-pad-lag-measured-blog-entry
Killzone 2: 150ms controller delay
Killzone 3: 116ms
The best possible result for a 30fps game is 100ms, which still cannot reasonably be described as 'instantaneous'.
are you serious??
you're complaining about 16ms?
differences in TVs can add something 20 times that, and you are complaining about 16Ms.
I don't know what to say...
P.S. ZOMG JIM; EVERY1 NOES SPARTAN ARMOR HAZ LIEK A BAKRILLION SERVO MOTORS MOVING ALL THE JOINTS, AND THEIR PRESENCE DOESN'T ADD TO THE WEIGHT OF THE SUIT, THUS RENDERING IT BULKIER (well, my vocabulary stopped fitting this role about 2 seconds in) BECAUSE, FUTURE SCIENCE! WHAT A N00B!
I welcome the change more than I thought I would. The game feels a little easier to play which is a blessing for me because I suck at FPSs.
I pre-ordered KZ3 though. I'm really looking forward to the game.
I for one liked how Killzone 2 played. It was different and had it's own identity, unlike MAG which felt exactly like Call of Duty. Why would I buy a game that feels exactly like another game I already own?
Killzone 2 gets points for being different.
get that cock out your mouth. Your opinion isn't fact. As you can see, lots of us [me included] liked Killzone 2 and its controls.
gobby little prick.
@EternalDeathSlayer: Different =/= good. I don't care what kind of identity it gives to KZ2, input lag is always bad.
Although I personally didn't find the lag to be a deterrent.
The controls take getting used to, but that's what the single player campaign is for ;) is it really so hard for people to memorise more than one FPS button layout? Bioshock's button map must blow their minds....
Anyway, I fall in the pro weighty controls camp. Don't try telling me they aren't good. Some like it, some don't. That's that.
Urgh. I know they want to give a sensation of weight to a gun, but aiming a rifle up and down really shouldn't feel like having to move a large steel beam. Guns don't weight THAT much.
LOL.
Idiots.
Turn it all into a quasi-flight sim for the sake of "realism" and you've just made a niche game that few people want.
losers
What does bringing sales figures into it prove? Surely the people who didn't buy the game didn't get to play the game, so how would they know? Did ICO, or Vanquish sell well? Maybe they just weren't very good games.
Different is a bad thing, Your right. Guerilla should just keep recycling the exact same formulas that already exist. Innovation is what is bringing the industry down.
Just stick to Call Of Duty, dude.
There is no "realism" about controls. They just need to be good.
No, I'm not 'complaining about 16ms'. I only mentioned the 100ms figure to reinforce my point that this guy should *not* be referring to KZ3's controller response as 'instantaneous' under any circumstances.
ps. There is no TV in the world that adds anything close to an additional 320ms delay.
Now, this doesn't mean that I think they should get rid of the heavy feel altogether. It does add a sense of realism especially to campaign mode. They just need to be careful by making it too easy (auto-aim and all that stuff).