DOA4 overload - 1UP special

Tomonobu Itagaki said:
Unfortunately I haven't been able to see the trailer. I wanted to, but I didn't get the chance.
Wow! Poor guy must be sooo busy he couldn't find 9mins to watch the trailer! Poor bugger.

I do hope he makes a game for the PS3...I'd like to see what Mr Hardcore can achieve with the PS3 hardware. Probably never gonna happen, but oh well, here's hopin'...;)
 
1UP: How do you feel about the Xbox 360? I know you don't like that the buttons on the controller aren't analog, as you would have liked to use that in Dead or Alive 4. But now that the specs are finalized, how do you feel about it? Is it a good time for Microsoft to launch while Sony is weak?

not analog? didnt know that!
 
Though PS2's analogue buttons were probably underused, I liked them when they ere. eg. Accelerator on GT3, I could use the pressure to control acceleration. From what i hear most people can't get on with that though and there's no point in analogue on anything other than sticks and triggers.
 
Shifty Geezer said:
Though PS2's analogue buttons were probably underused, I liked them when they ere. eg. Accelerator on GT3, I could use the pressure to control acceleration. From what i hear most people can't get on with that though and there's no point in analogue on anything other than sticks and triggers.

That would be me. The analog face buttons were almost useless. The range of motion is so small that it's almost impossible to be precise in a game like GT3/4. It was a novelty used on some fighting games, where you don't need high precision. But on GT3, the analog accellerator using the face buttons was almost useless.
 
london-boy said:
That would be me. The analog face buttons were almost useless. The range of motion is so small that it's almost impossible to be precise in a game like GT3/4. It was a novelty used on some fighting games, where you don't need high precision. But on GT3, the analog accellerator using the face buttons was almost useless.

You don't need range of motion to press the button lightly or hard, I think those worked great in GT, though triggers are better.
 
i think it could have his uses in some games.

In metal gear solid3, if you point with your gun and dont want to shoot , you slowly release the X button .. for example
they dont have to overuse it (like the touchpad on the DS ) for every single game
 
Dr Evil said:
You don't need range of motion to press the button lightly or hard, I think those worked great in GT, though triggers are better.

The problem is that when you have less than 1mm to gauge, it becomes hard. I mean, the space beteen "pressed lightly" and "pressed hard" is less than 1mm. And there are some 256 levels of sensitivity in between (though i could be wrong). Totally unpractical for anything but a "press light = light punch" and "press hard = hard punch" in fighting games, and even then sometimes it doesn't work properly cause u're just smashing ur fingers on the thing without thinking.
It would be bad enough if it were between "not pressed" and "pressed hard" which should be about 3mm. :smile:
 
you need something like this


1430059-n.jpg


big enough buttons ;)
 
london-boy said:
The problem is that when you have less than 1mm to gauge, it becomes hard. I mean, the space beteen "pressed lightly" and "pressed hard" is less than 1mm. And there are some 256 levels of sensitivity in between (though i could be wrong). Totally unpractical for anything but a "press light = light punch" and "press hard = hard punch" in fighting games, and even then sometimes it doesn't work properly cause u're just smashing ur fingers on the thing without thinking.
It would be bad enough if it were between "not pressed" and "pressed hard" which should be about 3mm. :smile:


Well what I meant was that imagine it like pushing a steel wall, it doesn't matter that you don't have range of motion, just change the force in your push.
 
Wow! Poor guy must be sooo busy he couldn't find 9mins to watch the trailer! Poor bugger.
You're joking, right? It IS an expo, for crying out loud. That's like saying that it only takes 30 seconds to get through airport security. "9 minutes to watch a trailer" is more accurately, 9 minutes + several hours of waiting in line.

Well what I meant was that imagine it like pushing a steel wall, it doesn't matter that you don't have range of motion, just change the force in your push.
Well, then you need a change in the way things feel. If a button has a clicky-snappy feel to it, you're not even going to think about the pressure you apply, nor is it going to innately register in your mind that the buttons are pressure-sensitive. As opposed to say, the trigger buttons, which have a naturally springy feel to them as well as the range of motion.
 
ShootMyMonkey said:
Well, then you need a change in the way things feel. If a button has a clicky-snappy feel to it, you're not even going to think about the pressure you apply, nor is it going to innately register in your mind that the buttons are pressure-sensitive.

You'l get the response from the game, just what's the revs go up and down :)
 
You'l get the response from the game, just what's the revs go up and down
I'd have to say that gets the job done zero percent of the time. I seriously doubt that there's anybody with an Xbox who'd have guessed the push buttons are analog if they hadn't already read it somewhere. A button with a definitive click in your head will always register as a definitive yes/no point. If there's nothing tactile about the button that says "this is pressure-sensitive", players won't think about it that way, which further makes it kind of pointless for developers to make use of it.
 
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