New Editorial on the Sixaxis ... anyone remember that previous one?
http://ps3.ign.com/articles/738/738858p2.html
Well here's the new take:
http://ps3.ign.com/articles/740/740746p1.html
(just taking the last paragraphs from each editor)
http://ps3.ign.com/articles/738/738858p2.html
IGN back then said:we can't help but feel that the SIXAXIS (as it's now known) has been sadly neglected when viewed alongside the rest of the PS3. Compared to Microsoft's uber-comfortable Xbox 360 pad, the SIXAXIS feels cheap, plasticky, uncomfortable and disconcertingly light - almost as if it's going to fly out of your hands during those more extreme gaming moments.
Well here's the new take:
http://ps3.ign.com/articles/740/740746p1.html
(just taking the last paragraphs from each editor)
IGN now / Chris Roper said:Overall, I like the controller quite a bit so far. I've played a number of games on the system and everything has worked really well. I'm still very disappointed in its lack of rumble functionality, but its movement stuff is really cool. As long as developers don't overdo it just to include the functionality because they can, everything will be great. I think it's likely that SIXAXIS may wind up as one of the most versatile controllers ever released.
IGN now / Jeff Haynes said:It's still a little too light for my taste, especially because I have big hands and it barely felt like I was holding anything at times. It can also be somewhat shady on recognizing some commands, which I picked up during some demos, although whether that was the fault of the controller or the demo is still up in the air. But the L2 and R2 buttons now have much better resistance to them, and the shell of the controller feels a bit more solid. I'm also impressed by the ease of moving from wired to wireless play. I still hate the fact that it doesn't have any rumble functionality, but I'm now looking forward to seeing just what developers have in store for PS3 titles and the controller.
IGN Now / David Clayman said:Honestly, I don't like the idea of adding strange control functionality to my games. I don't want to jump around, I don't want to "hold the reigns of my dragon," and I certainly don't want to do anything that interrupts my couch potato lifestyle. However, the checking in 2K7 feels right -- moving the controller for the hit makes you really feel like you've creamed the offense and in those really tense moments when I'm defending against a goal I'd probably be on the edge of my seat moving the controller around anyway. This type of control option makes the game more enjoyable and more exciting. And if I get too lazy I can always turn it off and use the circle button.
IGN Now / Marc Nix said:And, of course, there's the tilt functionality, which adds a lot of potential depth but could also be cause for disaster in games that use it wrong. We can all imagine cases where we're in dire situations, shaking the controller because we're nervous or feeling twitchy or pissed at somebody who did wrong, and all the sudden we grenade ourselves by jerking the controller, and suddenly it's Game Over. Luckily, the game designers seem to know this all too well already, and are already designing their games with this in mind. Games that use it all the time, such as Lair, feel good with the flight mechanics, while games that use it for special events are tuned to try and filter out anything but intentional moves. Genji, for instance, required almost too much jerking to activate the dodge move, but when you needed it, it was there, and when you didn't, it didn't trigger. (Many designers will also add motion-sensitivity settings, if you feel that you need a little more or less jerk to get things done.)
I really think that most will find a seamless transition from old to new console...at least, once they get over that initial feel of it being different.
IGN Now / Jason Allen said:The lightness of the controller is a little jarring. I realized immediately that I do in fact miss rumble feedback. The buzz of the previous controller did a subtle job of accenting the gaming experience. Now, with overt motion like shaking the entire controller, we're easily reminded that we are in fact playing a game. It feels a bit silly. If I could, I'd play with my PS2 controller on a PS3 in heartbeat.
IGN Now / Daemon Hatfield said:I was initially surprised at how light the SIXAXIS is (surely due to the removal of dual shock), but I didn't think it made the controller feel "cheap." It really does feel like the same old PlayStation controller. The L2 and R2 triggers have been slightly redesigned so they hang a bit off the top of the controller -- a feature I'm not sure I understand but didn't find a detriment, nonetheless. I was impressed with the tilt functionality in most games and was happy to discover it didn't feel like a gimmick. In applications like flOw, Tiger Woods, and Lair, tilt was smooth, natural, and subtle. Overall thumbs up, but I still find the lack of force feedback to be a big disappointment. That's something gamers have come to expect as much as analog control.