Forum > Gaming Discussion > Sixaxis Controller - Complete Failure?
Sixaxis Controller - Complete Failure?
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Mon, 09 May 2011 01:24:36
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Every game I've played with Sixaxis included has either used it in a very small token manner (Killzone 2, Uncharted, Resisitance) or used it to the detriment of an otherwise good game (Heavenly Sword, Dark Sector).

I'm figuring Sony had to have encouraged developers out of the PS3 gate to put the Sixaxis to use -- because there is no other reason to use it.  It's a horribly implemented use of motion control -- mostly because you have no real control over it.

Has anyone had a positive experience with Sixaxis? Ever?

Edited: Thu, 12 May 2011 21:36:06

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Mon, 09 May 2011 01:28:09
+1

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Mon, 09 May 2011 01:30:55
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How does it control?

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Mon, 09 May 2011 01:39:27
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It controls very well. An incredible game experience, but one game doesn't make a difference. It's pretty obvious now, Sony got lucky with the PSOne and PS2. They right place, right timed them, landed a lot of devs and captured the market more quickly than I think even they expected. Once they got it, they were like: "Errr... now what do we do with it?" They threw together their online strategy when they were confronted with Xbox Live and look what happened. They threw in Motion Control when they were confronted by the Wii-Mote and had no idea how to implement it.  They tried to top the DS and that was a failure. It's like that one person you work with that rides on the success of others, they have no original ideas of their own and when the time comes for them to prove themself, they fall flat on their faces. It's more than just the sixaxis that's a complete failure!

/rant.

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Mon, 09 May 2011 01:47:25
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Well, I'd  disagree that the PSP is a failure -- maybe in the west, in terms of game sales -- but that's not the discussion here, unless you mean the NGP is emulating the DS by including touch, which is a false-claim given that Nintendo did not invent touch control in gaming -- but maybe that's not your point either.

The Sixaxis was a clusterfuck from the start.

They threw it in there after the Wiimote was revealed (then blamed Sixaxis for the removal of force-feedback -- later revealed to be a lie).  Iga probably knows for sure, but I'm pretty confident -- by the way it is unresponsive -- that they are using a mercury switch.  It always over-reacts and then takes forever to counter-act.

I was thinking of giving Dark Sector an 8.5, but now that they have piled on the sixaxis garbage -- it's essentially a broken game.

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Mon, 09 May 2011 01:59:10
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I liked Flower, and I did like the Sixaxis controls for it, but honestly it could have been a lot better. Part of the reason why it worked was there was no penalty for anything. So when the controls became a little problematic you really didn't care too much.

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Mon, 09 May 2011 02:21:56
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Well I haven't played too many games that use it a whole lot. Off hand I recall Killzone 2 & 3 using it but only a small number of times like turning a valve or planting and arming an explosive. I kind of doubt that it'll be implemented in future Sony consoles. May as well just either go with conventional controls or Move controls when making games. Sixaxis controls likely just seem obsolete with those two options.

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Mon, 09 May 2011 03:57:49
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I would say it's used to the detriment of Killzone 2. It feels intrusive, and unimerssive because it's so rarely used. If it was implemented more often perhaps it would actually work, but there's not really many other ways it could be used.

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Mon, 09 May 2011 07:47:52
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Because it is not so sensitive, the only thing I could see using it for that would be any fun would be a over-the-top stabbing motion, for a melee move.

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Mon, 09 May 2011 09:00:37
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I don't know anything for sure. Actually I don't have any kind of clue. Tried looking on the interwebz to see what kind of tech the sixaxis uses. Does it use MEMs linear accelerometers? Or perhaps gyros? And what kind of gyros or accelerometers does it use? I tried google and found a link to system wars. Yeah not going down that rabbit hole.

I will tell you this. The name sixaxis is lame. We only have 3 axis of movement. 3 on the linear plane and 3 rotaions on each of these 3 axis. In total we have 6 degrees of freedom.

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Mon, 09 May 2011 09:36:46

SIXAXIS is the coolest thing about is because it's almost the same upside down.

I looked at some pictures of the controller's interior and could not see a mercury switch... (like what they use in fishing controllers).

This is apparently the doo-dad that does what it does:

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Mon, 09 May 2011 10:33:56
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It worked...ok with Heavy Rain.   It's certainly not something that's used with precision. Fighting, handling things, moving, driving,...brushing teeth. That was a lot of shaking for teeth brushing.  Poor gums.

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Mon, 09 May 2011 11:13:50
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aspro said:

Because it is not so sensitive, the only thing I could see using it for that would be any fun would be a over-the-top stabbing motion, for a melee move.

LOL

That could be hilarious.

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Mon, 09 May 2011 12:20:58
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Oh I just remember a game where it utterly sucks - Katamari Forever. There's a move called the 'Prince Hop' where you make an up and down kind flicking motion to make the Katamari bounce to reach higher levels. Completely does not work. Not even a little bit. Whenever I had to use the move I'd ultimately end up sitting there shaking the controller and just getting mad.

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Thu, 12 May 2011 21:09:08

IMO, it was the perfect implementation of motion controls. Not over bearing like the Wiimote, Move, and Kinect.

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Thu, 12 May 2011 21:17:53

I only remember using it a couple of times.  In Uncharted: Drake's Fortune when trying to balance while crossing a plank, and Ratchet and Clank: Tools of Destruction, trying to dodge some projectiles whilst falling under gravity.  I thought it sucked and felt completely pointless and tacked on for the sake of using the controller like that.

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Thu, 12 May 2011 21:35:48
Coopersville said:

IMO, it was the perfect implementation of motion controls. Not over bearing like the Wiimote, Move, and Kinect.



Name the game... Nyaa

As a note, I found in a setting in Dark Sector how to turn it off.  Thank god.

bugsonglass said:

I only remember using it a couple of times.  In Uncharted: Drake's Fortune when trying to balance while crossing a plank, and Ratchet and Clank: Tools of Destruction, trying to dodge some projectiles whilst falling under gravity.  I thought it sucked and felt completely pointless and tacked on for the sake of using the controller like that.



Yeah in Uncharted I completely ignored it and was able to cross those logs fine.

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Tue, 19 Jul 2011 01:27:43
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I just found another use for the Sixaxis controller. I've been playing a lot of pinball games lately and Zen Studios used it to "bump" the table, as opposed to mapping it to a button like was done on the 360 versions fo their games. Definitely helped make the pinball games feel a little more real. That's probably as much as it really needs to be used though. Motion controls are bad.

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Tue, 19 Jul 2011 01:36:52

Sixaxis is complete garbage, I am glad its gone from all games. The controller itself is nice though, I love Dual Shock.

Edited: Tue, 19 Jul 2011 01:37:02
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Tue, 19 Jul 2011 05:24:59
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Dvader said:

Sixaxis is complete garbage, I am glad its gone from all games. The controller itself is nice though, I love Dual Shock.

It could be alot better though. The triggers and analog sticks suck. Xbox controllers win there...and Gamecube controller still wins in shape. If someone could combine all 3...

I totally forgot how Sony said they removed rumble because of the sixaxis crap.....lol Even if that was true, its not a good trade guys. Sixaxis was complete gimmick crap trying to steal some of Nintendo's thunder without actually putting any effort into it. A perfect example of PS3 era Sony Computer Entertainment.

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