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Rare: please fix the control in PDZ!

SpokkX said:
..or the PDZ-version at the event was totally screwed (it seemed like the same beta from all the movies, the cutscene on the rooftops had the same graphical bugs)

We have a 360 at the 'office', which has demos of PGR3, Kameo and PDZ pre-installed on the HD (I'm sure this is the same kit all press has). During my (admittedly very brief) playtest of PDZ I too noticed it was plagued by the very control issues you mention. However, I'm certain that this is nowhere near a complete build, since it also contained a few unforgivable graphical glitches (an airship kept disappearing/reappearing during a realtime cutscene, as did a weapon some character was holding). I'm sure they wouldn't release the game in this state.
 
dark10x said:
Everyone keeps saying "THIS IS NOT HALO!!!!!", and that's fine...but anyone creating a console FPS should take a long, hard look at how Bungie handled the controls and proceed to duplicate. Halo and its sequel feature the absolute best controls you'll find in a console FPS. You need not duplicate Halo, but borrowing some of its fantastic ideas is something I appreciate very much...

Exactly, to the point where we are all expecting it. Keeping up with the Joneses is just part of the job. The bitches here saying that they'd be absolutely fine with identical components to the N64 original need to go back and play it again.
 
Farmboy said:
We have a 360 at the 'office', which has demos of PGR3, Kameo and PDZ pre-installed on the HD (I'm sure this is the same kit all press has). During my (admittedly very brief) playtest of PDZ I too noticed it was plagued by the very control issues you mention. However, I'm certain that this is nowhere near a complete build, since it also contained a few unforgivable graphical glitches (an airship kept disappearing/reappearing during a realtime cutscene, as did a weapon some character was holding). I'm sure they wouldn't release the game in this state.


yep that is the same version.. the airplane glitch was also in the build I played..

as blim says, it felt like the movement would not stop when you stopped turning the right analog stick.. hard to pinpoint what the problem was..

and the autoaim was on.. we tried it in single player (it might have been off in multi since we could not access to options from multi).. the aim tried to track the enemies if the crosshair was on them (we stood still and tried it).. but it just did not work.. as soon as ju nudged the control or moved your character just a bit, the autoaim just "let go"
 
SpokkX said:
yep that is the same version.. the airplane glitch was also in the build I played..

as blim says, it felt like the movement would not stop when you stopped turning the right analog stick.. hard to pinpoint what the problem was..

and the autoaim was on.. we tried it in single player (it might have been off in multi since we could not access to options from multi).. the aim tried to track the enemies if the crosshair was on them (we stood still and tried it).. but it just did not work.. as soon as ju nudged the control or moved your character just a bit, the autoaim just "let go"

I know it's odd, but it almost sounds like a driver bug. Maybe it's not adjusting for a change in the deadspot %age between the S and the 360 pads.

In all likelihood, it's probably just sloppy implementation that was turned around to look like a feature at the last minute. Not hating, but programmers (myself sometimes included) do this all the time when shit doesn't work out how other people envisioned it should.
 
border said:
The properly functioning aiming of Halo has no place in Perfect Dark Zero!


what difference does properly functioning aiming matter when "energy fields* and *power ups* make most kill shots useless...not to mention that stupid sword they put in the game.
 
DonasaurusRex said:
what difference does properly functioning aiming matter when "energy fields* and *power ups* make most kill shots useless...not to mention that stupid sword they put in the game.

PDZ had a sword too. The Vibroblade or something like that. lol

Halo 2's controls are the defacto standard for console FPS's. Granted the autoaim feature is a little too "grabby", but all in all, it's very polished.

Granted, PDZ is a different animal, but I can't see how you could work slow, drifting controls into an FPS, especially multiplayer, and have anything but a frustrating experience. It's a person, not a mech. Fast twitch for the win.
 
urk said:
PDZ had a sword too. The Vibroblade or something like that. lol

Halo 2's controls are teh defacto standard for console FPS's. Granted the autoaim feature is a little too "grabby", but all in all, it's very polished.

Granted, PDZ is a different animal, but I can't see how you could work slow, drifting controls into an FPS, especially multiplayer, and have anything but a frustrating experience. It's a person, not a mech. Fast twitch for the win.

yeah, whatever people say Halo has created a new standard for control in console FPS.. may be that the autoaim is a bit grabby... but at least you dont look all over the place as if you are drunk (like in PDZ)

I hope they fix this floaty aim, cos I am sure the game will be great (at least good) otherwise
 
SpokkX said:
I wish.. timesplitters or even goldeneyes controls are ULTRA-sharp compared to this..

have you guys seen the videos on xboxyde.com (by the always great Blim)?

you thought the players who played in the movies sucked?

well.. so did I, until I played the game myself.. the players who played in the movies are probably good Halo players.. watch the movies again and keep that in mind

the aim was more off than conker multiplayer even.. it was REAL bad ..

all my friends at the event had the same complaint. It felt like som sort of wierd acceleration (I have never felt it in a console-shooter) hard to pinpoint really.. tried changing all sorts of control options.. couldn´t get a setting that was even CLOSE to Timesplitters

scooby-doo.jpg


RUH ROH

I'll have to play it myself in order to know if I like it or not though.
 
Stop playing Halo 2

seriously the game has so much auto-aiming that it makes you worst at aiming in almost every other FPS.

I'm glad to hear that PDZ isn't like this,
 
SpokkX said:
Just got the chance to play PDZ.. I love Halo and play almost all console-FPS that are released.

The levels I got to play were the rooftop, garage and some multiplayer level in 2 player split-screen.. I love the goldeneye-feeling in the weapons and the slow pacing of the game.

but...

I, seriously, adjusted the controls (3 options for sens?!) 15 minutes to try to get a playable setting.. no mather how I tried though.. the game was TOTALLY uncontrollable..
the controls were the worst I have ever tried in a console FPS.. and it was not the x360-pad (which felt great and other games, Kameo for example, were easy to control)

Autoaim was on and I seriosly had to stand still to be able to hit an enemy on easy and they stand STILL (I am about level 25 in Halo 2 team slayer so i CAN play console FPS)...

the multiplayer match was a joke as noone could hit the other player. We emtied our weapons 3 times each before getting just one kill. The autoaim WAS on, you could see it adjusting. But it didn´t "work", at ALL.. hard to explain..

Tt was seriously a REAL gamebreaker; if Rare don´t fix this, the game will barely be playable. At least not in any way you are used to play FPS games on console.

I pray and hope that Rare will fix this. We were many people at the event that all had this compaint.

...

Maybe you just suck.


:lol
 
FiRez said:
Stop playing Halo 2

seriously the game has so much auto-aiming that it makes you worst at aiming in almost every other FPS.

I'm glad to hear that PDZ isn't like this,

well.. Halo 1 then, was that to much autoaim? timesplitters? hell even brothers in arms is much easier to control than pdz was..

without autoaim in a consoleshooter it plays like that multiplayer movie of pdz.. like everyone is drunk
 
Oh god i hate these Halo 2 (people)kids, gnagna im level 25 in Slayer i pwn ur ass and Nintendo sux because its for teh kiddies, and everything that doesnt have auto-lock on like Halo 2 sux1!1!1

N/o though :p but i just hate these subjects.
 
My experience mirrors SpokkX's. Here are my impressions after the NY press event...

...Instead of graphics, my problem with the game stems mainly from gameplay aspects. To begin with, I don't really like the combat mechanics. Maybe it's something I need to get used to but I had real difficulty properly targeting enemies. Instead, I found myself swinging back and forth trying to shoot when my reticle passed over my target. In contrast, I found something like the Halo series immediately intuitive. The aiming in PDZ just feels unwieldy. Strangely, I even had difficulty properly executing melee attacks. In one multiplayer game, after getting fed up with the projectiles, I attempted to use melee only. I think I may've connected with one. On a somewhat bright note, the cover option is quite intuitive though. I had a lot of fun taking cover and then popping up to shoot off a few rounds at enemies...

More about other aspects that bothered me with PDZ can be found at http://www.ga-forum.com/showpost.php?p=2078334&postcount=150
 
SpokkX said:
without autoaim in a consoleshooter it plays like that multiplayer movie of pdz.. like everyone is drunk
I´ve never played with autoaim in a FPS and I´ve had no problems at all while aiming. Specially while playing TS.
 
Farmboy said:
We have a 360 at the 'office', which has demos of PGR3, Kameo and PDZ pre-installed on the HD (I'm sure this is the same kit all press has). During my (admittedly very brief) playtest of PDZ I too noticed it was plagued by the very control issues you mention. However, I'm certain that this is nowhere near a complete build, since it also contained a few unforgivable graphical glitches (an airship kept disappearing/reappearing during a realtime cutscene, as did a weapon some character was holding). I'm sure they wouldn't release the game in this state.


halo2 was released in that state. so you never know.
 
SpokkX said:
well.. Halo 1 then, was that to much autoaim? timesplitters? hell even brothers in arms is much easier to control than pdz was..

without autoaim in a consoleshooter it plays like that multiplayer movie of pdz.. like everyone is drunk

ok, I didn't read this

SpokkX said:
the aim tried to track the enemies if the crosshair was on them

that sounds like the Halo 2 aiming, now I'm confused, I guess we should wait until the game is finally avaible to judge it, but you should get used to aim without any help, did you tried wolfestein when it was popular on live if PDZ is something like that is good news, you just need to aim well.
 
dark10x said:
Everyone keeps saying "THIS IS NOT HALO!!!!!", and that's fine...but anyone creating a console FPS should take a long, hard look at how Bungie handled the controls and proceed to duplicate. Halo and its sequel feature the absolute best controls you'll find in a console FPS. You need not duplicate Halo, but borrowing some of its fantastic ideas is something I appreciate very much...

I have to agree. I wouldn't mind if all console FPS had Halo-ish controls. They are pitched absolutely perfectly for the joypad.
 
ok, this is official off my radar untill i hear detailed hands-on and read some reviews.

i can tolerate the "art". techincally, the game looks pretty good, it certainly sounds fun. but i wont tolerate bad controls in a fps (and no, it doesnt have to mirror halo to be considered good... although i agree that is the best way to handle a fps on modern controllers)
 
I don't know how many times I have heard someone say the controls for a game were IMPOSSIBLE, and then I try it and have no problems. While I am not disputing that some have different preferences, I think it is a bit early to draw any conclusions about this game. The AI is my main concern at this point; the controls I can work around.
 
DenogginizerOS said:
I don't know how many times I have heard someone say the controls for a game were IMPOSSIBLE, and then I try it and have no problems. While I am not disputing that some have different preferences, I think it is a bit early to draw any conclusions about this game. The AI is my main concern at this point; the controls I can work around.

Have you played it in multiplayer? I didn't find it to be a problem in single player...largely because the AI is so braindead that they're easy to hit.
 
Minotauro said:
Have you played it in multiplayer? I didn't find it to be a problem in single player...largely because the AI is so braindead that they're easy to hit.

I haven't played it at all. I was just commenting on the rush to judgement some are making on an unfinished game. Plus, controls sometimes just take getting used to, some faster than others. But, I have yet to hear from a reliable source that the AI has been officially improved and been witnessed as such. I guess we will have to wait for the reviews (sadly, after launch.)
 
Minotauro said:
Have you played it in multiplayer? I didn't find it to be a problem in single player...largely because the AI is so braindead that they're easy to hit.

only splitscreen 2 player, sadly the 360s where not connected on a network..

we seriously emptied whole clips at each other from 5 meters.. missing most shots.. in a way it was hilarious :)

and no this is NOT like timesplitters (1, 2 or 3), which is real easy to aim in..

it is not the lack of autoaim I think is the problem... like Blimblim said also.. there is some sort of wierd "acceleration" going on when you turn, you just couldnt land the cursor on an enemy easily.. hard to explain.. everyone playing it seemed like they never touched a console fps before..

i could be that the controls are just so different from ALL other console fps.. you might get used to the swaying/acceleration in the controls.. in 45 minutes I didn´t though..

OBSERVE:

This is not saying that everyone will feel this way. Me and my friends at the event all felt the same way though.
 
DenogginizerOS said:
I haven't played it at all. I was just commenting on the rush to judgement some are making on an unfinished game. Plus, controls sometimes just take getting used to, some faster than others. But, I have yet to hear from a reliable source that the AI has been officially improved and been witnessed as such. I guess we will have to wait for the reviews (sadly, after launch.)

Ah, you were saying game in a general sense. I understand now.

Maybe it will just take some getting used to but in the two hours or so I spent with it, I never got any better. That, combined with the numerous other problems were enough to convince me to cancel my preorder.
 
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