Sixaxis, why did it fail?

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SrpskiVojnik

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#1 SrpskiVojnik
Member since 2011 • 166 Posts

I thought the idea was pretty cool but at most times it felt intrustive the way game devs implemented it. Games like Lair was Sixaxis-centered but controls didn't work out very well... is there still hope for Sixaxis or is it just a pointless feature of Dualshock 3?

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DJ_Lae

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#2 DJ_Lae
Member since 2002 • 42748 Posts
It was a fairly imprecise and awkward way of using a standard controller. I'm glad almost no game uses it any more, as even in relatively minor uses like Folklore it was awful. I think Flower is the only game that used the sixaxis where it didn't feel like it was detracting from the game, and I guess that's just because the game didn't require precision at all and was sort of surreal on its own.
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punisher1

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#3 punisher1
Member since 2004 • 3290 Posts

It didn't fail so much it was to diffcult to use. Hated games that made me have to use it while flying. Was very diffcult to do.

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H_M_1

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#4 H_M_1
Member since 2011 • 1150 Posts
It was very fiddly on R&C tools of destruction, where you had to laser through walls.
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PSP107

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#5 PSP107
Member since 2007 • 18979 Posts
The Same reason why Move Failed, It just Sucked.
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MonkeySpot

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#6 MonkeySpot
Member since 2010 • 6070 Posts

And there was the whole "PS3 users don't want rumble" because a Microsoft subsidiary came up with the patent on rumble tech and Sony didn't want to pay MS for the use.

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Gxgear

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#7 Gxgear
Member since 2003 • 10425 Posts

It didn't add anything meaningful that improves the gaming experience.

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Jackc8

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#8 Jackc8
Member since 2007 • 8515 Posts

I like to hold my controller stationary, my fingers in their proper places, with my hands resting in my lap. I don't like to all of a sudden have to move it around.

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LaytonsCat

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#9 LaytonsCat
Member since 2010 • 3652 Posts

It felt really awkard. I like motion controls but when there is only one or two possible uses of it, its not going to be a lot of fun

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SOedipus

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#10 SOedipus  Online
Member since 2006 • 15062 Posts

A lot of people, including me, were more upset that there was no rumble. It definitely didn't help that the Sixaxis was awkward and was rarely used properly in earlier games. I think that made Sony shift their attention regarding the controller.

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nitroRCman

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#11 nitroRCman
Member since 2004 • 147 Posts

I enjoyed it in Heavy Rain and moving the body parts in LBP, but that's it lol

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JoKeR_421

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#12 JoKeR_421
Member since 2006 • 8920 Posts
some games like resistance and killzone used it well. for example when u were on fire in resistance games, all u had to do it shake the controller real quick and ur not on fire anymore lol, and in killzone when u had to turn the valves or something. they used it pretty well. flow or flower was it had it working pretty well as well
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Dogswithguns

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#13 Dogswithguns
Member since 2007 • 11359 Posts
I blamed on the Wii.. Sixaxis came becoz of the Wii comparison.
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Victorious_Fize

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#14 Victorious_Fize
Member since 2011 • 6128 Posts
It didn't for me, always awesome to see some use for it. Hate it when I can change though.
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Kelayr

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#15 Kelayr
Member since 2005 • 61857 Posts
It didn't add anything meaningful that improves the gaming experience.Gxgear
This. I've never liked using it and, if possible, have always turned the function off if a game I'm playing uses it.
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enz2

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#16 enz2
Member since 2007 • 1689 Posts

The only time I've used it is for a trophy in Wipeout HD Fury - winning a course only using motion control. Glad that's it.

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Gxgear

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#17 Gxgear
Member since 2003 • 10425 Posts

One more thing: name 5 games, off the top of your head, that uses sixaxis.

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MonkeySpot

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#18 MonkeySpot
Member since 2010 • 6070 Posts

A lot of people, including me, were more upset that there was no rumble. It definitely didn't help that the Sixaxis was awkward and was rarely used properly in earlier games. I think that made Sony shift their attention regarding the controller.

SOedipus

Amen to that. Racing games without rumble as a feature? Talk about a step backwards...

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Zidaneski

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#19 Zidaneski
Member since 2003 • 9266 Posts

Uncharted, Killzone 2, LBP, Heavenly sword, and Heavy Rain. It was pretty awesome in Heavenly sword and Uncharted.

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Sphire

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#20 Sphire
Member since 2004 • 2081 Posts

Uncharted, Killzone 2, LBP, Heavenly sword, and Heavy Rain. It was pretty awesome in Heavenly sword and Uncharted.

Zidaneski
My thoughts too. Best was probably in Heavenly Sword. Really enjoyed it there. In Uncharted is was alright, but with bomb throwing, if I remember right, the camera for some reason focussed on the top arch rather than where the bomb would land, making it hard to use properly. It shouldn't be the main way for controlling games (except maybe when done right in racing games). But even something simple like how it's used in Dark Souls is decent enough.
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Bladex2k

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#21 Bladex2k
Member since 2003 • 2755 Posts

And there was the whole "PS3 users don't want rumble" because a Microsoft subsidiary came up with the patent on rumble tech and Sony didn't want to pay MS for the use.

MonkeySpot

wrong it was Immersion Corporation that had patent for rumble in a controller.... and yea it failed cuz real gamers dont want motion controling burron are fine

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MonkeySpot

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#22 MonkeySpot
Member since 2010 • 6070 Posts

[QUOTE="MonkeySpot"]

And there was the whole "PS3 users don't want rumble" because a Microsoft subsidiary came up with the patent on rumble tech and Sony didn't want to pay MS for the use.

Bladex2k

wrong it was Immersion Corporation that had patent for rumble in a controller.... and yea it failed cuz real gamers dont want motion controling burron are fine

Who is deeply and lovingly in bed with MICROSOFT, look up facts before you start acting high and or mighty. Because they held the patent, Sony would be paying into a Microsoft interest, which they deemed a bad business move.

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Dan_Lero

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#23 Dan_Lero
Member since 2006 • 7488 Posts

I liked it when it was used correctly, which sadly wasnt often. I thought the Resistance: FOM implementation was good when you had to shake it to removed flames, sticky grenades and tags.

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Gxgear

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#24 Gxgear
Member since 2003 • 10425 Posts

Uncharted, Killzone 2, LBP, Heavenly sword, and Heavy Rain. It was pretty awesome in Heavenly sword and Uncharted.

Zidaneski

Honestly can't even remember what the sixaxis functions are in those games, except Killzone (plant charge) and Heavy Rain (steering).

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anime_gamer007

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#25 anime_gamer007
Member since 2007 • 6142 Posts

[QUOTE="Bladex2k"]

[QUOTE="MonkeySpot"]

And there was the whole "PS3 users don't want rumble" because a Microsoft subsidiary came up with the patent on rumble tech and Sony didn't want to pay MS for the use.

MonkeySpot

wrong it was Immersion Corporation that had patent for rumble in a controller.... and yea it failed cuz real gamers dont want motion controling burron are fine

Who is deeply and lovingly in bed with MICROSOFT, look up facts before you start acting high and or mighty. Because they held the patent, Sony would be paying into a Microsoft interest, which they deemed a bad business move.

Ummm, so why did the PS1 have rumble support? I'm missing something here.
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Zidaneski

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#26 Zidaneski
Member since 2003 • 9266 Posts

[QUOTE="Zidaneski"]

Uncharted, Killzone 2, LBP, Heavenly sword, and Heavy Rain. It was pretty awesome in Heavenly sword and Uncharted.

Gxgear

Honestly can't even remember what the sixaxis functions are in those games, except Killzone (plant charge) and Heavy Rain (steering).

Steering the arrows into a guardshead was awesome and in Uncharted motion control was mostly optional and I prefered it. I mainly liked how when you were climbing and you needed to jump to a ledge behind you you just had to tilt the controller back a bit and Nate would jump because sometimes it would take a while due to different camera angles making it not always the same direction to tilt the analog. And then there is the part towards the end when you get attacked you need to shake the controller. That part made me spaz a lot, especially playing at midnight.

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almossbb

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#27 almossbb
Member since 2008 • 1979 Posts

cause it is unecessary, and developers didnt take the time to make it work proporly

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Megavideogamer

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#28 Megavideogamer
Member since 2004 • 6554 Posts

Sixaxis failed because it was "motion controls" tacked on and poorly executed in games. WarHawk and Lairalong with other games. Sony tried to find middle ground with motion controls, before outright releasing PSmove controller. "A wiimote with a glowing bulb on the end"

It failed because it Sucked.

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Gxgear

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#29 Gxgear
Member since 2003 • 10425 Posts

[QUOTE="Gxgear"]

[QUOTE="Zidaneski"]

Uncharted, Killzone 2, LBP, Heavenly sword, and Heavy Rain. It was pretty awesome in Heavenly sword and Uncharted.

Zidaneski

Honestly can't even remember what the sixaxis functions are in those games, except Killzone (plant charge) and Heavy Rain (steering).

Steering the arrows into a guardshead was awesome and in Uncharted motion control was mostly optional and I prefered it. I mainly liked how when you were climbing and you needed to jump to a ledge behind you you just had to tilt the controller back a bit and Nate would jump because sometimes it would take a while due to different camera angles making it not always the same direction to tilt the analog. And then there is the part towards the end when you get attacked you need to shake the controller. That part made me spaz a lot, especially playing at midnight.

Oh right, the catapult and twing-twang sections in Heavenly Sword...that's really the only significant contribution sixaxis had made to gaming.

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Swift_Boss_A

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#30 Swift_Boss_A
Member since 2007 • 14579 Posts

Fail? Out of all the Motion controllers I consider SIXAXIS the best one. It offers exactly what I want as someone who isn't interested in motion controls. I just want subtle motion movement, and in rare cases something that works really well like Flower for example. But I prefer subtle actions like taking your octocamo off by shaking the controller or ummm NGS2.....

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grand17

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#31 grand17
Member since 2007 • 2079 Posts
i liked flailing my sackboy around with it but for anything purposeful it was annoying. some game had it for walking over something narrow...maybe uncharted?
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boybrushdred

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#32 boybrushdred
Member since 2007 • 1892 Posts

as far as i can remember, i only used sixaxis motions on 3 games:

Flower - used from start to finish

MGS4 - used it in one boss fight and nothing else

Ninja Gaiden - used it for the lolz!

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GiantAssPanda

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#33 GiantAssPanda
Member since 2011 • 1885 Posts
Because it was a stupid idea from the beginning. I still remember trying to throw grenades in Uncharted 1 using sixaxis. Jesus that was horrid.
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#34 ohgeez
Member since 2011 • 919 Posts

Flow, Flower, Folklore, Little big planet 1&2, Resistance 1&2, Uncharted 1, and high velocity bowling. Not sure if resistance 3 or uncharted 2 or 3 use sixaxis but I'm not sure. These are just off the top of my head of games I own (got the bowling game for free). Of those, uncharted 1 and the bowling game use it poorly while the rest use it to a nice effect, especially Folklore which was great for sixaxis.

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pearlboy601

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#35 pearlboy601
Member since 2005 • 219 Posts
Worked great in Heavenly Sword, that's about it. It's a shame there won't be a sequel to HS, great game but short
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TheTenth10

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#36 TheTenth10
Member since 2006 • 3087 Posts

I used it in Lair, Folklore, Heavenly sword with no problem, some time getting used to it but it was interesting and brought some change. And noone talks about Warhawk? Maybe the best use as it was very logical to move the Sixaxis to change the direction of the warhawk.

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AmnesiaHaze

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#37 AmnesiaHaze
Member since 2008 • 5685 Posts

dunno , i love my sixaxis controller , since i rarely use rumble anyway the dualshocks just feel unnecessary heavy to me compared to my good ol' sixasis , i wish i could buy more of em , too bad i didnt do that when it was still for sale

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#38 shani_boy101
Member since 2006 • 5423 Posts
Killzone 2 used it pretty well. Apart from the valve turning (which did feel forced) I thought it's implementation in sniper rifles was excellent. You could either hold the controller completely still to focus aiming via the right analog stick or use the tilt to your advantage.
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worlock77

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#39 worlock77
Member since 2009 • 22552 Posts

For the most part it just felt gimmicky. Few games have utilized it where it didn't simply feel like it was tacked on near the end of development. 'Flower' is one notable example of game using it where it felt like a natural control scheme. That game utilized it perfectly.

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machod_19

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#40 machod_19
Member since 2007 • 523 Posts

For the most part it just felt gimmicky. Few games have utilized it where it didn't simply feel like it was tacked on near the end of development. 'Flower' is one notable example of game using it where it felt like a natural control scheme. That game utilized it perfectly.

worlock77

This, and also, it was because sony never tried to blow it up. They didnt develop it that much which is why it was gimmicky. But i think nintendo is using that same technology for the Wii 2 controller, arent they?

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TrueProphecy22

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#41 TrueProphecy22
Member since 2005 • 1757 Posts
[QUOTE="DJ_Lae"]It was a fairly imprecise and awkward way of using a standard controller. I'm glad almost no game uses it any more, as even in relatively minor uses like Folklore it was awful. I think Flower is the only game that used the sixaxis where it didn't feel like it was detracting from the game, and I guess that's just because the game didn't require precision at all and was sort of surreal on its own.

I enjoyed it in Folklore... that was pretty much the only game I thought had a decent usage for the system. Actually yanking the controller felt rather satisfying, especially after the Dualshock came out.
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unrealtron

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#42 unrealtron
Member since 2010 • 3148 Posts
Because of the wii
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munkeypoo45

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#43 munkeypoo45
Member since 2008 • 3221 Posts

It was a fairly imprecise and awkward way of using a standard controller. I'm glad almost no game uses it any more, as even in relatively minor uses like Folklore it was awful. I think Flower is the only game that used the sixaxis where it didn't feel like it was detracting from the game, and I guess that's just because the game didn't require precision at all and was sort of surreal on its own.DJ_Lae

i would also say flow used sixaxis fairly well also.