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Reader Comments (15)

Posted: Jan 17th 2006 1:24PM (Unverified) said

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Star Wars Battlefront II was a frustrating experience for me on the PSP due to the controls. Forget about lining up headshots as a sniper using the face buttons.



Its a real pity the PSP doesn't boast two analog nubs, as that would've made a world of difference for FPS games. Not to mention Katamari... eeeek...



I've all but written FPS off for me on the PSP. Even Splinter Cell Essentials is getting a "hmmmmmmm" type response from my wallet based purely on the controls alone.

Posted: Jan 17th 2006 1:40PM (Unverified) said

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The worst part about this is that there is a big black empty space on the bottom right side of the psp for another analog controller. What a pity. Time for psp 1.2

Posted: Jan 17th 2006 2:11PM (Unverified) said

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At times I found the SOCOM FTB auto-lock to make the single player game a bit easier than it normally should be, but at times I found it great to use before switching to the scope where I did the fine aiming.



I think SOCOM FTB did a really good job on the controls, although I might make the auto-lock on feature less ranged, requiring the player to at least point almost at the intended target first, instead of just being in the screen.



So in short, I think FPS's can make it on the PSP. I think the several thousand people logging onto the SOCOM FTB servers every day is good support for that.

Posted: Jan 17th 2006 3:14PM (Unverified) said

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I agree that FPS' have a chance on the PSP. Socom: FTB is a perfect example of it. The auto-target was a smart adjustment, and can be improved upon in the future.



And I know we've all come to love the two analog stick-layout, but perhaps some might remember a time when some of the most fun had FPS-wise was "Goldeneye" on the N64? That had only one analog stick, and it didn't seem to bother anyone during the millions of hours me and my friends played it during college.

Posted: Jan 17th 2006 3:21PM (Unverified) said

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what about something to the effect of:

analog=look/aim/head movement

R1/L1=strafe right left

x=forward

triangle=back

square=shoot

circle=use

pad=other stuff

I remember some games way back in the day using a scheme similar to this when the mouse was first implemented in FPS's, maybe even a console. Maybe people don't want to learn another scheme.

Posted: Jan 17th 2006 5:46PM (Unverified) said

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Anyone remember how MDK2 did it for Dreamcast? That was fiiine for me.

Posted: Jan 17th 2006 6:14PM Rax Dakkar said

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I may have said this along time ago, but why do developers keep trying to use the controls from a game with 2 analog stiocks? how about copying the game cube controls for the incredible Metroid Prime titles and Resident Evil 4? Both of these games work fine without 2 analog sticks, and resident 4 even lets u use the d-pad as controls. It just aggrevates me when they try and use the controls from a game that requires 2 analog sticks, when games like this are out their!

Posted: Jan 17th 2006 10:29PM (Unverified) said

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Yeah, well, I was all excited to play some FPS but I found it just wasn't as enjoyable. Why would I put up with all those annoyances when I can just play better games on my console or PC? It's a shame too.

Posted: Jan 18th 2006 12:35AM (Unverified) said

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#5, That's exactly the control scheme I've been telling all my friends the PSP should. They should at least implement it as another control option at least because Coded Arms controls sucked.

Posted: Jan 18th 2006 4:41AM (Unverified) said

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RE: #1 and #5, I just got Star Wars Battlefront 2 and there are four different interface options to choose. One is called "retro" and pretty much plays like Turok and one option in Goldeneye N64, where your right face buttons are your movement and strafe, analog as aiming, and shoulder buttons for firing and jumping. Of course, you cant strategically duck, or whatever, but changing weapons can still be done on the left digital pad.

Posted: Jan 18th 2006 5:58PM (Unverified) said

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I STILL prefer the N64 Goldeneye control scheme to all this 2 analog stick control Halo type stuff. Give me a PSP FPS with the Goldeneye control scheme and heck yeah, I'll play it.

Posted: Jan 18th 2006 7:09PM (Unverified) said

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What about GTA:LCS?!? That game is awesome, but a third person shooter. I wish more games on the PSP didnt try to be fps and instead used the control scheme of GTA:LCS for a third person view. That game is so fun and easy to control, but other FPS games like Socom: FTB are a nightmare to try to learn the controls for. They could have made them so much easier to use!

Also what's with all the ports, seriously someone needs to come out with a GOOD PSP only game that's not Lumines.

Posted: Jan 20th 2006 10:37AM (Unverified) said

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Your comments: i agree with the goldeneye metroid prime
comments.both of
those control systems split the view and move so that moving forwards
and backwards plus looking left and right are on the analog stick.
this is a system that works on a console with one analog
stick.the ghost in a shell and battlefront 2 controls sucked
and made the games almost unplayable for me. fair enough you can
change the controls to some degree on bf2.like the guy up
there said, the halo thing is bad, any fps that comes out i try to
see if i can get the goldeneye controls to work on it and if they
don't then i can't really be bothered to relearn.

i definitely think that the games have to be designed with the control schemes in mind and to use a different control scheme to the one intended (BATTLEFRONT 2 ARE YOU LISTENING?) can change the game like poster #1 said about headshots. metroid was obviously designed with the gamecube pad in mind and the auto target and look (hold down a button and use analog stick to look around) buttons shows this. with goldeneye, the levels were designed without the need for too much up and down shooting unless you were using a sniper weapon and the aim self righted when you ran.

Posted: Jan 24th 2006 12:43PM Pho EVA said

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Does anyone even know why sony decided to drop the right analog stick? I doubt it was for price. Socom was a good start at attempting a good control scheme.,, but it's still lacking.

Posted: Jan 28th 2006 8:11AM (Unverified) said

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I got the Japanese Katamari, played it all the way through, and the controls are great. I'm not too sure why more people haven't imported the game. March is a long time to wait for THE BEST PSP GAME EVER! Trust me, it's well worth $60 now for it. Look on Ebay!

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