For Medal of Honor Heroes 2, the EA Canada group Team Fusion went back to square one with the controls in an attempt to stand out among the small pile of fairly forgettable World War II shooters that has already cropped up on the system.
Perhaps the most inventive and sensible control element Heroes 2 brings to the table is the depth of customizability it lends players over aiming sensitivity. Not only can you independent adjust sliders for horizontal and vertical sensitivity, you can actually adjust both the length and width of the aiming "dead zone," the invisible screen area in which moving the aiming reticule does not move the camera.
VGChartz's Adam Cartwright "Despite being the first handheld console with dual-analogue controls and claims to offer console-quality experiences on the go, the Vita has an embarrassingly bad library of FPS titles for fans of the genre. With that said, it still houses arguably the best portable shooter ever made in Killzone Mercenary, as well as a wonky port of one of the more recent genre greats in Borderlands 2, providing just enough to satisfy gamers - although plenty more is available through its backwards-compatible library".
PSN@Home Writes: "Okay so everyone out there who owns a wii and thought that First person shooters would be cool on it please stand up! Now I’m sure there is a lot of you out there who probably went out and got the wii blaster and a first person shooter game such as maybe medal of honor heroes or something and had good expectations of how that would play out with motion controls. Some of you may have liked it but if your someone like me you noticed the flaws in this."
But you can argue that anything ever designed can be made better.
I'm sure the way they designed the move will work well with FPS games considering it's already been coded into KZ3, MAG, and Socom.
They wouldn't do it if it's not going to work.
you're entitled to your opinion though.
I you tried to use Move in Killzone 3 multiplayer or MAG with the Move you'd probably get your ass raped
So far the fps CONTROLS shown with move look kind of mediocre. I'll prob loose all my bubbles for this, but here it goes.
The control demonstration for MAG and Killzone 3 suffer the same problem early shooter did on wii,
Customizable controls and deadzones will solve these problems but for now it looks a step up from RS1 controls.
If they make the screen follow where you aim instead of a loose crosshair in the middle of the screen... sign me up for some FPS on console action.
With Sony and Microsoft sent to release their motion control solution by the end of the year, I thought it was time to look back to see the advancements that motion controls have made in the past 3 1/2 years.