Killzone 3 developers have been talking about Killzone 2's weighty
control scheme and the work they've being doing to improve the accuracy
and responsiveness of the controls.
Full details from official site:One of the most characteristic qualities of Killzone 2 was its control
scheme, which underscored the weighty feel of the game's first-person
animations. It was also Killzone 2's most divisive quality: some players
loved the sense of realism it provided, while others believed it
impacted the responsiveness too much.
For Killzone 3, Guerrilla's developers are aiming to keep the unique
sense of weight in the game while ramping up the accuracy and
responsiveness of the controls. We talked to Game Director Mathijs de
Jonge to get a better idea of the considerations involved with the
redesign.
"Our first priority when we started working on the controls for Killzone
3 was to listen closely to Killzone 2's players - what they liked, what
they disliked, and how they felt things could be improved," Mathijs
says. "Accuracy and responsiveness consistently came up as the top
issues. At the same time, a lot of players were saying they loved the
weighty feel."
That might sound contradictory, but one doesn't have to preclude the
other. "For the most part, the unique sense of weight in Killzone 2
comes directly from the first-person animations, not from the control
scheme," Mathijs explains. "The speed of movement and the way the camera
bobs up and down are consistent with the view of a person carrying
around heavy equipment."
When the team went back to the drawing board, they began by exhaustively
analyzing every aspect of the underlying system, taking into
consideration factors like input lag, acceleration and dead zone [the
amount of movement on the analog stick required to produce a reaction in
the game –Ed.] and how each affected the overall gameplay. Their
findings were used to make improvements to the accuracy and
responsiveness of the controls.
The results so far have been very encouraging. "Right now it's still a
work in progress," Mathijs says, "but we're definitely getting there.
We’ve recalibrated the dead zone to be more responsive and significantly
reduced the input lag, resulting in far better accuracy. Best of all,
we've managed to retain that sense of weight that set Killzone 2 apart
from other shooters. I can't wait for people to try it out."
Source
http://www.killzone.com/kz/news.psml