Is Sixaxis a white elephant?
We ask PS3 game developers what they think of the tilt-tech 15 months on
Dave Dootson - Head of Technology at Traveller's Tales (makers of the Lego Star Wars/Batman/Indiana Jones games as well as Sonic R and Transformers: The Game).
"Obviously, the Wii remote was designed primarily for motion control, whereas it's a secondary feature of the PS3 pad. But the combination of analogue sticks and motion control in Sixaxis has potential, I'm sure, for unique and successful applications. There will definitely be some interesting new game interfaces created to make use of Sixaxis functionality. I'm sure its best days are yet to come."
Matt Southern is Game Director at Evolution Studios (best known for MotorStorm)
"When we are working on concepts we deliberately ignore technical / hardware issues and have an ‘anything goes’ philosophy. Only later when the concepts take shape and preproduction begins do we pull them into the real world, and Sixaxis becomes another tool in the toolbox. With Sixaxis, it does pay to consider it in the early phases, and we also brainstorm ideas that use it exclusively.
"I can only speak for MotorStorm, and MotorStorm has panned out successfully in the way we expected – an unusual mix of extremely hardcore players and ‘noobs’ both swear by Sixaxis control, and I'm sure this has contributed to the success of the game.
Above: MotorStorm uses Sixaxis, but it's split opinion. We like it, at least in the car
"I think Sixaxis plays a critical part of a bigger and more exciting landscape, where we steadily expand our audiences to include those who are new to games. The PlayStation Eye is also a part of that.
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"I think we’re only just beginning to see what’s achievable with Sixaxis, and as a developer it’s simply a case of more options for us to be creative with. Its value will dramatically increase over 2008 and beyond. In fact, I believe in every sense this is going to be our year, then we’ll take it from there."
At GamesRadar, we're pretty sure too that 2008 will be a great year for PS3 in general. And, while Sixaxis has had its problems, been used in the wrong way at the wrong times and had Nintendo's more dedicated (and commercially successful) motion technology to compete with, we hope that lessons have been learned.
However. Looking at the release schedule for the year, nothing leaps out as being the sure saviour of Sixaxis. And it needs something soon as the technology won't be 'new' for much longer. It needs a game that proves its worth with superb, intuitive game control. Or alternatively a new application in a casual gaming product that makes the most of the lack of barrier to entry using Sixaxis - something Sony has already proved it is capable of with the SingStar microphone, Buzz controller and EyeToy. And when it comes, others will follow.
But if we find ourselves looking back in another 15 months and still no further forward, then maybe it wasn't meant to be. But we will have rumble again by then...
Justin was a GamesRadar staffer for 10 years but is now a freelancer, musician and videographer. He's big on retro, Sega and racing games (especially retro Sega racing games) and currently also writes for Play Magazine, Traxion.gg, PC Gamer and TopTenReviews, as well as running his own YouTube channel. Having learned to love all platforms equally after Sega left the hardware industry (sniff), his favourite games include Christmas NiGHTS into Dreams, Zelda BotW, Sea of Thieves, Sega Rally Championship and Treasure Island Dizzy.