03-11-2010 03:31 PM - edited 04-11-2010 02:09 PM
Hey Guys. It's time for another People Vs.
This time you're getting a chance to quiz the people behind the hot new PS3 title, Time Crisis: Raizing Storm
Have your chance to talk about the latest entry in the action-packed series by posing your questions to the game's developer. All you have to do to be in with a chance of having your questions answered by the team is to just leave your questions below
As always, the best ones will be picked and put to the team at Namco Bandai.
Keep an eye on eu.playstation.com in the coming weeks to see if your questions were chosen for the Q&A.
Oh, and get your questions in before the 14th of November as that's around the time Namco Bandai will be around to answer.
And don't forget, you can download the demo for free from PlayStation Store today to sample the action, or head to your nearest store and pick up a copy of Time Crisis: Razing Storm for the full experience.
04-11-2010 02:34 PM - edited 04-11-2010 02:36 PM
i really hate to say it but . . . CALIBRATION DRIFT !!
the move drift has become a bit of a bug bear and when i played the TC demo i had some major drift. ALOT of forumers et. al. believe that this is pretty much down to Software rather than Hardware.
1) how did the devs try and combat this ?
2) what aspects of the move are you guys using, from a technical perspective. eg. mag sensor, gyros, sphere tracking ?
3) the move controller is supposed to self calibrate the colour of the sphere but all games appear to be overriding this in favor of specific colour choices and in TC this is no different. why was this decision made in TC ?
4) i saw the dev walkthroughs and they looked impressive, the demo however; was awfull. with multiple modes on the bluray version why did you guys specifically cut the demo to 1 arcade mode. this is a missed oportunity to show the FPS mode and the story campaign which looked more hardcore and less arcade casual.
5) the buttons for cover and reload . . . really !! considering the move would be placed in the attachment more often than not. isnt that a little LESS intuitive. what was the reasoning behind that ?
6) if you guys could choose 1 ultimate gun shooter from any console/era what would it be
7) Point blank . . . . . need i say more ? (unrelated to Q6)
8) would you guys ever create a move gun attachment, considering how Gcons have set such a high standard for light guns surely you would do a kick ***** one ?
on 04-11-2010 03:46 PM
Using the move controller as just a lightgun replacement is a waste.
The camera can identify the position of the controller as well as the direction it's pointing so why didn't you add this ability to the gameplay?
I played an arcade game called police 24/7 (I think) years ago which changed the view on the screen depending on your movement - if you ducked, the screen image 'ducked', if you changed position in the gaming area in front of the machine then you got a different view of the location and the people firing at you.
I hope your next game takes more advantage of the controller.
on 04-11-2010 04:18 PM
It Needs Better G-CON3 Support
For example the demo didn't let you navigate any of the menu with the G-CON3 controller via point and shoot or the analogue stock on the gun this was very annoying at times where I had to switch between the control and the gun.
How are you guys going to fix this problem?
on 04-11-2010 06:01 PM
on 04-11-2010 07:24 PM
on 05-11-2010 06:46 AM
on 05-11-2010 09:09 AM
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