<![CDATA[Kotaku: sixaxis]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: sixaxis]]> http://kotaku.com/tag/sixaxis http://kotaku.com/tag/sixaxis <![CDATA[ MotorStorm With Mini-Motorbike Motion Controller ]]> This isn't a product, but rather a concept product. Spotted a mini-motorcycle that had been modded with an embedded PS3 SIXAXIS controller. The guy on the motorbike said the original plan was to have the game projected lower so players weren't looking up at the wall, but it wasn't possible to work that out logistically, apparently. Fittingly, the PS3 was running MotorStorm, and playing it on a mini-bike did give the title an nostalgically arcadey feel. The only downside was that the handle was a tad too low so twisting the throttle wasn't so easy on the wrist.

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Kotaku-5062259 Sun, 12 Oct 2008 05:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5062259&view=rss&microfeed=true
<![CDATA[ PlayStation 3 Controller Getting Wireless Keypad ]]> Sony showed off a new wireless keyboard for the PlayStation 3 controller, intended to help with in game text messaging and PS3 browser navigatoin. The black keyboard clips on over the front of the DualShock 3/SIXAXIS with the keyboard located above the main controller area.

The wireless keyboard also features a touchpad mode to allow for mouse input. David Reeves, president of SCEE, said that this touchpad control mode may be used in future game development.

The keyboard will ship in eight configurations in Europe to support the numerous languages and keyboard types in the continent.

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Kotaku-5039426 Wed, 20 Aug 2008 09:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5039426&view=rss&microfeed=true
<![CDATA[ SCEA Has No Plans To Offer Sixaxis Bundles In North America ]]> A Sony rep has just confirmed to Kotaku that Sony Computer Entertainment America has no plans to echo Sony Europe's move to clear out PlayStation 3 Sixaxis controllers by bundling them with games.

The bundles, retailing in Europe for €60, include one Siaxis controller and one of the following games: F1, GT5 Prologue, Folklore or MotorStorm. Looks like the package deal will be Europe-only, though.

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Kotaku-5016245 Fri, 13 Jun 2008 15:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5016245&view=rss&microfeed=true
<![CDATA[ Sony Working On Breakapart Motion Controller ]]> According to a report over at GamesIndustry.biz, Sony's next motion-sensing controller is closer to fruition than we may have though. Citing various industry sources, GI explains that the company is working on a controller that breaks into two pieces, each containing an accelerometer for Wii-like motion sensing capability. The story mentions that working versions of the new controller have already been delivered to certain development partners.

Nothing official from Sony on this of course, but GI remains confident that something concrete will be announced in the coming month, possible at the E3 expo this July.

Sony working on 'break apart' motion PS3 pad [GamesIndustry.biz]

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Kotaku-5016226 Fri, 13 Jun 2008 09:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5016226&view=rss&microfeed=true
<![CDATA[ SCEE Announce Sixaxis Bundle Clearance ]]> Hey, Americans, are you enjoying your DualShock 3? I sure am. Got mine from Japan, where they're enjoying it also. How about you, Europe? Oh. That’s right. They’re not out there yet. Silly me, should have known. Ah well, chin up! They’ll probably be there soon, because Sony are about to start bundling their leftover, outdated Sixaxis controllers with a bunch of leftover games, in a not-as-dumb-as-it-looks attempt at shifting the remainder of their stocks. To retail for €60, the bundles will include one Siaxis controller and one of the following games: F1, GT5 Prologue, Folklore and MotorStorm (note: just the game + controller, NO console).

Des nouveaux packs PS3 ? [Game-Class, thanks Frank!]

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Kotaku-5015687 Thu, 12 Jun 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5015687&view=rss&microfeed=true
<![CDATA[ Iwata: Wiimote Clone Not a Threat ]]> xmote.jpgNintendo honcho Satoru Iwata, in an interview meant for an investment audience, says that if a rumored Xbox 360 Wiimote clone in fact becomes a reality, by itself it's not much of a threat to the company's top position in console sales.

Innovating on that console is the key, Iwata explains. And if Nintendo can keep beating others to the punch on new ways to play new games, it will do just fine.


"What matters to us is whether or not we can continue to constantly create and offer new surprises one after another. If we can, then (other company's attempt to launch Wii Remote-like controller) should not be a big threat.

The efforts in this field to try to appeal to a wide variety of customers are something in which we saw potential early on and that we have been working on the longest, so there appears to be no reason whatsoever why we need to be concerned."

Iwata says that the video game space can be a risky place for new entrants — sure, no argument. But Microsoft is hardly some art-house developer looking for a break, and it's shown enormous tolerance for losing money here, too.

Still The $64,000 question here is more for Microsoft than Nintendo. Microsoft probably wants to use an "Xmote" to unify casual and hardcore gamers into buying a 360. Perhaps Sony thought the same thing too, and the SIXAXIS has gotten absolutely nowhere as an innovation on the PS3, where it is optional, not integral, to gaming.

Of course you can use a Wiimote for a driving game more serious than Mario Kart, but gamers have gotten by just fine without one. And there's such an orthdoxy to FPS controls now, I'm not sure it makes much difference. So, yes, a controller by itself means little. The titles that are written specifically for it, that is where the threat lies, and its something no one can estimate just yet.

Iwata Not Threatened by Rumored Xbox 360 Wiimote Clone [QJ.Net, thanks to El Cernex]

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Kotaku-386852 Sat, 03 May 2008 12:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=386852&view=rss&microfeed=true
<![CDATA[ SIXAXIS Brings Nothing to GTA IV (But Frustration And Burning Helicopter Chassis) ]]> The SIXAXIS motion controls in Rockstar Games' sublime opus Grand Theft Auto IV feels like a last minute appendage, and not a particularly useful one. It's like the game's third nipple, you know it's there, and maybe you can't resist a fiddle, but no good will come of it.

When Mike told me that he didn't like the SIXAXIS controls for the game, and wasn't even able to complete the tutorial, I chalked it up to some innate hatred of the PS3's motion controls on his part. In fact he did admit that he doesn't really like the PS3 games that use SIXAXIS motion sensing, but there are several that I quite like (Warhawk comes to mind), so I decided to give it a whirl.

After playing through GTA4 on the Xbox 360, I swapped seats with Mike and settled down to get to the bottom of his SIXAXIS hatred. A few minutes into the tutorial I figured out what the problem was. The special SIXAXIS controls for this particular game suck, they're absolutely abysmal.

I suppose with some time I could master using the bike, in fact it wasn't that hard, and maybe one day I would fly the helicopter, but that's not the point, the point is there's no benefit using the motion sensing in Grand Theft Auto IV.

The in-game tutorial for the controller, which is an annoyingly permanent option on your in-game cell phone, walks you through the four ways you use the special controller in the game. Here's the break down and my thoughts:

Reload Weapon: Instead of having to mess around with, you know, pushing a button, the SIXAXIS lets you snap the controller back toward you to reload. Very easy to do, but absolutely no benefit.

Motorcycle: This was by far my favorite of the lot, allowing you to steer your bike by tilting side to side. Unfortunately, it also allows you to lean forward on the bike or do a wheelie by tilting the controller forward or backward. It's unfortunate because if you're leaning forward as you play, or sitting back in the chair, it forces you to hold the controller oddly.

Power Boat: The steering works quite well and while this also lets you tilt the controller forward and backwards to adjust the trim, its not as problematic because doing so really doesn't have much of an impact on the controls.

Helicopter: Whooo-boy, this is what prevented Mike from wrapping up his tutorial training. It took me a good three or four tries to pass it as well. Not only do you have to worry about the pitch problem seen with the motorcycles and boats, but the helicopter is much touchier than the other two vehicles. I also seemed to notice a lag issue with the controls that had me overcompensating and, twice, turning my copter so far sideways it would slam into the ground. It was an exercise in frustration and made me want to throw the controller across the room in frustration. Fortunately, you don't have to fly using it.

Final Thoughts: I'm not sure why Rockstar decided to include SIXAXIS motion controls in GTA IV, maybe they had to, but I'm sure happy they don't force you to use them. Not only can you override the motion controls at any time with the sticks and buttons, but you can turn them completely off preventing it from really flawing this fantastic title. Now if I could only remove the SIXAXIS tutorial option in the menu I might be able to stop fiddling.

Check here for a detailed comparison of the 360 versus PS3 versions of the game.

Ed's note: While the SIXAXIS does include the ability to use aftertouch, that function was not included in the tutorial written about above.

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Kotaku-384432 Sun, 27 Apr 2008 11:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=384432&view=rss&microfeed=true
<![CDATA[ SIXAXIS Discontinued ]]> We all pretty much figured that the SIXAXIS was on its last legs now that the DualShock 3 is hitting shelves. And today a Sony rep has confirmed with MTV that this is indeed the case. The SIXAXIS is not more.

Sixaxis will no longer be offered after it's completely sold through at retail (likely by the summer timeframe).
Our guess is that manufacturing has ceased (or ceased some time ago) and that it's just a matter of shipping out dusty boxes from warehouses at this point. Our other guess is that those who don't care about rumble can soon be on the lookout for some bargain bin SIXAXIES. Is that the official plural? Did we ever have a chance to finalize that?

Sony Non-Shocker: Sixaxis Discontinued
[MTV Multiplayer]
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Kotaku-375169 Wed, 02 Apr 2008 11:10:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=375169&view=rss&microfeed=true
<![CDATA[ The Controller Stress Tests ]]> stresstests.jpg A wildly amusing set of three stress tests on the PS3, Xbox 360, and Wiimote: how well do they hold up to gamer temper tantrums? The 'researchers' over at Insult Swordfighting set up rage-inducing scenarios, flung controllers, and looked at how both aesthetics and performance were impacted. An example? The SIXAXIS didn't fare so well after being hurled "in a shallow downward motion, simulating disgust and frustration":

With the R2 button hanging by a thread, a sweeping upward motion is required to press it. The R1 button is missing entirely, and thus unusable. The L1 button has been knocked off its axis a bit, although it still works. And the PS button is stuck in the depressed position. Analog stick functions seem to work fine, as does patented SIXAXIS tilt control, insofar as patented SIXAXIS tilt control works at all.

I'm not the controller flinging type, though I do frequently threaten to toss consoles out my window; still, it's a funny (and perhaps relevant, depending on your play style) read.

Control Pad Stress Test: PlayStation 3 SIXAXIS, Control Pad Stress Test: Xbox 360 Control Pad, Control Pad Stress Test: The Wii Remote [Insult Swordfighting]

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Kotaku-360132 Sun, 24 Feb 2008 14:30:13 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=360132&view=rss&microfeed=true
<![CDATA[ XFPS Rate Up Adapter Is Available For PS3 ]]> While the PS3 is already pretty friendly to most mouse and keyboard setups, the XFPS Rate Up Adapter (formerly just for the Xbox 360) is a peripheral that allows you to remap SIXAXIS controls to your stubborn PC ways of old and control any game as you would a computer title. It's completely plug and play and supports 95% of keyboards and mice on the market. Wait, we just read this thing is $100. Seriously? Maybe you could justify the purchase when combined with a backward compatible PS3 that could add mouse control to PS2 titles. But we're betting that $100 would probably look better sitting somewhere inside your PC.

XFPS RATEUP for PS3 [TotalConsole]

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Kotaku-349690 Mon, 28 Jan 2008 13:40:19 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=349690&view=rss&microfeed=true
<![CDATA[ 80GB PS3 Not Dying, But Being Reborn Bigger? ]]> Ars Technica's Opposable Thumbs has a Sony mole who has filled them in on some potentially juicy gossip. According to the insider, Sony will not be dropping their 80GB PS3 to abandon a two-model retail approach, but instead upgrading said higher tier model to better differentiate the products. In this scenario, the 80GB PS3 will see a bump to either 120GB or 160GB and include a Dual-Shock 3 controller—but still run $499.

Feel free to comb over the source text with a fine-toothed comb:

Sony is, in fact, phasing out the 80GB PS3. Sony is going to stay with the two-SKU approach though, and the prices look to stay the same....The Spiderman 3 pack-in will disappear as well once the 80GB unit is gone. In order to maintain a similar value proposition to the 80GB/Spiderman 3 bundle, I expect to see a storage increase to 120 or 160GB at the same price point, plus the new Dual-Shock 3 controller...
Hopefully this doesn't imply that Sony is evolving to a strategy without movie/game bundles with their consoles (which we'd doubt) . Because when Sony was generous enough to allow customers to install their own hard drives, it would seem like a waste to only use hard drives to differentiate their PS3 products (I mean, what's one rumble controller, really?).

And for those who don't know, Ars publications are highly respected in the technology industry. So that's why you'll see the internet taking this one pretty seriously.

Mole: 80GB PS3 dead, 120-160GB with Dual Shock 3 incoming [opposablethumbs]

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Kotaku-349559 Mon, 28 Jan 2008 10:00:08 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=349559&view=rss&microfeed=true
<![CDATA[ Alligator Dual Shock (To Match Our Boots) ]]> Wandering the aisles of foreign OEM companies at CES, you can come across some strange finds. I was fairly proud of spotting the knock-off Boomerang controller, but I also dig this alligator-skinned Dual Shock knock-off. Adding a bit of class to an otherwise dodgy product, like my mom always said, a little faux alligator never hurt anyone.

Sony, the world is now looking at you to produce a reptilian PS3 to match. Don't let us down.

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Kotaku-344287 Mon, 14 Jan 2008 10:40:08 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=344287&view=rss&microfeed=true
<![CDATA[ The Orange Box (PS3) Impressions: Volume One ]]> Don't tell my boss, but I've been playing video games all day. The UPS man rang the bell at Kotaku's west coast home office today with a copy of the PlayStation 3 edition of The Orange Box. You know what this is right? The collection of Half-Life 2, a pair of Half-Life 2 episodes, Portal and Team Fortress 2 that everyone's gone gaga over. Unfortunately for Valve and publisher EA, 1UP wrote a disheartening preview of the PS3 version calling it, at times, "downright unplayable" and devolving into a "slideshow" at times. This resulted in a bit of a tizzy. Sister sites IGN and Gamespy were less harsh, but I've spent about five hours with the game today to form my own opinion of the final retail copy.

After a quick look around, ducking into Team Fortress 2—which I was able to play momentarily and only in a solitary sense—and working through the first hour of Half-Life 2, I decided to check out what was being billed as the main offender—Half-Life 2: Episode Two. Within the first few minutes, my fears were confirmed. Right off the bat, Episode Two started to chug.

But that was it. After that first scene, featuring our silent protagonist moving through a train car derailed in the wilderness, it was smooth sailing. Walking from out of doors to a nearby cave, the frame rate held. Then, within the first ten minutes of the episode, bizarre texture popping or some such graphical glitch was affecting sidekick Alyx Vance's leather jacket. Something else already? Ugh. But, this too, quickly subsided, and was never seen again.

For the next few hours, the game's graphics performance stayed strong. Having engaged in some heavy fire fights during the course of the afternoon, and experiencing nothing out of the ordinary, I was wondering when it was going to head south. While I have yet to actually finish the episode, I've encountered nothing game breaking, merely a few stutters.

Most of my experiences had taken place indoors, and despite the odd hitch when the lighting went into "look at me!" mode, the Source engine, the Cell and the RSX held their own. When Freeman emerged from a mineshaft and back into the woods, I started to notice a few graphical quibbles. A pair of rocky spires popped in rather crudely, with the level-of-detail change being somewhat noticeable.

The frame rate took a hit in a few spots while outdoors, but mostly when quickly panning from side to side, as the game's motion blur effects kicked in.

I stopped playing right before one of Half-Life 2: Episode Two's vehicle sequences, one of the complaints pointed out in the 1UP preview. I'll be there soon enough, as I plan to finish the Episode tonight and will keep my eyes peeled for any inconsistencies.

There's still plenty of game to cover, but my initial impressions of the final game's technical capabilities are positive. We'll see if they don't last soon enough.

Now that all that frame rate and lighting nonsense is out of the way, how does The Orange Box play? Quite well, actually. As a big fan of the Half-Life series, I'm willing to forgive the odd quibble, but wouldn't want anything to interfere with my experience. Episode Two, so far, has been great fun, exploring a handful of new mechanics and adding interesting set pieces to the series. Using the SIXAXIS for control works quite well, even if I'm not totally in tune with the default controller mapping. Normally, I play my Valve games on the PC, as I have already done with Half-Life 2: Episode One, Portal and Team Fortress 2, but I found the console version to be just as enjoyable.

As far as the game's other titles, I've only spent a bit of time with each. Half-Life 2 was smooth, if a bit homelier in parts than I remember it from a few years ago. And while Portal looks to be a nicely handled port, I can't yet pass judgment on Team Fortress 2. No one else was playing TF2 this morning, unsurprisingly, so my hands-on time with the shooter was uneventful. I certainly can't judge the game's performance when I'm the only one on the map, but hopefully I'll find a few opponents sooner rather than later.

Expect another volume of hands-on impressions of the PlayStation 3 version of The Orange Box tomorrow.

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Kotaku-327655 Wed, 28 Nov 2007 20:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=327655&view=rss&microfeed=true
<![CDATA[ PS Eye Tech Demos Turn Real Items Into In-game Objects ]]> pseye_techdemo.jpgThe latest PlayStation.blog entry from EyeToy specialist Richard Marks—whose proper title is R&D Manager of Special Projects—shows off some intriguing new tech demos utilizing the new PlayStation Eye camera. It seems that someone's been working on technology that will let PS Eye owners create their own levels by drawing shapes or placing real-life objects on a piece of paper.

While only one of the tech demos looks somewhat playable—a simple Lunar Lander-style mini-game controlled with the SIXAXIS—the others are still impressive. Take a gander and day dream of the possibilities.

Video of New Research Conducted with PlayStation Eye [PlayStation.blog]

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Kotaku-322764 Wed, 14 Nov 2007 15:40:26 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322764&view=rss&microfeed=true
<![CDATA[ DualShock3! (The Announcement) (The Sequel) ]]>
I wonder if Kaz called EA and was like, "What the fuck, guys? I mean, what the fuck?"

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Kotaku-301745 Thu, 20 Sep 2007 04:00:27 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=301745&view=rss&microfeed=true
<![CDATA[ Sony Confirms, Details SIXAXIS Rumble ]]>

Sony Computer Entertainment today confirmed news that we first broke back at E3, rumble is indeed returning to the Playstation in the form of a SIXAXIS rumble stick.

Kaz Hirai formerly announced the DualShock 3 during his keynote Thursday morning. There will be no other changes to the outward appearance of the new controller.

The new DualShock 3 is planned to ship in Japan this November, US and Europe in Spring 2008. No price is available today, but the new controller will be on hand, playable in echochrome, Metal Gear Solid 4, Uncharted, Devil May Cry 4, Toy Home, Metal Gear Online and more. In total, ten titles currently support the DualShock 3.

Hirai also said that dozens of other titles will support the DualShock 3, including just about everything going forward. It also appears some older titles might game support.

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Kotaku-301715 Wed, 19 Sep 2007 20:06:46 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=301715&view=rss&microfeed=true
<![CDATA[ PS3 Rumble Controller Confirmed ]]> sixrumble4.gifIGN was hanging out at Electronic Art's pre-Tokyo Game Show press event playing Burnout Paradise when they felt something funny. The PS3 controller in their hands started to shake, thus fulfilling the prophecy set forth by Ashcraft back in July at E3. First The PS3 controller shall rock once more! The version they held looked just like a Sixaxis, but felt heavier and had a sticker on the bottom that said 'rumble', which sounds like a dead giveaway to me. Expect a formal announcement to come during Kaz's keynote on the morrow, but for now rejoice, for the prodigal controller feature has returned!

TGS 2007: Rumble Confirmed
[IGN - Thanks to Peter for the Image]

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Kotaku-301370 Wed, 19 Sep 2007 08:20:06 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=301370&view=rss&microfeed=true
<![CDATA[ Lair Dev Dogs WarHawk Motion Controls ]]> If you were to engage in a round of word association with Julian Eggebrecht of Factor 5 and you were to mention, say, Warhawk's in-flight SIXAXIS motion controls, he might respond with "Eurgh!" Actually, that's exactly what he did when speaking to Games Radar recently, telling the pub that he sees motion control as a "complimentary, additional new step in terms of controls and where it fits you should use it and where it doesn't fit, don't force it."

Wait. What? Seriously. What?

Mr Lair says: "Warhawk's controls are... eurgh!" [Games Radar]

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Kotaku-301241 Wed, 19 Sep 2007 06:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=301241&view=rss&microfeed=true
<![CDATA[ Dual Shock 3 'Confirmed' For TGS ]]> boomerang.jpgOh my god! Stop the presses! Do we even have presses? Anyway, according to the latest 1UP Yours podcast, Sony plans on unveiling the return of rumble at the Tokyo Game Show this week, with the Dual Shock 3 making an appearance on the show floor. If this is true it will no doubt spawn countless photographs of what will undoubtedly look just like the controller we are all used to anyway, but hey, it will rumble. Maybe we can create an animated GIF that shakes to help convey the full impact of the controller's appearance on the scene. Finally, after nearly a year on the market, we'll get a glimpse of the controller we should have had in the first place and will soon have the opportunity to pay an undisclosed amount of money for. Hit the link to listen to the nearly two hour podcast for more information, or just if you are very lonely and crave the sound of guys talking. Oh, and ignore the boomerang pic, it just makes me giggle.

1UP Yours Podcast 9/14
- [1UP - Thanks Everyone!]

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Kotaku-300393 Mon, 17 Sep 2007 02:30:45 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=300393&view=rss&microfeed=true
<![CDATA[ Logitech Mating Wii-mote and SIXAXIS? ]]> The people sure love that Wii-mote. It's maybe about perfect, right? Nope! "If you couldn't improve on it, we wouldn't be in business," says Logitech's Chris Spearing. The peripheral maker thinks it can one-up Nintendo and made a serious contender. The company is planning to announce a new Wii periph that *may* challenge Nintendo's remote. And how the hell could they do that? By mating the Wii-mote with the SIXAXIS. Or something. Spearing explains:


Having the motion-sensing in the SIXAXIS, that really works for some games. And for the Wii — you've seen people rush out and buy the Wii for that realism, if you're swinging a tennis racket, you know how to do it. Hopefully we'll be at the forefront of pushing that further, combining some of the two.

Oh. Alright. You do that.
Wiimote Rival? [GamesIndustry]
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Kotaku-294992 Thu, 30 Aug 2007 06:40:19 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=294992&view=rss&microfeed=true
<![CDATA[ New SIXAXIS Protypes Sent to Devs ]]> sixaxis.JPG

A new Playstation 3 SIXAXIS controller prototype has been sent out to the development community, according to SCEA's Dave Karraker.

The new controller is more of a tweak than any giant leap forward. Karraker said that the controller has slightly enhanced sensitivity for the analog sticks and and motion sensing. He also said that have not added rumble to the PS3 and "have no announcements regarding this feature"... I wonder if there should have been a "yet" at the end of that sentence? Otherwise it doesn't really say anything we don't know. It merely addresses the status quo, not what may happen down the line.

Hit up GamePro for the full quote on the tweaked SIXAXIS prototype.

Sony: 'We have not added rumble' to PS3 controller [GamePro]

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Kotaku-286385 Mon, 06 Aug 2007 10:00:29 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=286385&view=rss&microfeed=true
<![CDATA[ More PS3 SIXAXIS Rumors Rumblin' ]]> kaz_on_sixaxis.jpgThe site where "game developers speak out" Inner Bits has posted a handful of new SIXAXIS based news chunks, writing that "prototypes of the new rumble-enabled controllers have made their way to various Sony developers." Inner Bits expects that the new vibrating controllers will probably be announced within the next two or three months—on or around the dates of Games Convention and Tokyo Game Show—once developers have more hands-on time with the device.

Furthermore, it appears that the original rumble-free SIXAXIS is also getting some updates. Addressing controller sensitivity issues, Inner Bits reports that Sony has been "quietly replacing the original controllers" with better tuned hardware.

Ah, the curse of early adoption. At least we OG PLAYSTATION 3 owners have our Emotion Engines to cuddle up with late at night.

PS3 Controller News and Rumors [Inner Bits]

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Kotaku-285057 Wed, 01 Aug 2007 18:40:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=285057&view=rss&microfeed=true
<![CDATA[ Kaz Says SIXAXIS Is Not The Final PS3 Controller ]]> kaz_on_sixaxis.jpgKikizo spoke with new PlayStation boss Kaz Hirai—formerly miniboss of SCEA—touching on a number of subjects, ranging from old boss Ken Kutaragi's "retirement" to the oft-rumored rumble enabled SIXAXIS. Kaz and crew realize that rumble is "something that I know the consumers have told us they're looking to have in the PS3 controller" and that its a feature they're "obviously looking at." But, Kaz, is that all you got? That's so last gen!

Kaz responds:

We're also looking at a variety of other things that we can incorporate with the controller, and we'll come out with announcements when we think we have the right mix of features for the PS3 controller. [...] That's also an evolving peripheral, if you will, in that we started out with the original PS1 controller with no analogue, and it's come all the way to this point, so obviously, as we go forward, it's not the final model for a PS3 controller, so we'll see what comes down the road.

Are those rumors of Immersion's TouchSense technology starting to sound more legitimate? Maybe. Let's hope we hear fewer tired "Riiiiiidge Racerrrrr" references at Tokyo Game Show and more about opportunities to rebuy the SIXAXIS again.

PlayStation Interview: Kaz Hirai [Kikizo]

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Kotaku-280374 Thu, 19 Jul 2007 16:20:15 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=280374&view=rss&microfeed=true
<![CDATA[ Kojima Shows MGS4 Gameplay, New Details Emerge ]]> Metal Gear Solid creator Hideo Kojima popped up at the Japan press event PLAYSTATION PREMIERE 2007 to gameplay demo Metal Gear Solid 4. What was revealed?
• It's possible to take weapons from enemies
• Snake can hide under metal drums — these are more effective than boxes
• Rolling too much in drums causes Snake to get sick and puke
• Looking at bikini magazines helps Snake refrain from puking — it's possible to actually look through the pages
• There is a first person view as well as a third person view
• Crosshairs are controlled by the SIXAXIS
• Snake can roll himself sideways
• Using the Octocam let's players pretend they're dead
• Shake the SIXAXIS to turn off the Octocam
• Stealth mode Metal Gear MkII, which is hard for enemies to detect, is controlled with the SIXAXIS
At the Metal Gear 20th Anniversary Party this weekend, the game's online multi-player will be on display. Can't wait.
MGS 4 Details [Famitsu via Siliconera]

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Kotaku-279508 Wed, 18 Jul 2007 00:00:16 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=279508&view=rss&microfeed=true
<![CDATA[ Force Unleashed SIXAXIS Kinda Debunked ]]> After discovering this image of a mutant SIXAXIS that debuted on the Star Wars: Force Unleashed on the official site, GameDaily followed up with Sony to double check the questionable validity. Dave Karraker from SCEA simply shrugged off the image as a "bad artist rendering."

But just look at the thing! We already knew it was a bad artist rendering—we do have eyes. We want to know if this bad artist rendering represents a real working prototype (possibly with rumble) that might be floating around Sony and third party developers. In other words, what does the "good artist rendering" look like? SCEA Says 'Redesigned' PS3 Controller Leak is Fake [gamedaily]

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Kotaku-279378 Tue, 17 Jul 2007 13:40:33 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=279378&view=rss&microfeed=true
<![CDATA[ LocoRoco Coming to PS3 for Absolute Sure ]]> Sony has finally confirmed the rumors and rumors that LocoRoco is coming to the PS3's PSN. Its official moniker is Buu Buu Cocoreccho! by LocoRoco which we, given that Ash is fast asleep, can only assume translates to: Yeah, we know that a LocoRoco game isn't the sort of franchise that will rocket boost the PS3 to worldwide domination, but we sorta committed to it with the PSP, and everyone is staring at us! by LocoRoco.

Yes, players will use the SIXAXIS tilt controls. And over 200 characters [read: circles] will be playable in the game. All joking aside, I'll download Buu Buu just to check out the clean animation style on bigscreen HDTV...and to convince my wife that I play something more than games involving headshots. LocoRoco Confirmed for PS3 [PSU]

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Kotaku-279306 Tue, 17 Jul 2007 12:40:29 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=279306&view=rss&microfeed=true
<![CDATA[ Jack Tretton On SIXAXIS Rumble ]]>

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Kotaku-278502 Sat, 14 Jul 2007 09:30:23 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=278502&view=rss&microfeed=true
<![CDATA[ PlayStation Store Goes Back Up ]]> Today's "maintenance" on the PlayStation Store looks to have been just that—thrilling, awe-inspiring maintenance. The Store was down for less than an hour, reappearing later looking exactly as it did before the maintenance. No new content has been added to the store yet, though we're well aware that it is indeed coming this week. One new control option has been added, oddly enough, the ability to navigate forward and backward using the L1 and R1 buttons on the SIXAXIS. Finally!

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Kotaku-276862 Tue, 10 Jul 2007 14:40:16 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=276862&view=rss&microfeed=true
<![CDATA[ SCEA Responds to Mysterious Red Light Rumor ]]> redlight.JPG The eagle-eyed writers over at Playstation Universe were the first to spot the mysterious red light emanating from the center of the Playstation 3 SIXAXIS seen on the new 80GB PS3 box. Could the glowing Home button, perhaps, be proof of a new and improved controller, maybe one with rumble?

Not so says SCEA, though their responses to our inquires and the one they posted on their site don't match up.

When contacted for comment by Kotaku, head Playstation PR guy Dave Karraker said that there was "nothing sneaky about the red light" adding that it was just an odd lighting effect and that there are no changes to the controller.

Patrick Seybold writes on the official Playstation Blog that the Home button glows red when you charge the debug controller and that it is not a sign or indication of a new controller for the 80GB model.

As I told Karaker: Pooh!

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Kotaku-276459 Mon, 09 Jul 2007 14:25:03 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=276459&view=rss&microfeed=true
<![CDATA[ Rumble Sixaxis In Developer's Hands? ]]> We've gotten in several tips involving this developer diary posted a few days ago on IGN, showing the folks at Free Radical polishing up the Haze demo that was shown at the Ubisoft gamers day back in late May. At the beginning of this lengthy, relatively entertaining video we see Haze being demoed to the press using a standard Sixaxis, while at around the ten minute mark we are shown two separate developers testing the game and the controller they are using is mysteriously blurred out. Could it be that Free Radical already has their hands on the rumble ready PS3 controller?

I really doubt it. This video was shot in mid-May for one. Nothing stays quiet for that long in the industry, especially during the lead-in to E3, when you can almost imagine developers hopping up and down in their chairs like excited children with a secret they desperately want to tell.

Secondly...come on guys, it's just a blur. It could really mean anything. Maybe there is a stipulation about dev kit controllers not being shown, or they use special equipment during the development process that they'd rather not have people see. Hell, perhaps they have an odd habit of writing "FUCK" in big letters on all of their development tools and needed to make the vid kid safe.

Or it could very well be a less-than artfully hidden rumble Sixaxis, though as I said I have serious doubts. The main thing to take away from this flurry of speculation is that PS3 owners would really like their rumble back plz. THX!

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Kotaku-276014 Sun, 08 Jul 2007 11:30:18 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=276014&view=rss&microfeed=true
<![CDATA[ Microsoft Sues Immersion ]]> CNET is reporting that Microsoft has filed suit against Immersion—the company that had in-turn sued Microsoft in 2003 claiming patent infringement—alleging that the company violated its contract with the Xbox 360 manufacturer. Immersion, a provider of haptic technology, more commonly referred to as force feedback, recently settled its own suit against Sony for similar patent infringement claims.

According to the CNET report, Microsoft's claim of breach of contract includes a provision that requires Immersion to pay fees "based on certain business and IP licensing arrangements."

Could the recent kiss and make up with Sony and rumors swirling of a SIXAXIS re-release with Immersion's tech have triggered the bloodlust of Microsoft's legal department? Does this put a damper on PLAYSTATION 3 with force feedback controllers? Immersion's not talking, yet, but expect to hear more about this exciting legal dispute about patents in the future.

Microsoft sues Immersion for contract breach [Cnet]

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Kotaku-269961 Mon, 18 Jun 2007 17:20:10 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=269961&view=rss&microfeed=true
<![CDATA[ More SIXAXIS Rumble Rumblings ]]> AXAXAXAXAXAXSony's decision to remove force feedback vibration from the SIXAXIS controller for the PLAYSTATION 3 was called a "strategic choice" for which the company has "no regrets." Following Sony's settlement with Immersion on patent disputes, talk of rumble returning to the PlayStation became much more positive.

SCEA president Jack Tretton said the company is "open to changing the SIXAXIS controller." Similarly, Sony Worldwide Studios' Phil Harrison, instead of denying hardware changes to Slashdot readers, simply said "it's a little too early" to date the return of rumble.

Now Inner Bits, who revealed detailed info on SCEE job cuts, say that it's already in the works.

Many have suspected that since the agreement [with Immersion], Sony will have been working on a new controller with rumble support. We can now confirm that this is the case. We've heard from two independent sources at Sony that they have been working on prototypes for several months. Officially, the corporate line is still "no comment". Unofficially, Sony is facing some difficulties with battery life; i.e. Between the rumble and the wireless support, the batteries are draining too fast to be acceptable for consumers.

Bad battery life? Sounds familiar. Hey, Sony, anyone with a Wiimote is familiar with short battery life, so don't let that hold you back. Just pack in a sensibly long USB cable and we'll call it done, okay?

PS3 Controller with Rumble in Development [Inner Bits]

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Kotaku-269044 Thu, 14 Jun 2007 18:20:32 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=269044&view=rss&microfeed=true
<![CDATA[ Uncharted: No Multiplayer, But No Crate Puzzles ]]> Sometimes you have to take the bad with the good. While Naughty Dog's upcoming adventure game won't feature a multiplayer component—sticking strictly story-driven single player—it will also leave one other feature on the cutting room floor—Crate Puzzles. While Uncharted: Drake's Fortune appears to be loaded with it's clichéd cousin Exploding Barrels, you'll have to look elsewhere for block-pushing "fun."

Kikizo spoke with Naughty Dog design lead Richard Lemarchand in an effort to squeeze out more details on the PLAYSTATION 3 exclusive, including talk about SIXAXIS support, trophies for Home and the typical PS3 developer Cell lovefest. Oh, nice new screens, too!

This is looking a lot like some of that "promise" I paid for. "TBA Date" can't come soon enough.

Uncharted: Drake's Fortune Interview [Kikizo]

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Kotaku-266520 Wed, 06 Jun 2007 16:20:59 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=266520&view=rss&microfeed=true
<![CDATA[ Rumor: Rumble Sixaxis In November ]]> ps3rumble.jpgCould the PlayStation 3 be getting last-gen's rumble functionality before the end of the year? According to the rumors section in the latest issue of PSM, the answer might be yes. The magazine even gets into specifics, saying that the Sixaxis rumble controller will be announced at E3 this year with a projected release date of November 13th. Seems sort of odd that a rumor would have such a concrete date attached to it, doesn't it? Sounds more like someone either a) has a big mouth or b) enjoys playing games with magazine editors. Word is that Kojima wanted rumble included, and considering the importance of MGS 4 to the PS3 platform, Sony listened.

I've really got my fingers crossed for 'a'. I never noticed how much rumble meant to me until it was gone. I don't particularly like the idea of paying for something the system should have come with in the first place, but sometimes that's just the way the cookie rumbles.

PSM digs up RUMBLE RUMOR and brings it to life
[GameFAQS Forums via Joystiq]

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Kotaku-263298 Thu, 24 May 2007 11:20:45 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=263298&view=rss&microfeed=true
<![CDATA[ Casting Spells on Harry Potter ]]> harry_potter_and_the_order_of_the_phoenix_7.jpg
Fans of Harry Potter and movie-themed video games will be happy to know that this year's Harry Potter and the Order of the Phoenix will use not only the motion sensors in the Wii, but in the PS3 as well.

Executive producer Harvey Elliott told GameSpot:

Instead of pressing buttons to fire off specific spells, we use each console's unique controls... If you want to use 'depulso' to push an object away from you, you press the right analogue stick forward on the 360 and PS2, you push the Sixaxis controller away from you on the PS3, and, of course, you flick your 'wand' away from you on the Wii.

Right now, I'm imagining what that scene from Forrest Gump when father and son start leaning to the side simultaneously would look like if it were two grown people and swearing.


Harry Potter Gestures for PS3 and Wii [Pro-G]

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Kotaku-257396 Thu, 03 May 2007 11:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=257396&view=rss&microfeed=true
<![CDATA[ Make The PS360 Controller ]]>

Ah, to be console modder Ben Heckendorn (AKA Ben Heck). No, to be Ben Heck's buddy and get some of his amazing creations! The modder's recent project? Stuffing a PS3 SIXAXIS in an Xbox 360 controller, thereby giving birth to the PS360 controller. You don't just have to be BFF with Ben or pay him gobs of money for the PS360. Now Ben has put a how-to up, you can make it. So, if you know the difference between a Phillips screwdriver and a Small Torx screwdriver, they have a gander. Who knows, you might just be able to pull it off! That, or totally muck up controllers. Either way, good luck.

Make A PS360 Controller [Engadget]

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Kotaku-256918 Wed, 02 May 2007 00:00:50 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=256918&view=rss&microfeed=true
<![CDATA[ PS3 Keyboard Add-On Is "Fugly" Incarnate! ]]>

Mad Catz released have released a shudder-inducing QWERTY keyboard add-on for the SIXAXIS. This US $30 keyboard is above the controller, which Mad Catz claims is ergonomically designed for comfort. But, really, can you imagine typing on that monster? Humanity can't!

Mad Catz Keyboard [Official Site via Oh Gizmo]

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Kotaku-256283 Mon, 30 Apr 2007 02:00:55 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=256283&view=rss&microfeed=true
<![CDATA[ Phil Harrison On Rumble, Exclusives, Public Image ]]> The nerd-news loving readers of Slashdot got a chance to ask Phil Harrison, president of Sony Computer Entertainment Worldwide Studios and former Commodore 64 enthusiast, a series of questions, mostly about his company's PLAYSTATION 3.

One of more intersting...no... wait, telling responses from Phil was about the future of force feedback in PS3 controllers.

How long will we have to wait until we see a first party controller with rumble? As we've only recently resolved our legal differences with Immersion, it's a little early to answer this. However, you can play games on PS3 that support devices that have force-feedback already, most notably driving games through steering wheels.

On the topic of exclusives, and Harrison's "concern" on losing them, he says "We have the widest selection of meaningful exclusives on PlayStation 3 - by virtue of our own investments in our development studios and strategic support of independent developers and publishers." I'm sure some will argue that point, of course. What most will agreed on is Phil's take on past PR blunders like the ill-conceived All I Want For Xmas Is A PSP campaign, for which the SCEWW prez says they've been "rightly flamed."

The rest the Q&A is well worth checking out.

Phil Harrison Answers Your Questions [Slashdot]

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Kotaku-254196 Fri, 20 Apr 2007 18:40:02 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=254196&view=rss&microfeed=true
<![CDATA[ Lair Dev Loves PS3, Not So Much Rumble ]]> Dean Takahashi sat down with Lair dev Julian Eggebrecht to talk about his company Factor 5's upcoming PLAYSTATION 3 game. In it, Eggebrecht gives a moderately convincing argument on why Sony's SIXAXIS not having rumble isn't such a bad thing.

For me, I am not in the rumble camp. I am in the motion control camp. Give me the choice any day and I will choose it as the next logical evolution. You get more disk space with Blu-ray. You get more CPU power with Cell. The pixel shaders with RSX. What changes about the controller? That's my one gripe with the 360. It is very nicely done. Don't get me wrong. On the controls, nothing changed. Sony and Nintendo went the extra mile. Nintendo went the extra 10,000 miles. But Sony said we have to have something fresh in every area.

Julian also makes an excellent point right after this; not every game needs that damned motion controller. Future PS3 developers, please listen to this man!

I still miss rumble in my PlayStation controller, but am finding that learning to live without it is not that hard. However, with the SIXAXIShock is announced, I'll be forced to snap two up.

Lair For The PlayStation 3: A Q&A With Factor 5 Chief, Julian Eggebrecht [San Jose Mercury News]

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Kotaku-252726 Mon, 16 Apr 2007 20:20:36 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=252726&view=rss&microfeed=true
<![CDATA[ Rumor: LocoRoco PS3 Hits In June? ]]> I don't want to say I called it, but I totally called it. When Home was shown off at GDC and LocoRoco creator Tsutomu Kouno dropped not-so-subtle hints, LocoRoco for PLAYSTATION 3 seemed like a lock.

Then we got snaps of the latest Edge which pretty much confirmed it. Now, according to PSP Fanboy, the game has shown up on the Sony Trade Marketing extranet with a June 23, 2007 date.

What do you think? Will you rebuy LocoRoco in HD? I wasn't totally sold on the original, but with SIXAXIS support, I could bite.

Sony extranet site reveals Loco Roco release date? [PS3 Fanboy]

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Kotaku-250895 Mon, 09 Apr 2007 18:20:19 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=250895&view=rss&microfeed=true