00:153d gaming and us being a first person game you're literally right in the middle of the action so
00:21you're right in that cinematic experience and then on top of that we've got that very intuitive
00:27playstation move control implemented in the sharpshooter
00:44so this here is the sharpshooter a peripheral that we at gorilla have
00:49designed in collaboration with the the SOCOM team I think you know when you see
00:54these kind of peripherals often you have a little pistol on the court but this is a
00:58full-fledged design where make kill zone accessible to a broader audience and move
01:03really helps them
01:13the mechanics are pretty much similar to our implementation of the PlayStation move
01:18the great thing is we have some gestures in there like reload is right there close
01:23combat you actually punch the guy
01:27we made sure that whatever we do is as default is very easy very accessible but for more experience more
01:34advanced users make sure that every single setting is customizable
01:38on easy you have a full crosshair lock when you pick a more advanced difficulty setting there's camera lock and
01:46if you're super elite you have no lock at all
01:51but also things like the dead zone is customizable the sensitivity is so the entire thing is very customizable
02:08just looking over a gun makes it even more intuitive and very natural to use part of making killzone as
02:16cinematic as possible and as intuitive as possible
02:22you
02:23you
02:24you
02:25you
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