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In the final, reviewable build that Sony sent me, the controls are not fully customizable.
You’re still limited to six different configurations, and none of them are a button-for-button mimic of Call of Duty 4 (which, according to a heck of a lot of people, is the best FPS control scheme yet), and all of them place crouch on L2. If you feel like having fun, try holding down L2 on your PS3 controller for an extended period of time. If you’ve been playing games, your hands are probably a little sweaty and you’ll find that your finger slips off the convex shape of the L2 trigger pretty easily.
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Writing about Killzone 2’s controls got me thinking about whether innovation in controls is really something that should be considered.
For example, imagine you’re playing and open-world game, and you go to hop in a car. What button would you press? Triangle or Y, right? Because we’ve been trained by GTA that that’s the button you hit to get in a car. So why, then, would a developer cause themselves undo conflict by forcing the player to relearn completely different controls for their game?
I understand if a developer feels like they’ve come up with an awesome new way to make people play an FPS, but at the very least, give people an option to return to what has worked in the past. There’s a reason Call of Duty 4 and Halo 3 and God of War have never been faulted for having bad controls...it’s ‘cause they don’t. Go with what works in controls and leave the innovation to game design and graphics, thank you very much.