We were able to sharpen up the responsiveness by feeding in a bit of the raw gyro acceleration values, by which point we decided the motion sensors should be the default control mechanism for hand rotation for Surgeon Simulator on PS4. It’s quite an alien feeling at first but it gives a lot of agility to the hand, so people tended to prefer it over the stick control once they got a feel for it. Our playtesters were pleasantly surprised by how good this felt. The most exciting part was when we started using the six-axis motion sensors to control the orientation of the hand. In the end we decided to lose the one-button-per-finger design used on the PC and instead condense it down into just two of the shoulder buttons. We had a lot of ideas which turned out to be a bit too clumsy even for Surgeon Simulator. The first and most obvious step to take was to map hand movement and hand rotation to the left and right thumb sticks, as this is what players tend to expect on a console game. ![]() ![]() It turned out that creating a control scheme for Nigel’s arm on PS4 was one of the most enjoyable parts of the process. Would it still be funny? Would Bob be as dashingly handsome on a big screen? ![]() Would the game look good on a next-gen console in a living room? There was one problem, though: how on Earth were we going to get the infamous controls to work on DualShock4? When we first heard that the new generation consoles were arriving, we were super excited about the possibility that the game - OUR game - could be one of the titles available for PS4 owners to enjoy.
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