I was thinking about this a bit the other day. If I remember correctly, Nintendo introduced the Rumble feature with Star Fox 64 (or at the very least, they hyped it up heavily for the game), so this thing's been around for 15ish years now. I think it was implemented for the sake of creating a greater sense of immersion while playing games, being able to "feel" what's going on with the game.
It was kind of a neat feature early on (Well, mostly just in Star Fox 64 because that thing's rumble was off the charts whenever you finished the level with a big explosion), but I've gotten to the point where I barely even notice it anymore. I just kind of take it for granted. Do you feel like there's been a game where the rumble feature has really been used to enhance a gaming experience for you?
I was playing Infamous with the Sixaxis for like half of it, then I got Dualshock 3 and it was like... "why is this rumbling at me so much this is unpleasant"
so yeah, I dunno. rumble, man.
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I think the best use I've seen of it would be Fatal Frame. It rumbles like a heartbeat, which is pretty awesome and will beat faster if you are close to a ghost
Been using a Sixaxis for the longest time because I haven't bought a Dualshock 3 and have a BC PS3 so I haven't used rumble in a while, but I generally agree that for the most part it's kind of just... there. Doesn't add much at all.
Like in Splinter Cell games I think when you're trying to pick a lock, you have to shimmy the control stick around slowly and when you get it in the right spot the controller rumbles
that's a pretty good use
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I actually used to willfully turn it off back with the N64. It got a little less obnoxious since the days of Star Fox 64 to the point where I don't bother to shut it off, but I still don't much care about it, and would probably consider shutting the feature off if I was ever in the options menu for some other reason and thought about it.
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Well, the original PS3 controller doesn't have a rumble feature, so I've never experienced it on my PS3. Don't think the Wii has a rumble feature either, unless I'm mistaken.
Don't have a 360.
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I've always like rumble because of the feedback. Playing Smash Bros with rumble turned on makes me more comfortable, because it subtlely tells me I hit someone or am being hit. Whenever I play with the rumble turned off, I feel like something's just missing, and my playstyle is altered. So basically, it's nothing essential, but I like it to be in games.
I like it, it does add an extra sense of being part of what you're playing. Plus in shooters its an instant indicator that you're being shot, in addition to the visual prompts on screen. I definitely react faster when I feel my controller rumble as opposed to looking at something on-screen tell me the same thing.
I actually completely get that with Smash Bros. I've experienced something like that, but it was with a driving simulator compared to a real car. Because the driving simulator lacked any kind of rumbling (or sound), despite being done from inside a real car with controls and all that, I found it a lot easier to accidentally speed in the simulator whereas I'm usually very good at maintaining my speed in a real car. It would probably be like that too in any game with rumble if I were to turn that off.
I like it quite a bit, and when utilized right, it gives that extra bit of immersion and feedback that an interactive visual medium like video games can use.
Like I was replaying Uncharted 2 the other day, and on top of Naughty Dog's pitch perfect weight and animation Nathan Drake has when he makes a jump or drops onto a ledge, there's a little rumble as well. It's a small touch, but it felt it added immensely to the experience, and it gave every single jump just the extra bit of connection between the player and the game.
Aside from Psycho Mantis and such, rumble is no big deal. A nice extra, though, even if I've also got to the point where I don't notice it most of the time.
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For a long time I used a Wavebird for GCN so I remember noticing when I played with a regular controller again. I'd rather have it then not, but nothing beats wireless.
Otherwise completely useless. I actually didn't realize I had been using my Six Axis controller for the past 3 days until it was getting low on battery and when I picked up my other controller it felt strangely heavier.
I usually turn it off. Usually rumbles during cutscenes when the controller is on a table so it makes loud noises and the controller falls. The best thing the rumble pack did was add extra weight to the controller.
Not sure if I even have rumble on anymore. I know it sometimes bothers me when it gets too excessive, so then I turn it off. I thought that was just for a couple games though. Now that I think about it, you have to turn the rumble off on a PS3 controller from the actual controller menu on the PS3. So it's been off for a long time now and I forgot all about it.
Probably better off. It's nifty at times, but I usually don't notice it unless it starts annoying me.
Sometimes I wish games with regenerating health would use a rumble with increasing intensity (like, a heartbeat that is speeding up or something) to indicate you're about to die instead of draining all the color from the screen or splashing red everywhere.
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Rumble is actually excellent when done well, you just don't even notice it. Especially when it fits well with the gameplay. I remember working on a Tony Hawk game, and at one point the rumble stopped working, and it was like "What happened? This game feels like nothing now." I didn't really notice how important it was until I had the direct comparison, though.
Granted, when I say "important" it's like...maybe more important than graphics (which still is in the "not very important to me" category).
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From: SomeKindOfJoke | #033 Sometimes I wish games with regenerating health would use a rumble with increasing intensity (like, a heartbeat that is speeding up or something) to indicate you're about to die instead of draining all the color from the screen or splashing red everywhere.
Or they could, I dunno, use a god damn health bar?
biolizardfan posted... From: SomeKindOfJoke | #033 Sometimes I wish games with regenerating health would use a rumble with increasing intensity (like, a heartbeat that is speeding up or something) to indicate you're about to die instead of draining all the color from the screen or splashing red everywhere. Or they could, I dunno, use a god damn health bar?
well yeah but let's not get crazy
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