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The PlayStation Move Sharp Shooter is an official attachment designed for PlayStation Move compatible shooter games, featuring an authentic design that enhances gameplay precision. With four accessible buttons, a digital trigger for quick attacks, and a pump-action grip, this battery-powered accessory ensures an immersive gaming experience on the PlayStation 3.
| Button Quantity | 4 |
| Additional Features | Precise Gameplay, Additional Buttons, Firing Mode Selector, Pump-action Grip, Quick Attack Trigger |
| Power Source | Battery Powered |
| Hardware Platform | Playstation 3 |
| Controller Type | Motion Sensing Attachment |
| Compatible Devices | Playstation 3 |
| Item Dimensions | 20 x 4 x 10 inches |
| Item Dimensions D x W x H | 4"W |
| Package Quantity | 1 |
| Item Weight | 2.4 Pounds |
| Color | One Color |
N**E
Epic
I have never felt so cool holding a video game accessory. I played House of the Dead Overkill with this gun and it REALLY enhances the immersion in the game. From the pump action reloading to the satisfying trigger pulls, you have no idea how fun PlayStation Move games can be until you pair them with one of these. Literally the same day I received this accessory and played with it, I ordered another one so I could do 2 player games with both of us using one of these. I previously bought some of the pistol-type accessories, and they're cool too, but once you try one of these it's hard to go back to a boring pistol. I also like the spot for the Move Navigation controller. I thought those were pointless since you can just use a normal Sixaxis/DualShock 3 controller to navigate, but I ended up buying one anyway just to "complete" this accessory. It makes it much easier to navigate menus and adds some good weight to the bottom of it. Some Move games (such as Killzone 3) you really need it to play at all since it's not really workable to use a DualShock analog stick with the Sharp Shooter for anything but menu navigation. You will need to check compatibility before buying any games though. Some games utilize this better than others. My favorite so far is House of the Dead Overkill. Other pretty good ones are Killzone 3 (non-on-rails games like this need the navigation controller for movement), Socom 4, Resistance 3, Time Crisis, and The Shoot. Mag used to be, but it was online only and the servers have since been killed. Some games like Sports Champions 1 & 2, and Toy Story Mania are really great Move games, but don't have any kind of good integration with this peripheral. For example, Toy Story is basically a shooting game, but the buttons are arranged kind of dumb, and even if the Move controller is in the gun, you'll still use your thumb on top of the controller to shoot instead of being able to use the peripheral's trigger. But for games that fully or mostly support it, this thing is AWESOME.
J**.
Very, Very Cool, but...
I've owned my Sharpshooter for a while not and I have to say that I absolutely love it and, that said, it is also probably not the smartest purchase I have ever made. There are two ways to look at this from the product point of view, and from the support point of view. PRODUCT This is, without a doubt, one of the coolest peripherals that has ever been made for any gaming system. Among guns--and there are a lot of these stretching back to the original NES duck-hunt--it is the best ever made. Its construction quality is extremely high. It has a lot of buttons right where you would want them (and the the select and start buttons, which you should hope you don't have to push in a hurry). The move wand and the motion controller fit snugly in place, and actually interact with the gun itself through an electronic means. This is a first as far as I know, and it really works well in this case. Its weight is good. Your arms will get tired after a while, but try holding a real gun at the ready for 4 hours and your arms will get tired too. There are two things that I would change about this if I were to have the opportunity. I would either remove the pump action or at least put a locking mechanism so that you cannot easily pull that forward section back. Now as a result of my lifestyle it became apparent that this gap is actually about exactly the size of a bottle cap, so its easy to create your own lock with a bit of tape. I would also like to have seen a charging mechanism so that I could charge the controllers in the gun while they were still in the gun. Presently you have to take them out. Its far from the end of the world, but it would still be nice. SUPPORT It is pretty questionable, particularly many months out, that this will get enough love from developers to make this worth your while to buy. It is very fun and very immersive for the games that do support it, but I don't see a big list of games out there on the horizon that will support it, specifically. The usefulness and the fun of using the device is also very dependent upon how the developers utilize it. I have seen two basic theories behind how to program this for a game. The first is what I would call relative movement or irons-centric. When you point the gun upwards, the view follows upwards until you hold your sharpshooter again, but to look level in game from that point, you have to look down until the barrel finds the horizon line again. The first part of this is pretty intuitive. The second part of it is not. Sensitivity settings are also important to review when you're doing this. This is used in games like MAG, and it basically makes using it in that setting VERY challenging. The second philosophy basically ignores the idea of aiming down the barrel, and as you point the gun upwards, the view shifts upwards. It will only stay pointed upwards as long as you keep pointing upwards. If you were to look down the barrel like this, you might see yourself shooting at your ceiling fan, and not the screen, but it is intuitive. If you level it off your rifle, you're back to looking at eye level on the screen. If you point down, your vision shifts down. This is used in Deadspace Extraction (which is a super-fun game with this device and a definite must-have). If Now I hope I'm wrong about the future of the Sharpshooter and the number of games that will offer support for it. It is a great little device with a LOT of potential. Right now it does seem like a bit of a splurge for a neat bit of technology, but it doesn't seem like there will be too much use for it.
T**.
Best gaming gun I've ever owned
Coolest at-home video game gun I've ever used. Functional, comfortable, has numerous features allowing it to meet a wide range of gaming needs/styles, and just looks damn cool. As someone who spends more time throwing actual lead down range than the digital variety, I love that this gun has several features that allow you to get more realism out of the experience if you want to: Using a pump shotgun in the game? Reload using the pump action on the gun. Still want to be able to reload your rifle in a similarly appropriate manner? Sure thing pal, just slap the reload button on the bottom of the mag. The selector switch to adjust rate of fire and the mechanical safety for the secondary trigger (usually used for grenade launcher or other feature) are 2 more nice little details. If all that was somehow not enough, they threw in an adjustable stock as a giant cherry on top. Adjustments allow this gun to be comfortable for both children and adults and this feature is yet another way to try to milk some more feelings of realism out of your gaming experience. We've come a long way since duck hunt... I really hope to see more guns like this as new systems come out. Would be nice to have a pistol platform with a similarly realistic feel/function. Since PS3 is old news, keep an eye out for these puppies in the clearance aisle of your local store. I've recently seen some in town for better prices than on here
R**C
AMAZING....SIMPLY AMAZING!!!
The Sharp Shooter takes an already stunning title (Killzone 3) to amazing levels of precision and enjoyment....AMAZING....SIMPLY AMAZING!!! The Sharp Shooter is by far the best peripheral for FPS gaming I've ever owned - FnS, AIMONPS, Eagleye, FragFX...etc...all take a backseat! The learning curve of the Sharp Shooter does take some patience; to really become comfortable and master the movements with the Sharp Shooter took me about a week of experimenting with the various settings, but once I got "dialed-in"....I've never had as much fun in an FPS game as I'm having with Killzone 3 and the Sharp Shooter. Since using, the Sharp Shooter my K/D ratio is the best its ever been, in ANY FPS title I've played this generation - 2.2 K/D with around 20 hrs logged. The only real issue I've experienced with the Sharp Shooter is fatigue - to be expected. During extend play, fatigue in the arms and grip hand can cause some discomfort when playing in a more traditional firing position (firing from the shoulder). Playing from a seated position, well firing from the "hip" (resting your elbows on your legs) can help augment the fatigue, however it will still eventually effect you. Best alternative I've found, is to take a 10-15 minute break every 3 matches or so. Bottom line - the Sharp Shooter will elevate your game, buy it you won't regret it!
J**5
Extremly hard to use
The Controller is a great concept but it just doesn't work with the games the way one would like. Playing becomes extremely hard as the sensitivity is either too high or low. It can be hard to follow where you are going when using the joystick for navigation and the move remote for your direction. I played about 25% of Killzone 3 before giving up and using a standard controller. The games aren't designed for the controller and contain content that is too complex for the Move system at this point. It would work well with a simple point and shoot game like the original Doom. Good idea just doesn't have all the pieces to make it great.
B**O
Fun and immersive, but flawed and a bit impractical
** att: lazy people, scroll to the bottom for a Pros/Cons breakdown :) ** I've used this through two full campaigns of Killzone 3 ("Already?!" yep.) The gun itself is made of a high-quality ABS plastic. There is no creaking or bending of any kind. It's a really well-constructed accessory, externally. There is a little bit of stock wobble but it goes unnoticed during play. The Move controller fits snug and tightly in it's housing. It's vibration function can be felt strongly throughout the controller without buzzing or rattling, which is surprising. In terms of build, the one thing I wish they'd improved is the navigation controller foregrip. It doesn't fit in as snuggly as the Move controller, so there is a tiny bit of movement and play there. Playing through the first time in 3D with the SharpShooter while on my feet provided a level of immerson that I've never experienced before. And it is absolutely, without a doubt, an "experience." For me personally, it made the campaign a lot more satisfying. It's one of the most fun gaming moments I've ever had, I can't say enough about it. That's not to say the experience was perfect. Having used the Move and Nav controller extensively in MAG, RE5, and then the KZ3 beta, I'll say using the system with the SharpShooter is actually a whole different animal. It took me a few hours to get used to this new kind of play in terms of targeting and navigation of the levels, though certainly not a fault of the controller, of course. It took quite a while to calibrate the sharpshooter initally and adjust the settings to where I felt they were perfect (I've found that my SharpShooter settings are much different than my regular Move settings). And still it takes 2-4 tries to calibrate to get it right. It's only a minute or two, but it's something that takes seconds with just the Move and Nav. But once it's dialed in, it's accuracy in unparalleled (but that's due the move controller itself). There are a couple of other things that irked me during the game. The main issue for me is that after some cutsenes, I would have to recalibrate the controller. I get to a cutsene and, when going back in play mode, my reticle would be off. Just an inch or so, but enough to be annoying. This happened twice during both my 1st and 2nd play-throughs at different times. I've just sat through an incredible action-packed cinema and I'm ready to get back in their and kick some [donkey] only to have to stop and recalibrate. It's not enought to ruin the whole deal, but it's understandably a little frustrating when it happens. Secondly, and this is probably just me, I think the pump-action reload function is a little too sensitive. You only need to move it back 1/3 if the way before it engages the reload animation. There were times when I'd be in a heavy fire fight and I'm trying to return fire to an enemy when I'd accidently trigger the reload animation and get lit up and killed. Since I much prefer to slap the button on the magazine to reload, It'd be nice if you could turn that function off. Despite some of the minor flaws it may have, the SharpShooter made the campaign a much richer and rewarding affair. I can say that I'll only used the SharpShooter during campaign replays. Now, I'm a strong supporter of the Move for competitive multiplayer. For me it's a much better way to play. It's accuracy is phenomenal. It greatly outperforms the DualShock, in my opinion. I haven't played much of KZ3 multiplayer yet, but when the Beta ended, my K/D ratio was over 2:1 with anywhere from 40-60 kills per warzone match. I love it. Having said that, the SharpShooter is more than a little impractical for competitive online play. Using it to play against Veteran or Elite difficulty AI "bots" in the campaign is one thing, but using it to navigate new maps against human players is something completely different. Though once I familiarize myself with the new maps' geography, I'll give it another try. So quick break down: ** Too lazy to read the whole review? PROS / CONS: ** PROS: * Very well contructed. * Incredibly accurate. * Helps provide previously unexperienced levels of immersion. * Tons of fun to play with. * Works well with MAG. (though pump-action & magazine reload buttons don't work) * Works okay with Resident Evil 5. * Works great with Dead Space Extraction. CONS: * Can take a couple minutes to calibrate perfectly * May need recalibration during game. * Nav Controller foregrip makes it easy to accidentally reload. * Impractical for multiplayer.
C**O
Incredible gun for PS3 Move oweners
After playing METROID with wiiremote, MAG with move only and Killzone 3 with the sharpshooter, I can say that sharpshooter surpasses all the inmersion posible in the current generation of FPS motion gaming gender. Not only gives an awesome game experience, but the built quality of the product is amazing, this product is well designed and works great with the Move controllers. I have MAG, DeadSpace Extraction and Killzone, I only tried the product on Killzone but was enought for my to judge and review it. Simply, In Killzone I can't go back to dualshock gaming (I only played SinglePlayer on Hard though). PROS ------------ + Built quality + Ergonomic + Integrated with Move + Button placement + Multiple Reload-Gun methods + Nac-Controller placement + Customizable stickers + Gaming experiense CONS ------------ - Uses MOVEs battery energy (Move's battery last less using the sharpshooter, last enough though)
B**S
Accuracy?
Best way to sum it up. This works like crap. I got it for Killzone3 as it is prefered. Spent over half a day trying to calibrate. Tried turning the motion sensors off too. Even trying to offset it with some kentucky windage is futile. Sometimes it aims high, sometimes low, right,left- completely random. The button arrangement is kinda funky to get use to also. If you wanna make your games more challenging and don't put alot of stock in accuracy then this product is for you. Makes me miss the NES lightgun. I thought gaming technology was suppose to get better. Used it on Overkill too. I prefer using a pistol.
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