The induction flashligts we have need to be either shaken for lke 30 seconds to give 5 minutes of light, OR shaken ever 2-3 minutes for 10-15 seconds. I doubt you shake that long in the game, and if you do, it is a horrible mechanic. At least in Metro 2013, they gave you a charger you had to use every so often. Those requiring a crank work a lot longer, but I believe they don't use an ultracapacitor, they use a rechargable battery. Since those will eventually stop working, they wouldn't really be around.
Well, too much realism effects playability. Aside from ARMA fans, I dont think anyone wants a 1:1 ratio for real life and what you are doing in a game. What they have in TLOS is a reasonable facsimile of the real life equivalent, without taking away from playability. You get flicker, you see an icon telling to shake, and you shake for a sec then move on.
The fact that the six axis is in every PS3 doesn't mean it negates the gimmickness of it. Every Xbox One comes with a Kinect 2, but if MS did something like this, the very forum would be ablaze with MS hate for using a gimmick.
I would need to see the mechanic. I could see it used in a stealth game, where you motion like you are tossing a rock, and the camera picks up the angle and speed of the motion so that it determines where the AI will hear the sound. Its only a gimmick when you can do the same thing faster and more precisely using the controller. There are opportunities to integrate this kind of tech that would improve gameplay. But really, I have a hard time imagining what those opportunities would be aside from what I just listed. Maybe a lean mechanic? With the limited input options on a controller, using the camera systems for something makes sense. Its just a matter of finding what that is, and make it seamless. I dont think anyone would complain if the mechanic worked well, unless they are fanboys. No reason to waste too much time on those people.
The flashlight is either extremely unrealistic or extremely cumbersome for the player, either of which could have been easily resolved with some resource management or just making the flashlight always work. I understand the tension they are trying to build with the light flicker and such, and that isn't bad, but to force a gimmick to fix it is rather poor development. But I suppose that is just nitpicking at an otherwise great game.
haha, well, if this is the only thing to complain about then I think ND did a pretty good job with the game. They could have made the flashlight always on, and made the clickers somewhat sensitive to light within a certain radius. It would force the player to turn it off. But then they already have resource management as a big part of the game, so people would complain that the flashlight doesnt need batteries. The mechanic they chose seems like a good choice considering the other options, as it uses existing PS tech, integrates with the story, and its grounded in realism. I dont really see how it is either extremely unrealistic or extremely cumbersome. Having melee weapons like a pipe or bat break break after like 5 hits is unrealistic, but I never thought about the flashlight as it actually made sense.