Look at TTP impressions nothing wrong with the controls.
The same time happen with SC where people claim it didn't work.
I have seen TTP's impressions from earlier in the thread. More on that later.
If you look at Game Informer's review that I linked to earlier, they had some interesting remarks about the controls.
The basic attack of the game is to wave the wand like you’re hammering a nail into a wall, a motion you repeat constantly. You earn a series of elemental attacks like fire and ice, and they all use this same tiresome hammering motion to cast. There is some light aiming involved, but auto-aim mostly directs your attacks.
Hammering motion? Not sure if that's some sort of an exaggeration here, or if it really is that repetitive. A playable demo would have likely cleared that up.
I'm also not sure that I care much for auto-aim. This is the type of game where showing off the pinpoint accuracy of the Move
without an aim assist could have knocked people's socks off. I could understand offering aim assist in an "Easy" or "Children's" skill level, but the default skill level should require the player to aim manually.
To create the potions, you take part in a motion-based minigame that has you pouring, mixing, grinding, and shaking ingredients together in a cauldron. Combining different ingredients to discover new upgrades is an entertaining series of experiments, but I could have done without the pouring-a-bottle pantomime.
See, this sounds cool, but again the review is complaining about having to use motion controls. At this point, I was wondering if he was just coming up with some excuses to bag on Move. If a game
requires the move, then frankly I kind of expect stuff like this.
Hitting square would have offered the same excitement (and less fatigue) as waving a wand, and selecting your spells with a d-pad would have been just as exciting as pausing the game and performing specific motions with the Move to inconsistently select new spells.
Really? We've got a game that's supposed to be one of the showpieces for motion control, and you want to reduce one of the key aspects of the game to "hitting square"? Is this the new "Press A to win" meme?
The second part of the sentence bothers me, though, when he talks about "pausing the game" to perform the motions, and then uses the word "inconsistently". Here's another reason why Sony needs to have a demo out. I'd love to judge this for myself. I don't know if this guy's got legitmate complaints, or just wants to condemn Move. A demo would surely clear that up.
What I gather here is that the Game Informer reviewer seems to like the general gameplay, but doesn't care for the controls very much. Some other reviews have quite the opposite reaction, saying that the controls are pretty good but the game itself is rather shallow. Even TTP's first impressions
earlier in this thread imply that if this wasn't a "Move enabled" game, it wouldn't be worth bothering with. I'm curious to see his final review.
I'm a believer that motion controls, when implemented properly and appropriately,
can truly enhance a game and make it worth playing. I'm concerned, though, when reviewers are weighing the controls against the underlying game engine--for whatever reason. It shouldn't be a good game
because of the controls, or
despite the controls. The gameplay and the controls should go hand-in-hand.
This notion is especially true in the case of "Move required" games like this one. The only reason anyone should ever think
"this game wouldn't be worth playing without Move" is if the Move controls were so intuitive, so accurate, and so appropriate, that you couldn't imagine playing without them. The Move controls should be so good that you wouldn't
want to play a game like this any other way. Likewise, the underlying game should be so good that you look at it as more than a mere justification for a peripheral that you bought. You shouldn't want to play it only because it uses Move, you should want to play it because it's a damn good game, that just happens to require Move.
Finally, we come all the way back to the mind-bogglingly dumb decision to release this game
with no advance demo. I mean, Sony managed to release early or day-one demos for almost every other major Move-required game, including Start the Party, Kung Fu Rider, TV Superstars, PlayStation Move Heroes, and Medieval Moves: Deadmund's Quest. Yet here we are, on the eve of the release of the undisputed #1 most wanted "Move required" game in the recorded history of the human race, and they couldn't bother to grace us with a demo. Astonishing, simply astonishing.