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Playstation Move impressions/reviews/previews

TTP said:
Thanks Crisis.

All this ass-kissing flattens me as much as it scares me. You never know what might come next after so much "lubrification" back there :lol
Someone will want to have your babies at some point. Just keep up the great work.
 
AndyD said:
The beta is essentially a patch for the full game. So it uses assets from the full game (disc) as well as new levels (downloaded patch).

The beta is for existing players to test out tweaks and improvements, its not a beta for people at large. The beta is far more than just Move support, its new modes and levels and weapons and all sorts of stuff.

Ah, that explains it. Thanks!


AndyD said:
I have an LCD but the top edge is rounded off so there is no way to balance it there. I have it just underneath, so I hope Move works out OK.

Oooooh! I see.


TTP said:
First thing first, I wouldn't judge lag based on my videos. This is because of two factors: how I sync the vids (game + hands) and how I record them.

Let's start with the latter. PS3 is connected to PC capture card via Component. PC video is outputted to an HDTV via DVI/HDMI adapter.

When I start game recording I point the digital camera towards the HDTV so that it records off-screen footage of what I'm simultaneously recording in direct feed on PC.

Then, after some splash screens, I tilt the camera downwards, towards my hands (or myself) and begin playing.

Done that, I save both vids on my mac and add them to Final Cut Pro timeline. I then go look for off-screen and direct feed splashscreens and cut frames around until they show up simultaneously in Final Cut Pro.

Now, since HDTV adds some lag as well as the whole PS3-to-Capture Card-to-HDTV thing, I remove 1 frame from the beginning of the direct feed footage to compensate a bit.

So... final result is not scientifically accurate with this method, but it gets its job done. At the end of the day, what matters is that video "looks" like it does for "real". And it definitely does.

As for "getting a real world idea of what kind of lag to expect", as I said a couple of times before, lag is a non issue. Whatever the amount of it actually is.

That's a heck of a process, but thanks for all the hard work!
 
Chris_C said:
Why are people having problems mounting their Eye's? Mine sits on top of my TV just fine.

If you have an LED panel, I can see there being a problem, but for most LCD's surely the frame is thick enough?

Hey! I have a very elegant TV design with "floating glass" around the border. It's harder to mount with this design. :P

Look:

XBR4_in_row.jpg

32070319-2-440-side-3.gif


The top of my TV is not simply flat. I will have to mount the camera on that tiny silver strip on the top.

Edit: I'm going to try that trick someone posted from Kotaku, but I would still prefer it to be "stuck" on.
 
UFRA said:
Hey! I have a very elegant TV design with "floating glass" around the border. It's harder to mount with this design. :P

Look:

http://gizmodo.com/assets/resources/2007/06/XBR4_in_row.jpg
[IMG]http://reviews.cnet.com/sc/32070319-2-440-side-3.gi

The top of my TV is not simply flat. I will have to mount the camera on that tiny silver strip on the top.

Edit: I'm going to try that trick someone posted from Kotaku, but I would still prefer it to be "stuck" on.[/QUOTE]

I think I saw some sort of 3rd party "clip" to mount the PSeye on these TVs. Can't remember where, though.

On a side note: just finished a couple of RUSE missions with Move+DS3. Very pratical. I think even a total rts noob like me could get used to it.
 
UFRA said:
Hey! I have a very elegant TV design with "floating glass" around the border. It's harder to mount with this design. :P

Edit: I'm going to try that trick someone posted from Kotaku, but I would still prefer it to be "stuck" on.

Hammer + Glass = Problem solved.
 
Not gonna lie, I'm sitting here contemplating between the 320GB Move bundle and the 160GB regular at this point.

Well, I don't really think I need anywhere close to that much capacity, for one.

That and I'm not very convinced at this point of the support Move will get. Aside from Killzone 3, what substantial dev support is there? Are third-parties even paying attention? I'm sorry, I haven't really been following the entire scene, but reading the Digital Foundry review and I sympathize with their concerns regarding whether Move will actually garner real support, rather than be a field test for the stereoscopic 3D waggle that they're exploring for PS4.
 
hauton said:
Not gonna lie, I'm sitting here contemplating between the 320GB Move bundle and the 160GB regular at this point.

Well, I don't really think I need anywhere close to that much capacity, for one.

That and I'm not very convinced at this point of the support Move will get. Aside from Killzone 3, what substantial dev support is there? Are third-parties even paying attention? I'm sorry, I haven't really been following the entire scene, but reading the Digital Foundry review and I sympathize with their concerns regarding whether Move will actually garner real support, rather than be a field test for the stereoscopic 3D waggle that they're exploring for PS4.

Well here's the thing about the PS3 bundles. The 320GB model is double the storage of the 160GB model. I have a 120GB model and I'm not close to maxing it out because I DID come very close to maxing out my 60GB PS3 several times. The point here being that more hard drive space is always nice. And here's the thing. You could get the 120GB with the PS Move bundle for $399. Or you could get the 320GB bundle for $399. If that's the decision to make then it seems like a no-brainer.

As for PS Move support, they've already gotten more announced support than I've expected. Between a ton of games getting patched to support it and to the core Sony franchises near-guaranteed support of it I'd say that's more than enough to get the ball rolling. Move support has to be planned out, but it is apparently not that difficult to implement if done fairly early on. I can't see PS Move support being too hard a thing to support, and they probably will do so more often than not just to have another bullet point for the game. I mean, unless it just flat out won't work with Move.
 
hauton said:
Not gonna lie, I'm sitting here contemplating between the 320GB Move bundle and the 160GB regular at this point.

Well, I don't really think I need anywhere close to that much capacity, for one.

That and I'm not very convinced at this point of the support Move will get. Aside from Killzone 3, what substantial dev support is there? Are third-parties even paying attention? I'm sorry, I haven't really been following the entire scene, but reading the Digital Foundry review and I sympathize with their concerns regarding whether Move will actually garner real support, rather than be a field test for the stereoscopic 3D waggle that they're exploring for PS4.

I'm on the same boat, I'll need a new PS3 in about a month as I'm currently using a borrowed one from my brother while he's out of the country for work.

After some thinking I'm definitely going with the 160Gb. $100 is just too much when my gaming budget is already crazy as it is with all the games that are coming out this holiday season (and the PS3 I'm being forced to buy thanks to a YLOD). I mean, in the next few months there's LBP2, GT5, Sly Collection, Fallout: New Vegas, F1 2010, FIFA 11, Dead Space 2, Portal 2, Mass Effect 2, Killzone 3... throwing $100 to play Sports Champions doesn't seem like the way to go for me, specially since I already own Wii Sports and Wii Sports Resort.

I don't think support will be a problem if you're interested in playing games with Move that can optionally be played with the DS3, like shooters and strategy games. I'm not counting on many games that use the Move exclusively (like Sorcery) being developed except for smaller PSN stuff like Tumble and echochrome II. I'm very interested in those smaller games so I'll end up buying Move when there are more of them, when Sony drops the price or when they bundle it with a better game, like Anton promised they would :(.
 
Excellent video.

It looks like you have trouble aiming when looking down the irons/scope. I bet it's something to get used to. (had no audio during the video)
 
Huggy said:
Excellent video.

It looks like you have trouble aiming when looking down the irons/scope. I bet it's something to get used to. (had no audio during the video)

I explain why in the video. It's basically bounding box based system. Even in iron sight/scoped mode you move an invisible cursor connected to the gun with a rubberband.
 
TTP said:
I explain why in the video. It's basically bounding box based system. Even in iron sight/scoped mode you move an invisible cursor connected to the gun with a rubberband.
It's so dumb to me. Why isn't it frigging drag and stop like a mouse? Too good? Sell too many Moves that way? Fuck yeah they would.
 
I've to say that after the 2 TTP' videos i'm losing faith in the move as a better option to play FPSes over the pad.
In MAG u do not have any aim assit so it is easy to see that high responsiveness not combined with stabilty, as we have with the mouse, is going to hurt the experience.
I know it's a beta, and that these are the 1st experiences for the move with shooters but still...i wonder with a fixed crosshair what would be the results.
 
btw TTP: I think you said that when you film these, you're not exactly in the most comfortable position: does it make a big difference if you're simply sitting on the sofa and resting the Move and DS3 against your lap?
 
Sorc3r3r said:
I've to say that after the 2 TTP' videos i'm losing faith in the move as a better option to play FPSes over the pad.
In MAG u do not have any aim assit so it is easy to see that high responsiveness not combined with stabilty, as we have with the mouse, is going to hurt the experience.
I know it's a beta, and that these are the 1st experiences for the move with shooters but still...i wonder with a fixed crosshair what will be the results.

Yes, it is definitely interesting. I would like to know from the MAG developers whether they are using simply the gyroscope (rotation) for input, or whether they use the full dataset of x/y/z and orientation to determine where the vector from the Move controller intersects with the screen. From what I've seen, that may actually be more precise that what we're seeing now and more fun to boot as you could change the way you point at the screen by moving your Move laterally, moving around, getting closer/farther to the screen, etc. (not that you should need to, it would just correctly interpret that).

Right now I think they maybe simply (well, perhaps a bit of oversimplification) map the up/down and left/right angle to the input that the DS3's analog stick gives them. This is a very easy way to 'simulate' pointing, and I think to turn things around you could map the analog stick to work the exact same way.

From what I'm seeing from Killzone, it looks like they may actually be using that vector from Move system, as that somehow seems more stable and less laggy. Will be interesting to find out.
 
TTP said:
I explain why in the video. It's basically bounding box based system. Even in iron sight/scoped mode you move an invisible cursor connected to the gun with a rubberband.
In Conduit it's direct mode when in Scope (no rubber banding) and it feels great.
Zipper, fix this shit.
 
spats said:
btw TTP: I think you said that when you film these, you're not exactly in the most comfortable position: does it make a big difference if you're simply sitting on the sofa and resting the Move and DS3 against your lap?

Before taking the videos I played the game normally on my sofa etc and it felt pretty much the same.

Anyway, u can fix the aiming stability by just lowering sensitivity to 10 or so. If feels great that way (as u can see in the first video). But you lose speed when moving the cursor around. If they can make it so that the sensitivity auto-lowers when cursor hovers a target it would be perfect. This is actually what Flight Control HD does, and you don't even notice unless you pay close attention. It's not about locking the reticule over the target. It's about simply reducing it's sensitivity.

LiquidMetal14 said:
That showed some of the flaws that need to be fixed, like the iron sites repositioning.

Definitely. Kills the purpose of having the ironsight in the first place. In standard FPSs we use the ironsight to basically lower stick sensibility to fine aim when the reticule is already over the target or rather close to it. It's impossible to do so in MAG currently, unless both the target and your reticule happen to be in the middle of the screen when you bring up the iron sights.

And then they need to fix the iron sight bounding box thing. IMO it needs to go and be replaced with one to one mapping (with low sensitivity). Because even if you manage to have the target under your iron sights, following it is very impractical due to all the delay the bounding box thing adds to the proceedings.
 
i thought a previous video for you showed separate settings for the bounding box for standard and iron sights modes?

So in theory you could have the bounding box tiny (sounds like some want it effectively off) so you could aim/turn together - replacing the right DS stick really, and then in iron sights mode you'd have a huge bounding box, basicallly letting you free aim without moving the screen. I think that'd better map to what you're trying to achieve - i.e you already have the target roughly centered and now you just want to finesse the aim.


anyone making a machine gun style move holder, where you can also attach the nav controller to and hold it two-handed?
 
TTP, you are now officially my first subscribed channel in YouTube. That's how good your work is. Ladies must love the accent.
 
TTP said:
http://www.youtube.com/watch?v=Z-mDqfkJ_eQ

Enjoy :)

Excellent Vid as always TTP. i'm a little disappointed with the current move implementation but as you say it is only beta. I think my expectations may have been a little high :(

mrklaw said:
and then in iron sights mode you'd have a huge bounding box

This is a good suggestion. Have you tried this TTP? Sounds like it would work as you would not be using the "rubber band" until you reached the very edges of the screen.
 
Bradach said:
This is a good suggestion. Have you tried this TTP? Sounds like it would work as you would not be using the "rubber band" until you reached the very edges of the screen.

No. That would just extend the length of the rubber band actually. Iron sight wouldn't react for a longer period of time.
 
TTP said:
No. That would just extend the length of the rubber band actually. Iron sight wouldn't react for a longer period of time.

ah i see. I though i would give free movement within the box until it came to the sides.

Seeing as how the bounding box system exists to allow players to move in 360 degrees without being able to reset centre (like with a mouse) i see no reason for this system at all in iron sights / scoped mode as, while in this mode, you would not need to move 360 degrees. Hopefully this will not be too difficult for Zipper to fix.

in the video you got some decent short range from the hip kills though. Did you find it fun or frustrating to use btw?
 
TTP said:
No. That would just extend the length of the rubber band actually. Iron sight wouldn't react for a longer period of time.

your voice .... and accent.

:lol :lol :lol :lol


this from reading ur posts for years. :D

* not really a glowing endorsement is it, not being able to hit moving targets. currently...
 
Some quick questions... regarding Move in general...

- is there a lot of calibration between gamemodes / mini games / playerchanges...?
- is it possible to play a game like "Start the party" with a projector..?
 
Hanmik said:
- is it possible to play a game like "Start the party" with a projector..?

Yes. We did this at Uni PS3 nights with Buzz.

All you'd have to do is position the Eye on a surface in front of you so it can see the Move(s) and you should be fine.
 
Bradach said:
in the video you got some decent short range from the hip kills though. Did you find it fun or frustrating to use btw?

Oddly, I'd answer both.

It's fun in that I can aim fast (from the hip) with the Move, but also frustrating in that at times I lose track of the pointer for milliseconds during intense firefights. Its lines are so thin it kinda blends with both the target and the muzzle flash when they happen to overlap. With fixed reticule I always know where to look at (it's always there after all, in the middle of the screen). With a free one, I need it to be better distinguishable from everything else.

This is all exacerbated by the jittery behavior of the cursor itself when firing and by the iron sight mode being basically unusable in those kind of situations.

As I said at the end of the 2nd vid, I can see why Guerrilla adopted that big yellow cursor in KZ3.

On the Wii this issue is "auto-fixed" by the lower resolution I guess as pointers look fatter. If you get what I mean.
 
TTP said:
Oddly, I'd answer both.

It's fun in that I can aim fast (from the hip) with the Move, but also frustrating in that at times I lose track of the pointer for milliseconds during intense firefights. Its lines are so thin it kinda blends with both the target and the muzzle flash when they happen to overlap. With fixed reticule I always know where to look at (it's always there after all, in the middle of the screen). With a free one, I need it to be better distinguishable from everything else.

This is all exacerbated by the jittery behavior of the cursor itself when firing and by the iron sight mode being basically unusable in those kind of situations.

As I said at the end of the 2nd vid, I can see why Guerrilla adopted that big yellow cursor in KZ3.

On the Wii this issue is "auto-fixed" by the lower resolution I guess as pointers look fatter. If you get what I mean.

I see what you mean, thanks TTP. I look forward to trying for myself in a couple of weeks (yay) and i'll be sure to send on plenty of move related feedback to Zipper once i have.
 
I thought it was interesting in the Killzone3 Move video, that the idea of using a straightforward overhand throw motion for grenade tossing was squashed due to accuracy/aim issues.

Thinking about it, its kind of obvious that this would be a major drawback, especially given the disastrous consequences of a mis-aimed grenade(!) - but it also shows quite how big the mountain to climb is for designers trying to integrate gestural/motion-based actions into titles like FPS's where diegetic accuracy is a bread and butter requirement.

Not to cheapshot Kinect (as I've said before, I think it has real advantages -just only for certain game-types) but it does indicate that people thinking its going to be straightforward to leverage camera-based functionality as an augment onto existing pad-based game-styles may well find themselves disappointed.
 
"In fact, I think Seed Studios should promptly send code TTP's way so he can do his magic ;)"
We can't do that just yet :)
 
Clear said:
I thought it was interesting in the Killzone3 Move video, that the idea of using a straightforward overhand throw motion for grenade tossing was squashed due to accuracy/aim issues.

Thinking about it, its kind of obvious that this would be a major drawback, especially given the disastrous consequences of a mis-aimed grenade(!) - but it also shows quite how big the mountain to climb is for designers trying to integrate gestural/motion-based actions into titles like FPS's where diegetic accuracy is a bread and butter requirement.

Not to cheapshot Kinect (as I've said before, I think it has real advantages -just only for certain game-types) but it does indicate that people thinking its going to be straightforward to leverage camera-based functionality as an augment onto existing pad-based game-styles may well find themselves disappointed.

I'm not a fan of motion controlled FPS's but throwing grenades works pretty well with the nunchuk on Wii shooters.
 
TheGuardian said:
Just a note on the Under Siege Move video, the frame rate is a little lower than normal because of the recording overhead.
Ah ha, i thought it looked a bit choppier than the last time i saw it. i'm looking forward to seeing more of this one...
 
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