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Playstation Move impressions/reviews/previews

Maastricht said:
This is a really good video to show how close you can get to the screen with the Move.

I think that's because it appears to rely on the inner sensors rather than the sphere for tracking. Pay close attention to when the red LED turns on on the camera (@3:29 onwards, but also before that during various parts of the demonstrations). When that happens it means the camera ain't seeing the sphere, and yet the aiming keeps working fine without any prompt to bring the sphere back into camera view.

MAG prompts to do so if you hide the sphere btw.
 
Wired's Chris Kohler (our Kobun Heat) has written up some of his thoughts. It's a different kind of article than simply reviewing the hardware, it draws in a couple of different threads of thought, and thoughts of the future.

Why PlayStation Move Could Give ‘3-D Games’ a Whole New Meaning

At first blush, Sony’s new motion controller for PlayStation 3 seems like a straight-up rip-off of Nintendo’s Wii remote. It’s a one-handed controller with an accelerometer and a gyroscope that you can point and click at your TV screen or wave around like a tennis racket.

...

But the PlayStation Move does boast a distinctive feature that could be a serious game-changer. The controller is tracked by a camera, called PlayStation Eye, that sits atop your television set. The Eye tracks the position of the glowing sphere at the business end of the Move, and it does this so accurately that it can know the exact position of the controller in 3-D space.

This allows Move to do augmented reality, adding virtual upgrades to real-world images of you and whatever’s in your living room. It also makes possible games that rely on players being able to precisely manipulate the 3-D space in front of them, something the Wii remote can’t do with nearly enough accuracy.

One game that goes deeper into what Move can do is a downloadable puzzle game called Tumble. In some respects, it’s a Move version of Boom Blox, as certain levels have you creatively destroying towers of blocks. But mostly it’s about building — you manipulate blocks in 3-D space, stacking up towers without letting them fall over.

I had more fun with the demo of Tumble than with any other Move game. Stacking blocks up in three dimensions was something I’d never done before, and it felt quite a bit like reality.

The game’s innovative use of the Move controller offers a fascinating glimpse at what could lead to deeply immersive gameplay. I don’t know if game developers will find it anytime soon, but there’s definitely something promising waiting to be unearthed here.

The article talks generally about VR and interaction. I do really want to see those games that really kind of 'put your hand into the game' and let you reach into the screen and around you to interact with things at a pretty low level. Tumble sounds just like that, but I want to see it in 'big' games - RPGs, adventure games etc.
 
gofreak said:
Tumble sounds just like that, but I want to see it in 'big' games - RPGs, adventure games etc.

FINALLY!!!!!! This could finally bring RPGs and adventure games back to the realm of exploration, investigation, and puzzle solving. Just yesterday Kitase was saying motion controls would be awkward for RPGs, Japan is in trouble with backward ass thinking like that.
 
TTP said:
I think that's because it appears to rely on the inner sensors rather than the sphere for tracking. Pay close attention to when the red LED turns on on the camera (@3:29 onwards, but also before that during various parts of the demonstrations). When that happens it means the camera ain't seeing the sphere, and yet the aiming keeps working fine without any prompt to bring the sphere back into camera view.

MAG prompts to do so if you hide the sphere btw.

Yeah, it's definitely interesting. I sure would like to see a comparison between using the gyros and a 3D vector for aiming. Apparently so far the devs seem to be leaning towards the former for some reason.

JUST ONE MORE WEEK! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH. Can't wait. :D I'm actually borrowing a Wii tomorrow from a friend for a little while so I can do a bit of comparison.
 
Soooo... I went to a store near my house that has a nice Move booth (sorta dark, so the sphere gets tracked by the camera without issues at all) and played some table tennis and whatnot. I won't write a lot because most of you have seen videos and read a lot of previews and impressions already, but I will say this thing sold me. I forgot the price, but it worked well enough and it was fun (pretty much like the Wii, but with HD graphics, and seemed to work much more smooth).

Anyway, looking forward to this thing, even if I might not buy it on day 1 (will probably purchase it during Christmas).
 
Recieving the PlayStation Move tomorrow, alongside some games. I'll test it out in a small room to see if there's enough space for those who doesn't have a large living room. Will play it in a larger living room as well. Thinking of uploading videos as well but I'm not sure you guys need more after the awesome demonstrations, that are iWaggle - thumbs up TTP.
 
Maastricht said:
Yeah, it's definitely interesting. I sure would like to see a comparison between using the gyros and a 3D vector for aiming. Apparently so far the devs seem to be leaning towards the former for some reason.

Perhaps it's because using the gyros yields faster responsiveness. For 3D vector aiming you'd need to add the whole image processing factor to it. But then again Flight Control HD requires the sphere, and that's pretty responsive. I not sure anymore :lol

LiquidMetal14 said:
1 week, or 10 days??!?!?!?

1 week for EU
10 days for US
 
Concept17 said:
So why again isn't anyone using a fixed reticule with Move?

Heroes on the Move is using it and it looks good.

I guess developers each decide what they want to do. Probably try out various methods, and pick their favorite, easiest to implement, lightest on resources...
 
Xater said:
Does it? I don't see anything in there that makes me think this wouldn't be better with the Dualshock . :/

Aiming is definitely going to be easier with the Move.
 
TTP said:
1 week for EU
10 days for US
FML.

Oh well, next week will be a good week with Move and TGS though.

And that KZ3 Move implementation does feel right. Not sure if I will use it over the DS3 but it doesn't look tacked on.
 
ralexand said:
Only when not turning. With the dual shock you're not using the cursor to turn.

...but with a DS you do use the cursor to turn, it's just locked to the center. :P I don't really see the problem.

Anyway, that's what sensitivity and bounding box options are for.
 
ah, nice to see that terrible zoom lock is only on easy difficulty in KZ3. Scoping seems to aim at the target, unlike MAG. Now reduce that huge bounding box and we'll be set.
 
I got to play with the European Move starter kit today. First off, I was pretty impressed by the hardware. It feels more accurate and responsive than the Wii Motionplus, and the full tracking of 3D space could make for some really interesting implementations. I was less impressed by the demos offered. I played some Sports Champions, Start the Party, The Shoot, Tumble, Eyepet, but all of it struck me as the sort of stuff that should be downloadable from PSN for 10 to 15, maybe 20 bucks, not €40 retail releases.

Still, I'm more interested in Move than I was yesterday, and at €60 for the Starter Kit I might just take the plunge.
 
alr1ghtstart said:
ah, nice to see that terrible zoom lock is only on easy difficulty in KZ3. Scoping seems to aim at the target, unlike MAG. Now reduce that huge bounding box and we'll be set.

I believe he said you can customize that. Minimum bounding box + no auto-aim. Sounds pretty awesome. I'll definitely be getting Move by the time KZ3 comes out. Probably will still use DS3 online as they'll probably be separating the players. They should do anyway.
 
gcubed said:
nice, thanks for that, it makes it a bit more affordable as i can get one move and navi controller for free

Yeah I did the same thing. Since I had the Eye already, this isn't really a big expense to Jump in.

Reserved Sports Champions as well as I feel the desperate need for Table Tennis and Disc Golf. Well that and smashing things with my sword and shield!
 
http://blog.us.playstation.com/2010/09/08/nba-2k11-ps3-playstation-move/

NBA 2k11, it would have been so much better with a video, but nonetheless here's the move list for the "MOVE".

Gameplay with PlayStation Move
For regular gameplay, we started with the single most important aspect in basketball: shooting. Our goal was for fast, responsive shooting, with no lag. All of the different types of jumps are in there: drifters, leaners, and fade-aways. Based on how your player is moving, simply flick the PlayStation Move motion controller up and you’ll spot up and shoot the appropriate jump shot. Similar controls are done for dunks and layups. Running towards the basket while holding the T button results in a dunk, as opposed to a layup if the T button isn’t pulled. Unlike the analog-stick-based controllers, you get flashy or power moves based on what is happening. Kobe running free on a breakaway? Pull up on the Move controller and witness an amazing flashy dunk. Garnett in the paint? Flick the PlayStation Move motion controller up and unleash a crushing dunk.
Here is the breakdown in more detail:

With the T button pulled, flick the PlayStation Move…
Up = Smart Dunk
Right = Power Dunk
Left = Flashy Dunk
Down = Reverse Dunk
Without pulling the T button, flick the PlayStation Move…
Up = Smart Layup
Right = Hop Step Layup Right
Left = Hop Step Layup Left
Down = Spin Layup


For Passing,

we wanted to make sure the gesture was as intuitive as possible for the sophistication of the PlayStation Move motion controller. Pressing the large Move button, in conjunction with pressing the left stick in the direction of the intended receiver, will result in a quick pass. Holding both L2 and the T button while passing will throw a devastating alley-oop pass. You will find that passing is quick and accurate with this method.

Dribbling using the PlayStation Move

falls into two categories: standing and moving. Holding the L2 button, flick the PlayStation Move to perform many different dribble moves to blow past a defender. If standing, you will receive a variety of Sizeup moves, based on the direction of the motion. If dribbling, here is breakdown:

While dribbling towards the basket, hold L2 and Flick the PlayStation Move…
Up = Behind-the-back dribble move
Right = Crossover if ball is in right hand, an In-n-Out Move if ball is in left hand
Left = Crossover if ball is in left hand, an In-n-Out Move if ball is in right hand
Down = Stepback


Successful defense relies on quick, decisive action, and so the PlayStation Move defensive controls were designed for quick, simple motions. Flick the PlayStation Move up for a block; flick it right or left for a steal. Player swap is an important aspect of defense, and the Move button is perfectly positioned for this. Setting a pick is assigned to the Circle button: it’s easy to access but not something that you’ll press by accident, making it perfect for picks.
 
Scotch said:
I got to play with the European Move starter kit today. First off, I was pretty impressed by the hardware. It feels more accurate and responsive than the Wii Motionplus, and the full tracking of 3D space could make for some really interesting implementations. I was less impressed by the demos offered. I played some Sports Champions, Start the Party, The Shoot, Tumble, Eyepet, but all of it struck me as the sort of stuff that should be downloadable from PSN for 10 to 15, maybe 20 bucks, not €40 retail releases.

Still, I'm more interested in Move than I was yesterday, and at €60 for the Starter Kit I might just take the plunge.
I'm pretty sure that Tumble is PSN.
 
gluv65 said:
http://blog.us.playstation.com/2010/09/08/nba-2k11-ps3-playstation-move/

NBA 2k11, it would have been so much better with a video, but nonetheless here's the move list for the "MOVE".

Gameplay with PlayStation Move
For regular gameplay, we started with the single most important aspect in basketball: shooting. Our goal was for fast, responsive shooting, with no lag. All of the different types of jumps are in there: drifters, leaners, and fade-aways. Based on how your player is moving, simply flick the PlayStation Move motion controller up and you’ll spot up and shoot the appropriate jump shot. Similar controls are done for dunks and layups. Running towards the basket while holding the T button results in a dunk, as opposed to a layup if the T button isn’t pulled. Unlike the analog-stick-based controllers, you get flashy or power moves based on what is happening. Kobe running free on a breakaway? Pull up on the Move controller and witness an amazing flashy dunk. Garnett in the paint? Flick the PlayStation Move motion controller up and unleash a crushing dunk.
Here is the breakdown in more detail:

With the T button pulled, flick the PlayStation Move…
Up = Smart Dunk
Right = Power Dunk
Left = Flashy Dunk
Down = Reverse Dunk
Without pulling the T button, flick the PlayStation Move…
Up = Smart Layup
Right = Hop Step Layup Right
Left = Hop Step Layup Left
Down = Spin Layup


For Passing,

we wanted to make sure the gesture was as intuitive as possible for the sophistication of the PlayStation Move motion controller. Pressing the large Move button, in conjunction with pressing the left stick in the direction of the intended receiver, will result in a quick pass. Holding both L2 and the T button while passing will throw a devastating alley-oop pass. You will find that passing is quick and accurate with this method.

Dribbling using the PlayStation Move

falls into two categories: standing and moving. Holding the L2 button, flick the PlayStation Move to perform many different dribble moves to blow past a defender. If standing, you will receive a variety of Sizeup moves, based on the direction of the motion. If dribbling, here is breakdown:

While dribbling towards the basket, hold L2 and Flick the PlayStation Move…
Up = Behind-the-back dribble move
Right = Crossover if ball is in right hand, an In-n-Out Move if ball is in left hand
Left = Crossover if ball is in left hand, an In-n-Out Move if ball is in right hand
Down = Stepback


Successful defense relies on quick, decisive action, and so the PlayStation Move defensive controls were designed for quick, simple motions. Flick the PlayStation Move up for a block; flick it right or left for a steal. Player swap is an important aspect of defense, and the Move button is perfectly positioned for this. Setting a pick is assigned to the Circle button: it’s easy to access but not something that you’ll press by accident, making it perfect for picks.

hopefully they will show a video on how it works
 
anddo0 said:
The Move implementation sounds awesome! This is much more than I was expecting.. Now will the game be any good? Guess we'll have to wait and see. It would be nice if they released a Move enabled demo.

Your Demo question was asked, and the demo will not be MOVE enabled.
 
jett said:
...but with a DS you do use the cursor to turn, it's just locked to the center. :P I don't really see the problem.

Anyway, that's what sensitivity and bounding box options are for.

If you watched TTP's MAG video would see the problem inherent with not locking the cursor to the center. If you're aiming at something on one side of the screen while moving in the opposite direction, and then switch directions abruptly you have to wait till the cursor gets to the other side of the bounding box (no matter how small) in order to keep track of your target.
 
I really really want to buy Move day one, but I'm not sure if any of the games available day 1 are worth really getting. I may wait, but the money in my pocket is burning. Any help!?!
 
aristotle said:
I really really want to buy Move day one, but I'm not sure if any of the games available day 1 are worth really getting. I may wait, but the money in my pocket is burning. Any help!?!
I'm only buying it at launch for Tumble, Time Crisis, and Echochrome 2. Sports Champions is a bonus. And also because I don't trust Sony to make enough of these if it turns out to be popular.
 
aristotle said:
I really really want to buy Move day one, but I'm not sure if any of the games available day 1 are worth really getting. I may wait, but the money in my pocket is burning. Any help!?!

If you are going to buy it latter, why wait? buy it "now" :D

You could buy MAG, RUSE, RE5... Sports Champion seems ok.
 
Chris_C said:
If you watched TTP's MAG video would see the problem inherent with not locking the cursor to the center. If you're aiming at something on one side of the screen while moving in the opposite direction, and then switch directions abruptly you have to wait till the cursor gets to the other side of the bounding box (no matter how small) in order to keep track of your target.

There's distance between the left and the right positions of analog sticks too. You can flick your wrist from the left to the right position just as fast as you can flick the analog stick from left to right. There're certainly issues with the bounding box solution, but this is not one of them, and - if the technology works well enough, ie. at least as well as the Wiimote - it's in no way inferior to dual sticks.
 
Chris_C said:
If you watched TTP's MAG video would see the problem inherent with not locking the cursor to the center. If you're aiming at something on one side of the screen while moving in the opposite direction, and then switch directions abruptly you have to wait till the cursor gets to the other side of the bounding box (no matter how small) in order to keep track of your target.

I've never quite understood this, you should be able to move the cursor instantly to wherever you want on the screen with a flick of the wrist, where does the 'waiting for the cursor' come from?
 
Graphics Horse said:
I've never quite understood this, you should be able to move the cursor instantly to wherever you want on the screen with a flick of the wrist, where does the 'waiting for the cursor' come from?


There should definitely be an option for it. The waiting for the cursor is the bounding box (which is customizable). It has its advantages for subtle aiming but more options is simply better. There should be an option for "classic" control, in other words no bounding box.
 
TheExecutive said:
There should definitely be an option for it. The waiting for the cursor is the bounding box (which is customizable). It has its advantages for subtle aiming but more options is simply better. There should be an option for "classic" control, in other words no bounding box.

You'd need a separate button for recentering in this case. It might work, but it doesn't really look as simple as just having no bounding box (just switching off the bounding box is impossible).

Also, have you played a Wii shooter? They're certainly not perfect, but I don't really think that this bounding box thing is the biggest issue. Turning speed is certainly not worse than with dual sticks, the bigger issue is stability and aiming while turning, but the problem is more about these being pretty new types of skills (I still remember how difficult it was to get used to analogs at first :-) ).
 
Just got back from GameStop. I finished paying off my Move Bundle pre-order. While I was there the guy working let me know they got in the first batch of games, and they are not street dated so he can sell them today. They are all Move Required so it doesn't matter because the controllers aren't in, but if you just can not wait they are in and available for purchase (YMMV but my guy let me buy them).

Available now: Sports Champions, Eye Pet, and Start the Party
 
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