In2Games Wii-mote 360/PS3

Not? It's supposed to work much more precise than the wii-mote, as it actually gives back x,y,z coordinates. There's got to be some interesting technology behind that. ;)
 
But the nature of the thread wasn't 'what technology are they using?' Your commentary only set it up to be 'can this product compete with Wii?' the technology itself was raised a while back when Fusion was unveiled, which uses ultrasonic's in it's positioning too - basically RADAR AFAICT. Which is more akin to what I was expecting from Nintendo, and I'm perplexed why they went with such a simple system. If it's the deciding principal of your current generation, wouldn't you want it perfected rather than go with a less effective implementation?
 
Wired on the Wii-mote: http://www.wired.com/gaming/gamingreviews/commentary/games/2007/10/gamesfrontiers_1022

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This leads us to the big critique of controller schemes: They're too artificial. Game designers take organic, fluid, physical real-life movements and turn them into random, opaque button combinations. This drives newbies away because they can't penetrate the button-combo thicket.

Indeed, this is precisely why critics have been slavering over the Wii for the last two years. Swinging your arm around is a more "realistic" holodeckian control scheme, so it is fated to eventually replace the crude, artificial controller. The controller is the ancient past of games; "sensing" your physical movements is the future. Right?

Maybe not. I'm beginning to think that the hoopla over the Wii is a bit misplaced. Because I've been playing Skate, a skateboarding game that seriously rethinks the way you use a controller -- and I think it produces results that are not only better than the average controller, but better than a Wii.

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I completely agree with him.

I applaud Nintendo for pushing new controls, but as a gamer I want more precision.

I hope the In2Games controller will be a lot better...

Which is more akin to what I was expecting from Nintendo, and I'm perplexed why they went with such a simple system.

The same could be said for the GPU or HD output.

It's Nintendo. It does the job. Now let's make money.

Nothing wrong with that too, looking at the sales.

There's always the next-gen Wii...
 
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I don't fully disagree. I would prefer to have been able to control Skate more with motion controls. For instance, leaning forward would have been really natural using tilt, and jumping with motion controls would have been great also for a game like Skate, because in reality you have to first sink through your knees a little and then come up fast, and that movement actually suits motion controls very well (rather than trying to map a certain motion to a certain action button that is supposed to happen instantaneously, which doesn't work as well with lateral motion mapping ... ).

That said, the In2Games controller does sound like it will have more precision than the wii-mote and it's x,y,z coordinate driven spatial awareness is exactly what I've been hoping for in a controller like this, and sounds like it would be a lot easier to program for also. Let's see how it turns out though.

In the meantime, I think a lot of improvements could come from thorough analysis of what works and what doesn't work with the sixaxis or wii-mote. (I think I could make a decent list, will have a go at it later) (LocoRoco Cocorecchio by the way seems an interesting study of motion controls on the sixaxis)
 
I haven't tried LocoRoco yet, but so far I'm not really into the PS3 motion stuff.

Played a bit of Super Rub-a-Dub and Blast Factor, and although I like the latter, I feel the gesture to clear the field is not precise enough for my taste.

When you miss a button you know it's your own fault, but this fuzzy motion stuff can get highly irritating IMHO. And looking at some of Lair reviews I'm not the only one.

Controls have to be perfect (gimme the 360 controller with Sony's 'd-pad' and I'm happy). :)
 
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Loco Roco isn't necessarily a 'true' motion control game, but it has different aspects of it included in such a way that they come across as an interesting case study.

Try the Motorstorm demo with motion controls, and I think you'll see that they can be pretty precise.

Blast Factor is not a good example (although that said, it got better with the 1.92 firmware update), because for the context of the game it's not the best implementation. It's a fast and precise game, and using motion controls breaks that a little.

Though having said that, I'm also increasingly noticing that it's also a matter of skill. In the beginning you're just not as precise and experienced with making the motions yourself. Now when I'm playing Blast Factor, I'm noticing I pretty much know exactly how to make the proper move, and I achieve a 100% success rate.

Warhawk too, has good motion controls. After you've practiced with Motorstorm a little, driving the tanks and jeeps in Warhawk just feels natural, and the Warhawks are perfect with motion controls.

The one thing though that games like Motorstorm and Warhawk show versus Lair is that it is really important to give both control methods as an option, because it will take a while for people to transition from the one scheme to the other, and there will always be instances where either someone just doesn't click with a new control method, or the older method is just plain better. I think developers could learn from the analog stick which was introduced along side the d-pad and for a long time you could use both in games, according to your own preference.
 
Heh. I liked this part:
But something about all this doesn't sit right. The swanky London building we're in seems a little too swanky for some budget PS2 christmas releases. Hell, the elevators shafts and the elevators themselves here are made entirely of glass, letting you see all the smoothly polished inner machinery and steel cables as you're silently hauled up or down to your floor. Asking about this, Holmwood somehow manages to reply in an off-the-cuff manner that In2Games has also been given £8 million by an investment group to develop its third party Wiimote-alike called 'Freedom', that's to be released for PS3 and 360 in Easter of next year.
Apart from having gotten some funding, it doesn't sound like they're much further along than a year ago. Between then and now the Wii happened, and I don't think that's a good thing for these guys. So far they've got no momentum, no mindshare, an underwhelming track record, and they're late to market with the PS2 version. I have no idea about the merit of their controller thingy, but somehow I doubt very much they'll be able to incite consumers with their current efforts.

Seems like a good idea then to spend your venture capital on stuff that you'll actually enjoy while the cash lasts (like wages for yourself and a nice office space) rather than on developing and packaging tech you probably know will be an uphill sell no matter how good it actually is.
 
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