Medieval Move: Deadmund's Quest

The Blog posted a reminder for this game yesterday:

Medieval Moves: Deadmund’s Quest – Now This is FUN
http://blog.us.playstation.com/2011/11/10/medieval-moves-deadmunds-quest-–-now-this-is-fun/



Of all the games I look forward to this year, this is among the top just because I have a burning curiocity to see how much Zindagi Games has grown as a budding game studio. Hope they do justice to Sports Champions. [Keeping fingers crossed]

EDIT: Looks like it's coming out next Tuesday.
 
I played the demo, but that demo is quite limited. It really seems to target a different audience from Sports Champions, and one that I think is narrower. I would have definitely preferred a Sports Champions 2 or even DLC for that game to give it more online features and additional events, a more attrictive UI or whatever.

I also had an issue with the game losing calibration a bit every once and a while.

So I'm a little bit in dubio. This seems a game for 7-14 year olds, at least the main quest. All that remains now is hoping that the battle mode options are interesting enough. I think it is wise for Sony to start releasing significantly more titles for that age demographic, to expand the PS3's library to be even more clearly an all age device, which would be useful.

But although using the Move controls like this are cool (the first time that using motion controls for staying in balance feels sort of right, for instance), this on rails experience is a far cry for what I am looking for. I guess I would like, say, Infamous 2's engine with extended motion controls to create the ultimate spiderman game.
 
I played the demo, but that demo is quite limited. It really seems to target a different audience from Sports Champions, and one that I think is narrower. I would have definitely preferred a Sports Champions 2 or even DLC for that game to give it more online features and additional events, a more attrictive UI or whatever.

I also had an issue with the game losing calibration a bit every once and a while.

So I'm a little bit in dubio. This seems a game for 7-14 year olds, at least the main quest. All that remains now is hoping that the battle mode options are interesting enough. I think it is wise for Sony to start releasing significantly more titles for that age demographic, to expand the PS3's library to be even more clearly an all age device, which would be useful.

But although using the Move controls like this are cool (the first time that using motion controls for staying in balance feels sort of right, for instance), this on rails experience is a far cry for what I am looking for. I guess I would like, say, Infamous 2's engine with extended motion controls to create the ultimate spiderman game.

I think that would be more like the Sorcery demo.

I hope the full game makes it more like Popular iOS games: Instant gratification rather than long winded story and combat. Just make something fun, intense and quick to jump into. Don't treat the players like they are kids, even if the art may be cartoony or kiddish.

The tracking problem you mentioned may be a cause for concern though.
 
That looks pretty good. The switch to arrows looks very classy. If only they could combine free movement (Move nub!). These sorts of combat mechanics could be dropped into Skyrim or similar for very satisfying adventuring.
 
I have mixed feelings about the navcon, if that's what you meant by Move nub.

I wonder if it's possible to use only the Move controllers to point where you want to go. When in combat, let the system controls your movement based on your arm motion.
 
I have mixed feelings about the navcon, if that's what you meant by Move nub.
No, I mean there should have been a directional nub like PSP on the Move for direction control via thumb when you don't need to wave your arms around.

I just suggested to a friend that they should make this game coop with one player controlling movement while the other fights! :mrgreen:
 
That looks pretty good. The switch to arrows looks very classy. If only they could combine free movement (Move nub!). These sorts of combat mechanics could be dropped into Skyrim or similar for very satisfying adventuring.

Thats why I am waiting for Sorcery. I would buy Skyrim twice if it supported move this way !


IGN Review !
 
RenegadeRocks said:
Thats why I am waiting for Sorcery. I would buy Skyrim twice if it supported move this way !

<a href="http://www.youtube.com/watch?v=OLSf8oTfxgQ&feature=feedu[">YouTube Link</a>

IGN Review !

Yeah, Skyrim with Move support would be amazing! Sony should try making that happen, even only as a proof of concept. Wonder how far you could get with Move. Me
 
How could you use dual moves to provide movement and direct-control? Maybe hold down a button on a Move controller to enter movement mode, and then push/pull/turn your way trhough the level. That'd basically work, but then if a monster surprises you, you'd have to remember to relese the button. Maybe better to have a button for move mode and another for action mode, so the player consciously has to choose? But that'd break the button-free, intuitive control.
 
How could you use dual moves to provide movement and direct-control? Maybe hold down a button on a Move controller to enter movement mode, and then push/pull/turn your way trhough the level. That'd basically work, but then if a monster surprises you, you'd have to remember to relese the button. Maybe better to have a button for move mode and another for action mode, so the player consciously has to choose? But that'd break the button-free, intuitive control.

If you held two move controllers, you could make the directional movement work with one of them a bit like a car, i.e. hold down the trigger to go forward and the action button on the top for reverse. Then you could aim at the screen for aiming/direction, and have the unused move controller in the other hand free for swinging your weapon, pushing/pulling and everything else. I'm sure that would feel pretty strange at first, but it could work. If i had two move controllers and Move.me i'd program a little demo to see if it would work :p

Sony (Dr Richard Marks) HAS to have already experimented with different methods like this though.
 
Yeah, but Sony have said they didn't want a nub so not to confuse players, missing completely that a nub wouldn't have to be used simultaneously with waggle. Plus their experiments at RnD aren't always adaopted by game developers. I'm sure they had a whole load of ideas for sixaxis but the released uses are very weak.
 
You can use the buttons on the second controller like a d-pad or use it like Prophecy2k said. Or a combo of the two, so if say your 2nd controller was a shield then your movements would be d-pad limited but put away you'd have more freedom of movement.
 
Yeah, but Sony have said they didn't want a nub so not to confuse players, missing completely that a nub wouldn't have to be used simultaneously with waggle. Plus their experiments at RnD aren't always adaopted by game developers. I'm sure they had a whole load of ideas for sixaxis but the released uses are very weak.

I don't know about that shifty, i'd say that the SIXAXIS implementations (i'm thinking games like WarHawk & flower) were perfectly proportional to the potential the technology provided. Sixaxis itself was just too limited, but for what it did offer, it's uses were proved. If you'd said Move (so far anyway), then i'd agree with ya ;-)

Ultimately though, Sony's RnD experiments have only been there to inspire devs as to the possible uses of the device. I guess the actual end point implementations are really up to the devs to experiment with since, they have to make the choice about what it is that makes sense within their games.

I think for Move (or Move ver 2.0) on PS4, it'd be great if Sony could rig up a whole series of exhaustive control schemes in the PS4 SDK for Move, so that game devs need only "drag & drop" whatever one fits best into their games, without having to spend time and of course money experimenting with different options, unless of course they want to do something really unconventional and interesting with the device. That way every PS4 can have Move support out of the box with minimal effort on the part of the dev, and gamers like me that enjoy motion controls can enjoy more choice and more opportunities to play the games i like with a nice tried and tested pointer & motion control scheme.

I dunno how possible that would be to do, but it would at least give gamers a unified experience across all Move games, as opposed to what we have now where the many games that implement Move vary quite wildly in the quality of their implementations.
 
You can use the buttons on the second controller like a d-pad or use it like Prophecy2k said. Or a combo of the two, so if say your 2nd controller was a shield then your movements would be d-pad limited but put away you'd have more freedom of movement.

That's a great idea, but the only problem is that the button placement on the Move controller itself doesn't lend itself well to the buttons being used as a d-pad (in a square formation around the action button, rather than a diamond like the DS3).

Sony should just release a modified second Move, that is basically just a Nav controller with motion sensors and glowing gonad :D
 
The Fight already supports this in a more basic form. I'm quite convinced it could work very well. You would basically use the left Move as a marionet for walking while keeping the trigger pressed, and without it you would use it for a shield or other type of secondary weapon.

However, using the Infamous 2: Festival of Blood type control method should still be fine too, augmented with proper gesture support for magic. And this has the advantage of not needing two Move controllers and being far more easily compatible with DS controls, which you can't easily ignore for big games.

I'm pretty sure there should be hybrid options as well. I wish they would just release Move.Me in Europe already. :(
 
I don't know about that shifty, i'd say that the SIXAXIS implementations (i'm thinking games like WarHawk & flower) were perfectly proportional to the potential the technology provided. Sixaxis itself was just too limited, but for what it did offer, it's uses were proved.
Nah. We had our own thread on possibilities, and they extended well beyond motion flight. Sony even explained that their reasons for sixaxis were based on observations of players moving the controller around naturally. Watch almost 'casual' gamer playing LBP and you'll see that they throw the controller higher when pressing the jump button. This was true on PS1 platformers, yet no-one's created a platformer that reads the sixaxis and uses that to affect movement. Likewise FIFA doesn't use sixaxis to get natural control of player movement.

This is going OT. In all in though, I don't think it can be assumed that the devs tried it (nub on Move, direct control of Deadmund) and proved it wouldn't work and people wouldn't want/benefit from it.
 
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