Move Games

It is interesting that it tries to demonstrate a lot the concept of "touching" and "moving your virtual fingers" on objects. Fingers appear to move independently and naturally.
Certainly that cannot be replicated by using the Move's trigger button
I am curious what kind of game this will be and how this concept is applied.

The individual movement of fingers is just clever animation/collision detection. A matter of combining the mechanics of the hand with collision detection. It's still really nice though! And yes, opening and closing hands was one of the tech-demos Marks showed. Great to see something, anything, that will make use of it. And I'm trying not to be too sad about that it's not happening more, sooner, faster, etc. ;)
 
It is interesting that it tries to demonstrate a lot the concept of "touching" and "moving your virtual fingers" on objects. Fingers appear to move independently and naturally.
Certainly that cannot be replicated by using the Move's trigger button.
The trigger would just control how open/closed the hand is, with analogue sensitivity. The actual animation would be procedural based on the object the hand is in contact with. The visual representation of touch looks good animated, but I can't see how that'd provide a gameplay mechanic. Whatever virtual tactile experiences the virtual hand has can't be communicated to the player. So I'm guessing this video is just a showcase of their animation, and the experience will be more about physical interaction like Tumble.
 
Max and the Magic Marker coming to PSN this fall with Move support:
http://www.joystiq.com/2011/09/13/max-and-the-magic-marker-coming-to-psn-this-fall-with-move-suppo/

Delightful platformer Max and the Magic Marker is making its way to PSN, decked out in a full 1080p overhaul. Outside of the injection of so many high-def Ps, this latest port will also support the PlayStation Move. It only seems natural in a game about drawin' stuff.

Max and the Magic Marker is currently slated to launch sometime this fall for $9.99 on US PSN and €9,99 in Europe. There will be a total of 58 different levels to doodle your way through, including unlockable challenges, secrets and rewards.

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Probably a different game because this one is made by Plastic and Santa Monica Studio ?

Sorcery is made in EU by a third party right ?

That means the London Studio potentially has another idea.

http://www.iwaggle3d.com/2011/09/new-video-of-mysterious-move-game-shows.html

Remember the mysterious video hinting at an unannounced Move game first revealed here on iWaggle3D a few weeks ago? Well, here is another one…

This time the video (entitled "Second Forest Movie") comes from Plastic itself and shows quite a bit more than the previous one.

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The video also ends with the Santa Monica Studio logo, confirming this is a collaboration between the SCEA studio and Plastic.

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[UPDATE] The name of this mysterious title might be "Datura".

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Unjamming those six letters results in the word "DATURA", which is the name of a species of plants whose flowers have hallucinogenic properties.

 
http://www.iwaggle3d.com/2011/09/plastic-confirms-datura-as-name-of.html

Polish demoscene group Plastic confirmed to iWaggle3D today that "Datura" is indeed the name of the mysterious Move game we have been guess working around these last few weeks.

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As hinted by the blurred car sequence in the last two videos, Datura will indeed support stereoscopic 3D, but probably the most important bit of news to many is that this is not a tech demo nor some sort of an "experience" akin to Linger in Shadows (previous Plastic work for PS3).

Datura is an actual game, of a yet unknown genre that is, but still a game.


Moreover, Datura isn't a Move-only effort as initially believed, but it is actually compatible with the DualShock 3 as well. A closer analysis of both videos reveals this. Looking at the bottom right portion of the screen in the comparison video below (at the 0:30 mark), one footage shows a DualShock 3 icon (its L2 trigger animated and colored in orange), whereas the other one shows a Move controller.

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Will add Datura to OP list.


EDIT: In addition, I believe Child of Eden for PS3 will land 3 days from now (30th September)
 
Odd. I missed this Move game a few weeks ago.

Combat Wings: Spreading My Wings With PlayStation Move
http://blog.us.playstation.com/2011/08/30/combat-wings-spreading-my-wings-with-playstation-move/

Combat Wings: The Great Battles of WWII lands on PS3 this November with aerial combat campaigns set amidst the bloodiest air battles of World War II. Not long ago, I tried out a pre-release version of the game under the watchful eye of Creative Director Jakub Majewski, focusing on the game’s use of the PlayStation Move motion controller.

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Sounds like WH's sixaxis, which was widely panned and dropped. My immediate thought was that the Move was used like a flight yolk, or old-school joystick.
 
Probably a different game because this one is made by Plastic and Santa Monica Studio ?

Sorcery is made in EU by a third party right ?

That means the London Studio potentially has another idea.

I think London Studio is to big to make the kind of deductions like the article-writer do.
They're involved in many projects at once, and Laura could have been working on that Singstar Dance-game, while the triple AAA action game for the other person might be cancelled projects, or something on the production levels only or something else.
It's not necesarrily the same projects.
 
Pixeljunk 4am's cube of sound:
http://www.joystiq.com/2011/09/30/pixeljunk-4ams-cube-of-sound/

The stars aligned after I had a chance to try out Q-Games' curious music generator -- now titled Pixeljunk 4am -- during Fantastic Arcade, while two of my contemporaries listened in to my on-the-fly composition. While the tunes I created couldn't be considered "club bangers" by anyone with two functioning ears, the game's mechanisms revealed themselves completely during my demonstration: It is, at its recondite core, a game about pulling techno-sounds out of an imaginary space-cube.

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Think of that cube as a palette containing all the tracks, samples and modulation effects afforded to the player. Players choose which of four tracks they want to manipulate using the face buttons, such as a bass drum beat and synth melody, then reach outside the cube (you'll know you've reached the edge when the Move remote rumbles) and pull in one of the loops that resides around the perimeter. Again, experimentation is key, since there's no indication of where each loop is positioned around the cube.

Once you've got it playing, you can modify the sound by holding down the Move button, and maneuvering the controller through 3D space. Twisting the remote, moving it up or down, and moving it towards and away from the screen all apply filters to the loop you have playing, from high-pass filters to reverb to flangers. Each individual track can have its own set of modifications applied to it, and all can be reset to normal by double-tapping the Move button.

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The biggest misconception I harbored after my E3 demo is that the level of music customization in the game would be limited to the number of loops available on each palette. Even after a short hands-on preview, I could see how the modulation effects and samples could be combined for unique creations every time. Considering that the game will ship with a handful of songs (each with their own "palettes," elements from which can be mixed as the player sees fit), the combinations are seemingly endless.

The only thing that remains to be seen is how the game's spectator mode will work. Q-Games said that PSN users might be able to download an application for free which will let them listen in to live PixelJunk 4AM sessions, giving players feedback on their songs in a Turntable FM-esque manner.
 
http://blog.us.playstation.com/2011...on-the-move-exclusively-for-playstation-move/

While we supported the Move controller in NBA 2K11, we really felt like there was something more we could do there. In particular, we wanted to get away from the standard gesture-based controls that many sports games have used and, instead, figure out a way to utilize the Move that wasn’t so involved. Let’s face it, waving your arms around for an entire game can get old quickly, so it made sense to pick our spots a little better and choose ways, that used the precision of the Move, work best.

Additionally, we wanted something that could appeal to newer fans of the series. The standard gameplay controls have an unbelievable amount of depth, with nuances that can take quite a bit of practice to master. This can be daunting to inexperienced users so, hopefully, NBA On the Move will create just the opposite effect.

While we hope that players, of any skill level, will quickly be able to feel like a superstar in this mode, that doesn’t mean we didn’t include our typical extra layer for anyone who wants to take it to another level. There is a whole set of advanced Move controls, that really deepen the experience and can make a huge difference the more you play the game, which I’ll detail below.

But one last thing before getting into some more of the control: It’s worth mentioning that we created a specific NBA On the Move mode just for this feature. We really felt like it was something that needed to stand on its own. It’s the type of experience that really shines when you’ve got some friends over, so we wanted it to become a specific destination rather than a side feature that gets lost in the midst of all the other regular game modes.

Okay, enough background. Now it’s time to jump into what NBA On the Move is all about. To start with, the entire mode is driven by the use of the Move controller pointer. You use your controller to point directly at the players on the court you want to interact with. Along with that, there are two additional essential buttons to worry about – the Move button on the top of the controller, and the T button on the back.

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Okay, enough background. Now it’s time to jump into what NBA On the Move is all about. To start with, the entire mode is driven by the use of the Move controller pointer. You use your controller to point directly at the players on the court you want to interact with. Along with that, there are two additional essential buttons to worry about – the Move button on the top of the controller, and the T button on the back.
That's an interesting idea for a multiple target control. Provide direct-control of whatever is under the point, but that control is via buttons. In FIFA you could select exactly the player you wanted by pointing at them instead of having to press the change player button repeatedly until you got the player you wanted.
 
TTP's Child of Eden review is finally out !

Been waiting for it...


(It's like a PhD version of game journalism -- 30 minutes !)
 
Another Move game we have not heard of...

Hydrophobia Prophecy Hits PSN Tuesday With PlayStation Move Support
http://blog.us.playstation.com/2011...ts-psn-tuesday-with-playstation-move-support/

For those of you unfamiliar with the game, Hydrophobia Prophecy is third-person action adventure with a sci-fi twist and a unique dynamic feature; our custom HydroEngine fluid dynamics technology. It’s a full physics simulation for flowing water – the only one of it’s kind in games, which allows water to wash dynamically around the environments, carrying objects and characters along with it. If you’re a sucker for water or game physics, then it really is a sight to behold – we’re very fortunate here at Dark Energy to have some incredibly talented tech-heads!

HydroEngine allows us to deliver dynamic and unique physics-based gameplay. Shoot out a window or weakened wall and water will crash through, wiping out any enemies that stand in the way. You can also shoot environmental hazards like barrels to unleash floating oil fires (which can become a weapon or a hazard depending on the emergent flow behavior) or fuse boxes and cables to electrocute enemies. Combining these together gives you score multipliers, and you get tons of emergent behavior because the water physics is never the same twice, so chain reaction physics is the order of the day.

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I've been playing a good deal of DanceStar Party (aka Everybody Dance in the US) and can heartily recommend it. It's a simplified, Move optimised user interface, has different routines for different difficulty settings, create your own dance routines, basic fitness stuff, share videos online, dance moves are indicated in advance, tracking is really good, and you can see both the original video or direct feed of yourself, which I prefer as nothing gives you better feedback on your moves as directly comparing yourself with the dancer in realtime just like in most dancing/aerobics classes. There are apparently also good party modes.

My 3yo son likes it too.

I also bought Festival of Blood but haven't tried it yet.
 
Move aiming works well in Festival of Blood. Unfortunately it didn't seem to be in any way advantageous to using the controller, so for the sake of my own comfort I switched back to the DS3 pretty quickly.

Child of Eden on the other hand: much, much easier with the Move. Nice game, albeit nowhere near as good as its spiritual predecessor Rez.

And Hydrophobia should be avoided like the plague. The game is fundamentally broken, and no amount of extra polish or alternative control schemes is going to fix that.

Supposedly House of the Dead Overkill works incredibly well with the Move controller. Definitely going to pick that up sooner or later.
 
Infamous Festival of Blood is downright spectacular. It's a fantastic game, but the Move controls, I am completely in love with them. Perhaps it is because I am a little more practiced with Move in general, or still have some mouse in my DNA, but man does it feel right. If you can't aim and shoot at targets better with Move than with DS in this game, you really haven't given it enough time.

The controls are sooo good. TTP didn't exaggerate when he said that Sucker Punch set a new benchmark with the Move controls. And my goodness, this game looks so good! All the special effects are downright spectacular and the framerate is great too. Love the game so far. I only played Infamous 1 for a few hours so far and I had to get back into the controls a bit also - you get a lot of powers right from the outset, and that takes a little getting back into, but I'm starting to feel pretty powerful.

I can imagine Child of Eden being much better with Move than with DS3 as it is almost an on-rails light-gun game anyway, but I wasn't in love with Rez already, and this isn't doing it for me even after watching the whole of iWaggle3D's analysis, so for now I'm skipping this one. Maybe once it becomes a 10 euro PSN download I'll give it a shot.

Game deserves its own thread, but I guess the Infamous 2 one will do nicely as well.
 
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