News & Rumours: Playstation 4/ Orbis *spin*

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Wasn't it MAG? I tired Move in MAG and it was awful. Proponents said it had a learning curve and that may be true, but it wasn't a game changer. Certainly FPSes haven't be redefined around Move control. Do they even support it?

VR on the other hand, IMO, is going to have a truckload enthusiasm from users. Unless they puke.

I wonder how much Sony are controlling the content? Are they only allowing content that they test as VR suitable? That seems necessary to keep the VR at a suitable quality to not deter folk.
Some games had awful implementation. I tried a PSN game once which I think was MAG and hated it, whereas Killzone 3 was a whole different experience.
Resistance 3 was also great with it. But I think Killzone 3 had the best implementation. Bioshock Infinite was imperfect. It drove me nuts quite often. I believe it was the unstable framerate

One of the biggest problems with move though was that quite often in some games the pointer of the move controller was drugging awa fromn its initial callibration. That depended on the game and also on the move controller. I have two controllers and one had less issue for some peculiar reason
 
'Awful implementation' was very subjective. Some people definitely raved about MAG controls. For me, there was too much of a learning curve. You'd go into a fight up against a load of other players all on DS3 and they'd slaughter you as your soldier wobbled around like a drunkard trying to work out how to move his body. I suppose one-player experience may have helped enormously in learning Move in FPS, but I never owned one to try solo. The big difference with VR is VR has zero learning curve when implemented right. It's supposed to be completely natural. With no barrier to entry, you just plonk on the headset and get immersed to either love it or hate it. It's far more accessible than other devices and more impactful, so I expect feedback to be universally excited and there to be loads of internet chatter.
 
I do wonder to what extent you’d need to make measurements of the player when using PS Move. If I imagine looking through the VR lens and I’m holding a Move in each hand, my fully extended arm in each direction is going to be hugely different to my sons’ arms. So for me, in game, I could perfectly see the arm extending appropriately (being, unfortunately, an averaged sized adult male), whereas my son would only ever see the arm partially extending. Something like that would break immersion for someone while playing.

I suppose it could be easily fixable by the initial task in a game’s training environment, to be extending arms to push something. At least then you’re hiding the measurements taking place.
 
I really loved the Move myself - KZ3 was great as was RE (after the patch - I specifically waited for the patch before playing). Then there was the shooting game which was ok but I had most fun with Sports Champions, the 'realistic' table tennis and frisbee game in particular were very well done...then of course we also have the House of the Dead games.
 
Sports Champions was a good game and extremely well made. Tumble was fun too and a good showcase of the technology. However I didn't like any of the AAA games that added Move as an alternative control method. Not because it didn't work, but because I could never get used to it. Muscle memory is a problem that cannot be solved, specially for known genres that gamers have played for years. There's nothing similar happening with VR.

VR games don't have to be all original Move experiences with both arms, or experimental indies. They can also be a normal DS4 game that adds a VR view, racing games are a perfect fit. What I'm wondering is if we're going to see a standardized TPS method eventually for big AAA titles. The only way to have big tities is to have games that can be played with or without VR. Maybe TPS adventure games would be the most important genre to adapt.
 
I really loved the Move myself - KZ3 was great as was RE (after the patch - I specifically waited for the patch before playing). Then there was the shooting game which was ok but I had most fun with Sports Champions, the 'realistic' table tennis and frisbee game in particular were very well done...then of course we also have the House of the Dead games.

Yes, KZ3 was the best of the bunch, near perfect. iWaggle has a good video on why it is so good. Resistance and Bioshock weren't great for other reasons (motion sickness and framerate) - I thought Bioshock controlled well. Mag had it (never tried), that Eve shooter ...

I thought that Infamous SS (2 supported it as well) was great with it too. This reminds me I should finish putting all move supporting games in the database.
 
It'll be interesting to see if in VR, Move takes a far more natural role. I wonder if a virtual pistol aimed via Move will be completely intuitive, and will games take to it where it uses a completely different skill-set to their thumb aiming? Will the headset be a problem when naturally lining up the Move gun with the eye?
 
It'll be interesting to see if in VR, Move takes a far more natural role. I wonder if a virtual pistol aimed via Move will be completely intuitive, and will games take to it where it uses a completely different skill-set to their thumb aiming? Will the headset be a problem when naturally lining up the Move gun with the eye?

Yeah, fair point. Especially something like Sniper Elite, could the controls be so sensitive that when you're zoomed in there wouldn't need to be an artificial sway applied and it could actually require you to really hold your breath, rather than press a button for it.

Thinking about it, I doubt it's that sensitive.
 
Though, couldn't the software simulate that? Just add an extra meter between the headset and the Move? You'd physically need to line up your head in the scope and also keen the Move steady, while holding your breath. Just think of the immersion!
 
With the centre of gravity held close in the Move, sway will be reduced. Although what good sniper won't be using a bipod? But then with a bipod, kinaesthetic feedback becomes an issue as you won't have a physical fulcrum and will just be waving the Move around. Lots of things may or may not work in VR!
 
I plat'd 1 & 2 - I love the games but not sure I'd want to play them all again...althou it is very tempting to just have a play-through on th elead up to U4...especially with an upgrade like TLoU got...
 
Oh yay, I never played any of them so it's just perfect for me.
 
I was holding back on plating 3 as I intended to do it in 3D - however some of the set-pieces in U3 are simply amazing - the more I think about it the more I'm interested lol

Oh yay, I never played any of them so it's just perfect for me.

Yeah, I should imagine this is perfect for those who switched to PS4 and will sell really well.
 
Wow. I never even played the first one and jumped straight on 2 and 3. I guess my next (current) gen will be filled with catching up with old games I played on PS3, but with much better graphics, and ones I missed. I'm ok with that.
 
More convinced than ever that Sony bumped U4 in to 2016 to capitalise on this collection first more than any other reason. This would have been really easy to release in the prime November period which makes me wonder if Sony have a bigger title earmarked for that slot.
 
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