As it turns out the subcontroller is not included in the $100 bundle. Wow.
Here are some of our initial thoughts:
* The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we're guessing that's due to Sony's continued love of rechargeable batteries.
* The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we're not sure yet about the subcontroller.
* We hate to say this about "pre-alpha" software, but we're feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we've had on the Wii, both in precision and refresh rate of the aiming cursor.
* The gladiator game is about as fun as it looks, we'll have video after the break momentarily. Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn't possible with PlayStation Move, just that it's not this.
* The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There's an aspect of the controller that feels a little cheap, but at the same time we wouldn't call it fragile.
* As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It's hard to see this as the preferred hardcore setup, but we're told it's configurable, so we'll try and see what else is on offer.
* The system seemed to have a bit of trouble understanding the configuration of our body in a swordfighting stance: even though we selected "left handed," it was putting our sword arm forward instead of our shield. Right-handers didn't seem to have similar problems, and we're sure this will be ironed out in time, but it certainly shows that the controllers aren't magical in their space-detection prowess.
* As would be expected, you're supposed to stand relatively center on the TV, and at a certain optimal distance. The system is forgiving, but there's a sweet spot that users will undoubtedly have to learn.
What about this for a WASD replacement when dual-wielding... on the left Move use trigger underneath for forward movement and big face button for reverse. On the right Move use the X for left strafe and O for right strafe.
Edit: I wish I knew why GAF was melting down so badly.
My god, this presentation and the games themselves were so bad that i completely lost hope in Ps Move being anything else but a failure XD
I know that's still working in progress, but the demos felt so uninspired, so not fun, and from the videos, even the control itself didn't look so hot either that i almost feel embarrassed for sony XD
WTH happened? On the demos they had this amazing precision, while now in the gameplay videos it just doesn't seem to be all there. Specially the pointing. That looked just bad.
thats an extremely long bowI wonder why the last-minute name change from Arc to Move? It's clear, as the snazzy looking logo on the controller looks like an A, that the main controller was going to be called Arc.
I wonder why the last-minute name change from Arc to Move? It's clear, as the snazzy looking logo on the controller looks like an A, that the main controller was going to be called Arc. Was the 2nd controller originally going to be called "Move" and not "Playstation Move Sub-Controller"? It makes sense, given that the primary function of the 2nd controller is to manage movement.
So why not stick with Arc for the main glowstick?
No analogue stick and therefore no character movement...sucks, would have been perfect to have one Move with an analogue and the other as shown
Honestly, only the faithful will shift to playing FPS on this. The rest of us at best will try it out and then go to a scheme that doesn't involve moving our arms around as much. And as I said earlier, this will be Sony's strategy. Grabbing Wii ports and having developers implement wand controls as a gimmick in 3rd party games.
It's like E3 2009 all over again. None of us cared for motion controls before, why suddenly this pretense that it's the true path to amazing gameplay?
So what I got out of this so far is that you'll need...
PS3 eye + Move bundle.
Move subcontroller and/or another Move depending on game.
So to be able to do single player in all games you'll need to buy PS3 Eye + 2x Move + Move subcontroller. Which will be close to 150+ USD I'm guessing. PS3 Eye + Move bundle = 100. Addional Move + Move subcontroller = 50-100 USD.
And then you'd have to do that cost all over again for each additonal player. 2 player = Eye + 4x move + 2x subcontroller. 4 player = Eye + 8x move + 4x subcontroller.
Wow... That's some expensive multiplayer casual gameplay in the living room. They REALLY should have put a bulb on the subcontroller also if they were planning on releasing games that require 2x Move.
I'm thinking cost may end up moving this out of consideration for casual players.
Regards,
SB
You should watch the video of the guy playing SOCOM, he doesn´t move his arms at all, just subtle movements of the hand. Not even when throwing grenades.
You can have a preview of this on the Wii. The pointer allows for great fps control schemes, most notably Metroid Prime 3 and the Call Of Duty games. The Sony version has more button inputs and higher pointing accuracy/stability as far as what was shown, so it should be another step up.You should watch the video of the guy playing SOCOM, he doesn´t move his arms at all, just subtle movements of the hand. Not even when throwing grenades.
I am really curious about the FPS control scheme, I never got into FPS on consoles because I think mouse control is far superior. If the control scheme of Zipper´s SOCOM4 has any resemblance of mouse control I am all for it. But I will not pass any judgment until I have tried it myself.