Changing Move to a virtual mouse where it doesn't npoint where it's directed to seems counterintuitive, but I can see your point. Personally I'd want direct point-and-shoot targeting, with movement handled some other way.
Changing Move to a virtual mouse where it doesn't npoint where it's directed to seems counterintuitive, but I can see your point. Personally I'd want direct point-and-shoot targeting, with movement handled some other way.
I think we'll see some quick development with the Move out there. Personally I thought that it would be fairly obvious to have free shooting without the bounding box by default, with on the PS3 perhaps only moving sideways when aiming outside of the screen (something not necessarily possible on the Wii) and then for instance locking the view to the aim when keeping a button pressed (Action button could be a good candidate).
Also, besides the above 2-3 games, I will get Kung Fu Live too, whenever it's launched.
EDIT: Pre-ordered controllers, EyePet and Start the Party. I think I missed out TV Superstars as a launch title.
That would be equivalent to bringing up ironsights. You position yourself, and then bunker down and aim to shoot. When it's time to run, you aren't too bothered about accurate shooting so can forgo the direct aim and revert motion controls to camera movement.I rather like that idea. Although I would personally prefer that the reverse as the default behavior (cursor locked by default, unlocked with the press of a button for subtle, slow, aim adjustments).
Just managed to nab Heavy Rain for £10 to play through (again) once Move is added - I love that some titles are getting free updates - also pre-ordered RE5 for £13 - I purposefully waited for the Move edition so all-in-all (with already owning some of the games that will get an update and being able to upgrade SS songs) I'm getting a fairly good amount of titles with minial outlay (~£50 spent)
Careful with RE5 - only the fairly rare Gold Edition is getting the update, none of the older versions. Or is that pre-order for the Move edition specifically?
@Patsu: I think you'll like EyePet ... It's stuck in my broken PS3 for now, just when my son's face was starting to light up when the little monkey (is also what he calls it) jumps out of the floor. I actually quite like it myself to be honest. Well, when my phat gets repasted (could apparently be as little as 35 euro, and there seems to be a place to get it done right here in my town - a consumer programme's website actually had helpful information on how to get a warrantee repair within up to 3 years of purchase, and where to get it fixed if you're past that which I am.
That only the Gold Edition of RE5 gets the update is such a dumb move on Capcom's behalf.
Billy_Idol didn't post the exact reasons for "hating" the Socom 4 control scheme.
Let me introduce you to the basics of what DunDef (as we affectionately call it) is all about. Inspired by the cooperative antics of Castle Crashers, along with the careful interplay of strategy and tactics in Defense of the Ancients, DunDef is a definitive genre hybrid: cooperative tower defense and online role-playing action bonanza!
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At any point you choose to, you can decimate the tide of creatures spewing forth from the ‘Creep Spawners” when building your defenses across the map. Unlike most tower defense games, however, you won’t just sit back and watch your defenses annihilate your foes. In DunDef, you jump directly into the action, and hack up tons of enemies with your beefed-up hero alongside your allies.
Eurogamer: How did PS Move integration come about?
Mathieu Girard: Ever since we started RU.S.E. we wanted it to play as a natural, easy to handle game, even though it could be very deep because of the complexity of the units and environment.
But still we wanted to have simple controls. So from the start we thought about playing with a pad, with a mouse and keyboard obviously, with multi-touch as well, as you may have seen in the early demos.
And then we heard about the Move. Internally we started the reflection: is it a good game to have the Move?
We started first the reflection ourselves. Then we built up a first prototype with the first set of interactions with the Move. Instead of raising the Move stick to zoom in and out, we had the controller going close to the screen. It wasn't that pleasant.
We had this first prototype. We showed it to Sony. Some of the guys in London were very enthusiastic about it. They have us some feedback on how to improve it.
We went back to work. We polished everything. We added lots of immersive controls, like opening the menu, like being able to navigate inside the menu with the Move, not with some kind of directional stick. Now we have something that is final.
I would say that the Move integration was very quick - a lot faster than what we expected compared to working with the Wii, for instance.
We have not worked on the Wii with R.U.S.E., but compared to other engineers at Ubisoft who've done it. It was pretty fast to integrate.
I was not sure if it was just going to be a gadget, but it turns out it's a very cool and natural controller. We're very excited with it. It's very responsive.
You have the optical solution, the sphere, which is detected by the camera. You have accelerometers and gyroscopes. You can combine all of these systems together to form something very precise and natural to work with.
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Having the cursor's movement independent of the screen just isn't the way to go, IMO, based on my experiences with the Wii. Imagine playing a FPS on the PC where the screen's movement was independent of the mouse's movement. Where the cross-hair moved with the mouse but the view remained the same until the cross reached the "edge" of the screen, at which point the character's head (the player's view) would begin to move in that direction. That's pretty much how the Socom's controls are setup at the moment based on what I can tell. In my opinion, the key is to treat the cross-hair the same on the Move as you would with the mouse or a DS3. Lock the players view and the cross-hairs together. When the Move moves, the cross-hairs move, and the screen moves along with it. Cross-hair's always center, essentially. The cross hair being unlocked works fine for GunCon games because the player's movement is on rails, and so is their view. Doesn't work well outside of that. All in my opinion, of course.
we are proud to announce that on September 19th, we will release a free update patch that will enable PlayStation Move support in our PSN title Planet Minigolf!