Playstation Move Games

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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.

The movement (actually, view change, as character movement would be handled by the NavCon) being handled some other way is the problem. The big problem. I can't think of anyway to do it intuitively and, just as importantly, quickly. As it stands, having the cursor independent is just plain cumbersome in actual play, from my experiences.

A good comprise may be locking the cursor (keeping it centered), but treating it like an analog stick. If you don't return an analog stick to center, the right stick in the case of FPSs, then the view continues to change. So, you have to recenter it (which for sticks is just letting them go) to steady the view. Having to return the Move controller to some relative position could serve a similar function. Although that could introduce the problems of dead zones.
 
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). As Killzone and other games are already showing, twisting works well for reloading, and there's all sorts of other movements still available (Killzone uses move forward to stab or backward to pick something up I think).
 
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).

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).
 
Arwin's scheme sounds reasonable. Billy_Idol didn't post the exact reasons for "hating" the Socom 4 control scheme. Would have been helpful. Does Wii FPS use something similar (variable sight) ? Someone posted earlier that they use the same scheme ?

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.
 
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.

I'm sure you'll try out all of the demoes. ;)

You bought EyePet? I thought you already had that?
 
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) :)
 
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).
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.
 
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.
 
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.

yes, cheers - it's a pre-order for the gold edition :)

my son loves eyepet - the move will be fantastic tho as he sometimes get frustrated due to the lighting/card thing having to be held "straight"

WRT the PS3 - have you tried calling Sony? Apparently they offer a slim at a much reduced price if you push enough. Certainly I'd sell your PS3 on if you get it fixed as any repair will only be short-lived :(
 
That only the Gold Edition of RE5 gets the update is such a dumb move on Capcom's behalf.

aarrgghhh - firewalls!

basically I suspect it would mean a complete d/l of the game and cost them loads, why not sell the old version and pre-order the gold edition, probably only cost ~£5 to upgrade
 
RUSE demo is up apparently for Playstation Plus subscribers, rest gets it next week. It should be supporting Move already, so those who have one (the owner of iWaggle, for one, so expect video fairly soon ;) ) can check it out.
 
Billy_Idol didn't post the exact reasons for "hating" the Socom 4 control scheme.

Ok patsu, I try the best to explain it...and for the record: I really hated the Move SOCOM4 controls.

But I wonder the following: why are people claiming that for instance Move is more accessible compared to the standard controller? I am used to playing computer games with PS controller type the last 15 years or so - Move is different, as is playing FPS with a keyboard and mouse when you are not used to it. So I really think that you need some kind of learning the Move controller setup until you can say for sure it sucks or it does not. I just learned during my play session that it was extremely difficult to play, and the 10min I played it could not adjust to it properly - so in this sense it was not very accessible for me.



Here are my complains and I say it once again, just my personal impressions and of course stuff how I remember it (to be honest I am not 100% sure anymore):

-Although I calibrated the Move controller the second time, it irritated me that I had to hold the Move controller pointing slightly towards the sky to get the cross in the middle of the screen. Would I follow my intuition there, I would have believed that pointing the Move controller horizontal to the screen (the sphere pointing directly to the screen) is the thing to do when I want my cross in the middle. So it happend a lot that I looked in the ground, correcting this was not easy as well, as the controller was rather sensitive (or I was not adjusted enough) but I often looked to the sky as a result...typically bouncing between looking at the ground/looking at the sky till I finally find the right position.

My question here: could it be that the setup has to be adjusted for small and taller people? I mean the eye toy camera was on the TV pointing downwards...I am not sure if the position of the eye toy camera has something to do with how Move is calibrated. But compared to the other players, I am rather tall...could this maybe be a reason that the Move controller for me was not so good calibrated?

-I tried to just hold the cross steady, i.e. not moving my hand...but the cross on the screen wildly jumped around, in a box with around 'one inch' diameter - this was weired for me. I am not sure if it was my hands shaking around, or if it is related to the Move tech or the current setup?! But the same happens when you try to point on an enemy to kill him. I really could not aim correctly as the cross kind of 'jumped' around! Keep in mind that when an enemy is far away, you really have to accurately point the cross on the target.

-Aiming enemies was difficult for me, as it seemed that Move does not accuracetly register slow/small movements/adjustments?! So I really could not aim directly on the target (especially moving enemies)- luckily, the hit box was rather large.

-You used the other controller with the stick for you movements. The move controller acted kind of like a mouse..but with fundamental differences:

when I play with a mouse and keyboard, and want to turn...I move the mouse to the right for instance...when I reach the end of my mouse pad, I put the mouse back to position zero so that I can move my view again towards the right direction. You can do this, because when you slightly lift the mouse from the pad, it does not register the cursor movement anymore.
Generally: when I use the mouse, only when I move the mouse on the ground does cause a change of the view.

Move was completely different: of course they cannot implement something like this with move...as Move register every movement - you cannot put it above the pad or something like this. I remember for instance in the XMB demo showed at the TTP homepage - there you have to press a button. And only if you press the button, Move wa registered - this gives you the possibility to use it similar to a mouse.

This is what I believe they have implemented in SOCOM4, but not 100% sure on this:

In SOCOM4, when they tried to implement turning around this way: when I point Move towards the right to make a turn, or aim at the target. Of course the cross first starts to move right, until some distance where you character starts to turn right as well. So even, when I hold Move steady, but pointing to the right with respect to the calibrated center causes the character to move/turn right. If I want him to stop, I have to center Move again. I also had the feeling that the more I point Move to the right, the faster the movement was...it kind of accelerated view changes I completely pointed Move to the right.

At the end, I just could not adjust to this kind of controll very well and it left an extreme dissapointing impression. I expected it to controll like keyboard+mouse, but it did not...at least I could not figure it out in the 10min play time. But as I said, I watched others play as well and there it indeed looked much smoother, but I also watched guys which had the same problem...
 
Zipper stated that the control scheme appeals to some people, not all. It's a personal experience. What you described does sound like the variable crosshair scheme I read elsewhere.

For the jumpy control, did you check what was behind you ? I assume there is no flashing lights near the station ?
 
Another one:
http://blog.us.playstation.com/2010/08/25/dungeon-defenders-coming-to-psn-with-move-3d-support/

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!

...

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.

Also supports 3DTV.
 
R.U.S.E. interview:
http://www.eurogamer.net/articles/2010-08-04-rts-in-disguise-interview?page=1

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.

...
 
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.

PC and Move are not comparable in any way, and the thought that they can be is silly. Your mouse is at a state of rest until you place force upon it to move, thus, it is very easy to have your cross hair locked, as it will not move unless you tell it to.

The move, however, does have forces acting upon it constantly. Gravity. It would not be ideal for something that cannot be in a state of rest, and therefor, constantly moving, with a fixed reticle.

You may THINK it's ideal, but take a while to think how many times developers must have play tested this on Wii, and Move. Trust when I say it's an almost certainty that this has been tested, tested, and tested again. It IS the way to go.
 
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