Yeah, this thread is intrinsically about the new experience of the Move controller(s), and not the camera-based experiences that aren't dependent on it, but which no-one much cared about until now.
I mentioned it earlier, but you can bet your bottom dollar those games will be re-branded as "PlayStation Move" titles. It's a certainty. This hardware all works together, and even if the controller isn't a part of a particular softwares function, it'll still be Move branded. As a hypothetical example, what if Sony extend the Move brand to sixaxis enabled games. Should this thread be updated to include every game with sixaxis motion support..?
But EyePet is getting Move functionality, and not jsut being rebranded. Are you really going to include every PSEye title if Sony decide that now counts as Move? That seems a pretty muddled criteia IMO.If titles will be rebranded as 'Playstation Move' titles, then we will certainly bring them in here. EyePet is a case in point where that is happening, and it's in the list.
Sure (although at this point that's speculation, and Move officially is the controller), but then what exactly is the point of this thread? To end up listing half the games ever made for PS3?! I assumed it was here to bring to people's attention what games would be available close the release of the Move controller, such that they can give them a look and to highlight how much support this peripheral does or doesn't get. If a game doesn't require purchasing a Move controller or bundle, then there's no point having it here IMO, although I didn't start the thread so maybe I'm not in tune with the OP. Otherwise all these PSEye enabled titles need to be added, dating back 3 years prior to Move's release.
EyePet will release later this year, and even if you don't have move, it still works with the eye, and will still carry the Move branding on the box, and people will still believe that is a Playstation Move game, controller or not.
Actually, for the NA release, I remember reading that it actually won't work without the Move. That it's Move only, no standalone PSEye support. I'll see if I can find that interview.
EDIT
Here's the interview I was thinking of. It doesn't explicitly state that it is Move only, but I think by removing the Magic Card, it may essentially be a defacto Move only title with very limited interaction without the Move controller.
There's some assumption on this though, and it's yet to be seen if GT and Kung-Fu will be branded as Move titles.Why not? If people buy the packages, they certainly might want to know what they can get out of it. Move is sold as a package with the PSEye and Controller. They are a combo, and "Move" is the brand.
It's an issue of categorisation. Why have a Move Game thread and not a PS3 game thread? It's to identify a particular subset of games, which therefore needs properly defined criteria if it's not to just be a hodge-podge. This is me being anal.I see no problem here, other than a disagreement over minor semantics.
No, it's an attempt to be accurate.Trying to water it down and saying "oh well these were around before then and won't count" is silly.
EyePet is in this list because it has Move functionality using the Move wand. Again, if we're just saying anything that works with the Move bundle is a Move title, then the existing PSEye titles are technically Move titles. Why don't they make it into the list?EyePet will release later this year, and even if you don't have move, it still works with the eye, and will still carry the Move branding on the box, and people will still believe that is a Playstation Move game, controller or not.
in 2011 with built-in support for the Move controller. The game will also support regular controllers, however.
SingStar Dance
The comparisons to Harmonix's highly anticipated Dance Central are inevitable, and at first it seems like SingStar Dance will come out of the comparison looking pretty bad. After all, Dance Central tracks your entire body, while SingStar Dance just keeps track of the one hand that holds a PlayStation Move controller (leaving the other free to hold a microphone, we guess). Dance Central provides a small queue of upcoming dance moves on screen, so you can prepare for the next step, while the video dancers in SingStar Dance just throw moves at you and expect you to emulate them immediately and without warning.
But as I waved my arms and shook my behind to a rousing rendition of "Baby Got Back," I found it a bit hard to care about these supposed deficiencies. I was so focused on trying to mimic the somewhat repetitive set of on-screen dancers that I had to kind of take it on faith that the game was accurately grading my performance. If the game said my dancing was "Bad" or just "OK," I was horribly ill-equipped to disagree.
...
SingStar Guitar
Here the comparisons to Rock Band are unavoidable, and it's nearly impossible for SingStar Guitar to come out looking good. First off, each SingStar Guitar song only has a single guitar part with three separate selectable difficulties. This means that the second-player bass line that has been an industry standard since Guitar Hero 2 is just totally ignored here; if two people want to play guitar here, they'd better want to play the same exact part.
Secondly, the interface is just plain... well, plain. The guitar parts come scrolling down in sets of five colored columns that will be familiar to any virtual guitar player. But the lion's share of the screen is still devoted to the lyrics and singers' note tubes, leaving the guitar part looking cramped and tiny. There's no visual flair to the large, colored circles that indicate each fret and strum, with just the barest color change when you successfully hit or miss a note and no visual indication when you bend with the whammy bar. It's also hard to gauge your performance mid-song, as there's no way to keep track of your current combo of matched notes.
...
SingStar Dance and Guitar preview:
http://www.joystiq.com/2010/08/17/preview-singstar-dance-and-singstar-guitar/
The Shoot does not support body tracking. It's done by tracking the controller:
http://iwaggle.blogspot.com/2010/08/no-face-tracking-in-shoot.html