Playstation Move Games

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The Virtua Tennis 4 shows much less lag than for example the EA Tiger Woods Golf game that was demoed last E3. Looks great!

Where PS Move implementation is concerned, I think the developers will need a lot of time to tune the controller. May be they have improved that Tiger Woods game since E3. Should check it out again. There is another Pro Golf game for Pro too, I think.



WRT Dance, I noticed that when I played the Wii version - initially it felt odd but after that it was just fun. What I love about these is the fact I will be able to buy upgrades to my current Singstar songs so I won't have to fork out a load and can buy at my own pace.

I may eventually just stick to Singstar, I already have too many of these types of games - actually having said that I'd probably end up with Rock Band 2 (as I have loads of DLC), Beatles as it is fantastic and one Singstar disk :)

Since they are using live performance instead of avatar performance, there will be a different kind of appeal to the game. It can be more funny (fun), or impressive depending on the performer.

It's true that the song licenses matter (a lot) too. I feel that SingStar doesn't shout enough about their PS2 song library, which many may have already bought. I wonder if they can reuse the songs beyond the basic SingStar.




Just wanted to point out that TTP has given me access for posting news to this blog also. So if you have any news ... ;)

As for branding, as this blog points out in one of the articles, the Kung Fu game is branded as a 'Controllerless Move Game' ...

Nice ! But for 'Controllerless Move Game', I think it's coined by the KF Live guys. Is that a Sony endorsed err... move ?
 
Subway and Sony promo here:
http://frenzy.subwayfreshbuzz.mobi/

How to play: http://www.centredaily.com/2010/08/16/2153452/subway-restaurants-heats-things.html

The program will offer consumers the chance to win the latest in active gaming and entertainment technology, including: PlayStation Move motion controller software bundles; collector’s edition boxes of Gran Turismo® 5 and LittleBigPlanet™2 as well as UNCHARTED 2: Among Thieves™ Fortune Hunter Edition; Sony Bravia 3D TV and HDTV entertainment packs; PSP® (PlayStation®Portable) entertainment packs that include a movie, game and PSP® 3000, and Sony Bloggie Cameras, among other exciting prizes.

Consumers can join the frenzy by redeeming codes from 32 oz drinks, specially marked SunChips® Monterey Jack and Sundried Tomato multigrain snacks, and specially marked SUBWAY® Breakfast sandwiches. Consumers who purchase these items in store can participate by entering the codes at SUBWAYFreshBuzz.com, via mobile device on SUBWAYFreshBuzz.mobi, or via text message to 87963. Participating consumers will learn instantly if they have won.

Saw a few gaffers won a game or two.
 
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

Another game, The Fight -- Lights Out, does ! (well, head tracking specifically)
http://www.thesixthaxis.com/2010/08/17/interview-the-fight-lights-out/

[TSA] Do you see the guys working with Move again? How have they found the experience overall?

[KG] It’s been a positive experience all-round. It hasn’t been an easy road of development, with it being new technology, so we’ve had to learn what we can and can’t do. We’ve spent a lot of time getting head-tracking to work with the hand-tracking, but it all works now, it’s all looking good. It’s been a hard cycle but it’s been a good one. It’s been worthwhile.

...on true one-to-one mapping:

[TSA] The one-to-one mapping looks pretty tight.

[KG] It is. As I say, it’s down to millimeters, and with our calibration process we detect the length of each player’s arms. It’s not going to work if some guy who’s six foot passes it to someone who’s four foot. It’s not going to work. So, we calibrate between every fight – your character’s arms are the same length as your own arms. If you have a long reach you can use it to your advantage. If you have a powerful swing you can use that to your advantage. The technology in Move, there’s a magnetometer and a gyroscope so it detects force as well as where it is in 3D space. If you throw a light punch, the character will throw a light punch. If you throw a heavy punch – and it hits – the enemy is going to know about it.
 
Just wanted to point out that TTP has given me access for posting news to this blog also. So if you have any news ... ;)

As for branding, as this blog points out in one of the articles, the Kung Fu game is branded as a 'Controllerless Move Game' ...

I took a quick look at the blog. I think we (the consumers) need...

* A way to organize the wall of links in the OP, like organizing them by genre, by tracking mechanisms, etc.

It's getting harder to track because we are at about 50 games now, and there are multiple games in the same space (e.g., Grand Slam Tennis vs Virtua Tennis).

If you do it right, we should be able to lump both PS Move and PS Eye games together harmoniously.


I like the iWonder game ideas page the best:
http://iwaggle.blogspot.com/p/iwonder.html

How to contribute more ?
 
I took a quick look at the blog. I think we (the consumers) need...

* A way to organize the wall of links in the OP, like organizing them by genre, by tracking mechanisms, etc.

It's getting harder to track because we are at about 50 games now, and there are multiple games in the same space (e.g., Grand Slam Tennis vs Virtua Tennis).

If you do it right, we should be able to lump both PS Move and PS Eye games together harmoniously.


I like the iWonder game ideas page the best:
http://iwaggle.blogspot.com/p/iwonder.html

How to contribute more ?

Did you look at this page below? I have some ideas for improving it, but think that it's good enough for now. You can sort by any of the columns.

https://sites.google.com/site/iwaggle3dgamelist/gamelist
 
More hands-on from Gamerscom:

Real-time Strategy: R.U.S.E. (video inside link)
http://kotaku.com/5615512/playing-r...m=feed&utm_campaign=Feed:+kotaku/full+(Kotaku)

I've played Ubisoft's real-time strategy game R.U.S.E. plenty of times with gamepads and keyboards, But this week was my first chance to check it out using the Playstation MOVE: And I loved it.


Free Combat: Kung Fu Live
http://ps3.ign.com/articles/111/1113847p1.html

Your avatar is maybe a quarter of the screen tall, but the gigantic boss towers over you taking up most of the screen's height. There are rock columns you can hop up to give the giant a kick in the face, which will bring him to his knees. Then you can stand under his face and hop up a few times to punch him in the nose. Is Kung-Fu Live silly? Very. But it's also quite amusing.

...

Impressively, Kung-Fu Live also lets you bring weapons into the game. Have a baseball bat, wrench, or tire iron lying around? If you hold it in your hand the camera will simply extend the hit box of your arm so you can use it to bash the bad guys.



Fixed Cross-hair Shooter: Heroes on the Move (brief off-screen video)
http://gamescom.gamespot.com/video/6273737/
http://ps3.ign.com/articles/111/1113669p1.html

I thought the Move controller worked well enough for the shooting parts -- even though the demo level was quite repetitive in its throw-tons-of-stupid-enemies-into-your-line-of-fire design -- but the melee parts were less impressive. I was tired of swinging a controller to do attacks about a week after the Wii released, and the Move was proving to me that not only is this still not all that fun, but it's also frustrating when it doesn't work as planned. Seriously, I (as well as others who played) couldn't get Sly to attack when I swung the controller unless I did it in a rage-induced flurry. I'm inclined to believe this was a technical problem because of the setting (a Sony employee at another game's station told me all the flashing lights could interfere with the PlayStation Eye), but it was nonetheless maddening.



New entries for the OP game list

Action Adventure ? No More Heroes:
http://ps3.ign.com/articles/111/1113845p1.html


Variable Cross-hair Shooter ? MAG
 
Did you look at this page below? I have some ideas for improving it, but think that it's good enough for now. You can sort by any of the columns.

https://sites.google.com/site/iwaggle3dgamelist/gamelist

Yeah, this page is a solid start. How to get to it from the main page ?

EDIT: Hmm... no genre field, which I think may be important for shoppers.

Okay, I bookmarked the page. Expect to check it frequently when PS Move launches.

Frankly, these work should be done by Sony. People focused on the limited PS Move feature/spec comparison list instead.
 
The Fight: Lights Out looks pretty terrible. Of course, this guy playing is probably the worst puncher of all time. Maybe he took a lot of karate classes and spent his time perfecting a chopping motion. Anyway, there's a huge delay between his punch and the punch on screen. It's also definitely not 1:1 motion mapping for the punches. He's chopping down with the move controller and the character on screen is throwing straight punches. Some of the hooks he tries to throw translate really really oddly on screen, like the character is holding his left arm out straight and never really hooks the punch in.

http://www.gametrailers.com/video/gc-10-the-fight/703242
 
The game supports both 1-1 and gesture-based combat. I believe if you hold down the trigger, it's gesture-based. So it's hard to guess what the player's intention was without zooming out. They should keep his hands in a PIP so that we can see clearly.

If it's in gesture mode, it's going to be laggy and the character's action may (will) not reflect the activation gesture.

Here's The Fight's producer explaining the game:

Not sure about the game myself since I don't really want my kid to see me throw a punch physically.
 
It looked pretty cool when he showed that camera angle face-on the character and showed the 1:1 movement. But then when he was actually fighting it looked kind of terrible again.

And what's with these guys that can't throw a straight punch?
 
At 6:48, the producer demoed the basic tracking, and I think some gesture-based attacks (e.g., The head butt looks like a gesture)

In the fight, that's where both the technical integration and player skills/experienes matter. There will be game lag (e.g., waiting for animation to finish ?) and players getting used to the fighting style. Will probably have to experience the game ourselves to identify what's unexpected or wrong.
 
Yeah, the vid you linked looks a lot better than the other one. I still think the fighting looks weird. It doesn't look like it's matching his movements that well a good amount of the time. It'll probably be kind of like Wii Sports Boxing, where you have to figure out what works and what doesn't, and I had a lot of fun with that.

And there's definitely some lag, even when he's performing the "1:1" movement. Nothing that looks unplayable. I imagine a bit of lag when doing movement processing is unavoidable.
 
Yeah, the vid you linked looks a lot better than the other one. I still think the fighting looks weird. It doesn't look like it's matching his movements that well a good amount of the time. It'll probably be kind of like Wii Sports Boxing, where you have to figure out what works and what doesn't, and I had a lot of fun with that.

I watched my son box in Wii Sports Boxing. This looks more accurate. But he's happy anyway.

And there's definitely some lag, even when he's performing the "1:1" movement. Nothing that looks unplayable. I imagine a bit of lag when doing movement processing is unavoidable.

The lag varies depending on what he's doing. His quick punches seem alright, but the fanciful attacks clearly lag behind severely. You can see in the video that his double-fisted attack kept getting interrupted by the enemy AI. :)
 
And there's definitely some lag, even when he's performing the "1:1" movement. Nothing that looks unplayable. I imagine a bit of lag when doing movement processing is unavoidable.
yep theres lag there, not up to kinect length but its definitely there. Gonna be a bit of a gameplay killer for this sort of game
 
At 6:48, the producer demoed the basic tracking, and I think some gesture-based attacks (e.g., The head butt looks like a gesture)

In the fight, that's where both the technical integration and player skills/experienes matter. There will be game lag (e.g., waiting for animation to finish ?) and players getting used to the fighting style. Will probably have to experience the game ourselves to identify what's unexpected or wrong.

Game is starting to look much better to me. He's naming quite a few cool features already, including fitness tracking, two player on and offline, I really loved seeing the one to one tracking in action, and the mini games for training and such (including hitting training boxing balls etc) look pretty good and could be really interesting. I also liked that you could fight clean or dirty and that this influences what guys want to fight you or not in the career mode.

I think one interesting part that may explain some of the disconnect we're seeing is that your career fighter actually has stats that improve over time thanks to training and fights, and these include stats for fitness and strength and such. This means that if you're fighting using your career guy, then you're going to see more lag / sluggishness depending on the stats of your character. So it will be interesting to see whether or not this affects your characters behaviour, compared to the 1:1 movement that we got to see in this video when that was demonstrated outside of a real fight.

I think we're touching upon an interesting point here where the 1:1 tracking and physical prowess of the person playing is balanced out against a 'game' that still needs to working partly on various levels of realism in order to keep a career interesting for everybody. Not everyone may buy into this, and we may be finding ourselves in a new area where some people will experience a new form of 'uncanny valley'. We'll probably see two types of gameplay emerge: the first where there is a healthy element of gameyness involved that alters various factors of the input to match the 'gameplay', where on the other hand we'll see the actual game adjust itself to the capabilities of the player.

For instance in a boxing game like this, a playful way of dealing with this in the second way would be that if you are a kid with limited hight and strength, but a lot of speed, then the game will take place in a juvinile detention center, if you're a woman you'll be playing against female inmates, if you're old ... etc. Whereas the first way would simply augment the base level of a kids best punches to that of a strong, grown adult, but slowing his speed down to match the strength. The latter solution seems to be what we're seeing mostly in this game in the career mode at least.

It would be cool though if at least in the multi-player modes we can choose between both systems so that you could basically both have a realistic match as well as a match using specific characters with specific stats that your own limited capabilities are matched with.
 
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