Move

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  • The Fight: Lights Out promises 60fps fighting on the Move

    by 
    Andrew Yoon
    Andrew Yoon
    04.16.2010

    Looks like the unnamed "Motion Fighter" for PlayStation Move now has a title. As revealed by the PlayStation.Blog, the game is now known as The Fight: Lights Out. For the uninitiated, The Fight is the Move's take on Punch-Out!, using the camera and two Move controllers to recreate your motions in a one-on-one setting. Producer John McLaughlin took a few jabs at the competition (read: Wii), emphasizing the visuals of his game. "There's been motion controller games out there without that graphical fidelity, and now on PlayStation 3, it truly is the platform that can deliver everything," McLaughlin stated. The Fight undoubtedly looks better than a Wii game (as it should), but we're most excited to hear that it runs at 60fps. Obviously, one of the biggest concerns surrounding the Move is the potential for input lag. If The Fight is capable of running at such a high framerate, it better deliver a truly fluid experience. We'll definitely get our hands on an updated build at E3 later this year.

  • PlayStation Move sub-controller now called 'Navigation Controller'

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    04.12.2010

    Sony's PlayStation Move sub-controller had its naming day at the FCC and marched off proudly as the "Navigation Controller." Mazel tov. The Sony America website has been updated to reflect the change. Meanwhile, the Wii Nunchuk controller is sipping its scotch in the corner and laughing maniacally over (somehow) having the cooler name. The next major public opportunity for the "Navigation Controller" to shake and Move its assets will be at Sony's E3 press conference, slated for June 15. Source -- PlayStation Move navigation controller [Sony] Source -- FCC %Gallery-87963% [Via Engadget]

  • Hudson's Lost in Shadow may come to PS3, 360; dev team 'brainstorming' Move, Natal titles

    by 
    Randy Nelson
    Randy Nelson
    04.09.2010

    Speaking with Joystiq at yesterday's Konami Gamers Night event, Hudson producer Shinichi Kasahara told us that he hopes his upcoming Wii title Lost in Shadow will someday see release on both PS3 and Xbox 360. When asked whether or not his team has any interest in developing for the HD consoles and their motion controllers, Kasahara said, "In addition to hopefully transferring [Lost in Shadow] to those consoles, we are also actually already brainstorming a couple of different ideas that we're probably going to develop for Natal and Move." Look for our hands-on with the Wii version of Lost in Shadow and our full interview with Kasahara-san coming soon.

  • 2K Sports is planning to support motion controls

    by 
    David Hinkle
    David Hinkle
    04.01.2010

    An interesting landscape is starting to take shape out there, thanks to the fresh wave of motion-control technology coming to gaming this year: the PlayStation Move and Microsoft's Project Natal. And there's no other genre that calls for an immediate association to motion-control gaming than sports, right? 2K Sports' VP of Marketing Jason Argent recently talked with the[a]listdaily about the new tech and its potential for sports games. Argent confirmed that 2K Sports would in fact be employing the tech, though there's no time-line as of yet. Argent only offered that we all should "stay tuned" for more info. For certain games -- hockey, baseball and boxing -- we'd say utilizing the tech makes sense, but how could it make for a fun football or basketball experience? Well, 2K Sports, forgive the pun but the ball's in your court. [Via Industry Gamers]

  • PlayStation Move controller hits FCC as 'Motion Controller,' confidential until September

    by 
    Thomas Ricker
    Thomas Ricker
    03.31.2010

    Sure, it's got the old name but Sony's "Motion Controller" CECH-ZCM1U is undoubtedly Sony's new PlayStation Move controller. There's not much to glean from the tests (yes, it passed) other than the specific mention of a Bluetooth 2.0 + EDR radio. The rest of the filing is under a 180 day confidentiality request good until September -- a bit earlier than Sony's reported "holiday" launch plans. Don't read too much into that FCC date though, Sony can always extend.

  • Zen Studios' Planet Minigolf will be Move-enabled

    by 
    Mike Schramm
    Mike Schramm
    03.29.2010

    Add one more title to the list of PlayStation Move launch games -- Zen Studios has announced that its Planet Minigolf game, set for a release as soon as this spring, will be "Move-enabled." Of course, Move isn't released until later this fall, but Zen promises that their game "will be fully-compatible" with the motion controller anyway. Presumably, that means you'll be able to swing the controller like a putt-putt club, but who knows -- maybe the game will incorporate any number of other minigolf-associated motions, from throwing your club in anger when the clown blocks your shot to stealthily nudging the ball with your foot when your opponent isn't looking. The possibilities are endless!

  • Miyamoto says that Wii is 'honored' to be in such great company as Move and Natal

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    03.26.2010

    While Sony might be doing its best to heat things up with its Wii-baiting "realistic movements" ad campaign, Nintendo's Shigeru Miyamoto is taking the high road. Elaborating on recent comments that he made about the threat posed by rival motion controllers (or lack thereof), the elder statesman, whose career stretches back to the beginnings of the video game industry and includes everything from Donkey Kong to The Legend of Zelda and beyond (don't forget Nintendogs), said that "[c]ompeting with other companies" in a specific product category was "never our top priority." Rather, the company will continue to do what it does best: creating "unique and unprecedented entertainment." So how does he feel about PS Move, then? "The user experience we have created is going to be intensified by the advent of new machines from other companies. It's a new experience that we originated. So we really see it as a great honor." Class act, that guy. We'll see how he feels when we beat him to market with our Engadget Vitality Sensor.

  • PlayStation Move recap: what you missed from the Engadget Show

    by 
    Andrew Yoon
    Andrew Yoon
    03.24.2010

    Did you miss our live broadcast of the Engadget Show? Joystiq's very own Chris Grant was on the show to talk to PlayStation Move's Richard Marks, who came prepared with brand new tech demos for the live audience. If you missed it the first time around, or want to just get another look, feel free to watch a recap of this segment. For the entire episode, feel free to visit Engadget to get links to HD downloads. Check out Engadget's extended "after the show" coverage of the PlayStation Move after the break.

  • AiLive shows off its LiveMove 2 software for building MotionPlus and PlayStation Move gestures

    by 
    Paul Miller
    Paul Miller
    03.19.2010

    If you've been following closely, there are really two sorts of input available to the PlayStation Move. The one that gets the most love and screen time is the camera-based, 3D meatspace tracking that the PlayStation Eye performs in conjunction with the fancy colored ball at the end of the PlayStation Move wand, but most of the actual gameplay we've seen is in truth much more similar to the Wii's MotionPlus than Sony might want to let on. The MotionPlus and PS Move have very similar configurations of gyroscopes and accelerometers, and actually use the same software from AiLive (co-creators of MotionPlus) for developing the gesture recognition that goes into games. We actually got to see the LiveMove 2 development environment in action, and it's pretty impressive: basically you tell a computer what gesture you want to perform (like "fist pump," for instance) and then perform a bunch of examples of that movement. LiveMove then figures out the range of allowable movement, and in playback mode shows you whether you're hitting the mark. AiLive showed us gestures as complicated as a Graffiti (of Palm OS yore) handwriting recognition in the air, built with just a few example movements from people back at their offices. So, this is great news for developers dealing with the significant complication of all these sensors, but at the same time we can't help but be a little disappointed. LiveMove 2 doesn't even use the PlayStation Eye, and as we mentioned in our hands-on impressions of PlayStation Move, we could really sense that a lot of our in-game actions were built from predefined gestures, not us interacting with the 3D environment in any "real" or physics-based way. It's great tech either way, but hopefully that's something that can be improved upon by launch or soon after. Check out a demo of LiveMove in action after the break.

  • PlayStation Move controller lag detected, analyzed

    by 
    Tim Stevens
    Tim Stevens
    03.18.2010

    When Sony unveiled its PlayStation Move (nee Arc) controller at the GDC last week, it came along with some impressive promises: it would only cost developers 2MB of system memory (out of 256MB on offer) and it would respond to user inputs within a single frame of animation. Our own experiences with the thing felt a bit more laggy, and now Eurogamer is echoing those impressions and putting a bit of science behind them courtesy of a 60fps Kodak Zi6 camcorder. By filming the controllers and their on-screen representation, the site's tireless statisticians calculated an actual lag (including that of the display) of 113ms -- closer to 10 6.78 frames if a game is running at 60fps. Naturally much of this is thanks to the rendering of the result and not just the Move, but according to a 2008 GamaSutra test we found (linked as "More Coverage" below), the controller lag from the standard PS3 controller varies widely from game to game, with GTA IV measured at 166ms -- almost 50 percent higher than seen by the Move. So, while we can't draw too many conclusions about this single-game test from GDC, we can give a little advice: get back to beating up some underworldian goons as Kratos and don't worry about it.

  • Toy Story 3, Brunswick Pro Bowling added to PlayStation Move lineup

    by 
    Mike Schramm
    Mike Schramm
    03.17.2010

    Sony has added two titles to the PlayStation Move's launch lineup that we haven't seen before. Not only will you be able to get your Move on in Slider, Sports Champions and all of the other announced launch titles, but we can now add Disney-Pixar's Toy Story 3 and Brunswick Pro Bowling into the mix as well. Toy Story 3 is of course a tie-in to the movie, and Brunswick is in there because you can't have a motion controller in 2010 without a bowling game attached. No seriously, you can't. Which is weird, because the future of gaming sure does look a lot like the 2007 of gaming. Only with better graphics. [Via PSLS]

  • PlayStation Move ad pulls no motion-controlled punches against Wii, Project Natal

    by 
    Ross Miller
    Ross Miller
    03.17.2010

    Sony's VP of Realistic Movements Kevin Butler (boy, does that guy have a large business card) is at it again, this time in a video ad for the PlayStation Move. He's back from the future to thank us all for the success of the motion control device, and make a few jabs towards Nintendo and Microsoft for their efforts. Here's a few choice quotes. "Because real boxers don't hit like this [flails arms exasperatingly]" "It's also got what we in the future call buttons, which turn out to be pretty important to those handful of millions of people who enjoy playing shooters, platformers, well, anything that doesn't involve catching a big red ball." "C'mon, who wants to pretend their hand is a gun. What is this, third grade? Pew, pew, pew." Check out the futuristic -- or now-eristic, rather -- commercial after the break. And if you ask, sorry, we still wouldn't bet on Kansas City in six.

  • Go behind the tech of PlayStation Move at the Engadget Show this Saturday

    by 
    Andrew Yoon
    Andrew Yoon
    03.16.2010

    The Engadget Show is teaming up with Joystiq's very own Chris Grant this Saturday in a brand new episode that features the newly unveiled PlayStation Move motion controller. Sony's Richard Marks will take the stage, bringing some brand new tech demos that highlight what the controller is capable of. This will be the first time the general public will be able to get their hands on the device, with random members of the audience being able to play with the Move live on stage. And there's going to be a special surprise ... If you're in the NYC area, go to Engadget to find out more details on how to score a ticket for the show. If you can't make it, don't worry! Both Joystiq and Engadget will have a live stream of the episode available for you to watch this Saturday, March 20th at 5PM EST. Hope to see you there!

  • Hands-on: PlayStation Move's Slider

    by 
    Andrew Yoon
    Andrew Yoon
    03.16.2010

    Don't get too excited, folks. This isn't a game adaptation of a popular sci-fi series. Slider is one of the first PlayStation Move-enabled games to come out Sony's Japan Studios. It's also a perfect example of a game that's significantly hampered by uninspired motion control design. Slider certainly has a lot of charm. You play as a business man (or woman) on the run from the Japanese mafia. In typically zany Japanese games logic, your escape vehicle of choice is random office furniture. The quirky concept is very reminiscent of Incredible Crisis, a PS1 minigame collection that also featured a race with furniture. A Sony producer told us that he was proud of the comparisons. Unfortunately, thanks to poor implementation of motion controls, Slider just isn't as good. Waggling the controller propels your character forward. To jump or duck, you need to thrust your controller upward or downward. Yes, moving forward, up and down all involve nearly identical motions, making for an imprecise and rather frustrating control experience. Every time our character failed to make a boost, or turn, or jump, or duck, we couldn't help but think, "Is this supposed to be fun?" Perhaps it's my innate lack of gaming skill, but I highly doubt casual gamers would be able to pick this up and play with any ease.

  • Interview: EyePet's Nicolas Doucet discusses Move integration

    by 
    Andrew Yoon
    Andrew Yoon
    03.16.2010

    We were starting to worry that SCEA had forgotten about EyePet when its planned holiday 2009 release came and went. Sony's Eye-enabled virtual pet simulator made a surprising reemergence recently, now featuring PlayStation Move support. We chatted with EyePet producer Nicolas Doucet about implementing Sony's motion controller into the game, and what that means for gamers, new and old. By removing the Magic Card, and replacing it with motion controls, isn't this new version of EyePet, essentially, a brand new game? Especially for North America and Japan, as well. It's going to be the first release, so yeah it's a brand new game. We've really made a lot of effort to make sure that whatever we converted from the Magic Card for the Move wasn't just a port. We deconstructed and reconstructed things to really make it feel like a Move-dedicated game. Obviously, to begin with it wasn't. We put a lot of effort into that. We've extended the development by another nine months to really give something special to players. Will it be a PlayStation Move launch title? Yes it will be, this Fall. %Gallery-88229%

  • Interview: ModNation Racers' Dan Sochan

    by 
    Andrew Yoon
    Andrew Yoon
    03.15.2010

    ModNation Racers has come a long way since the release of its public beta last year. Since then, Sony San Diego Studios and United Front Games have expanded the franchise quite a bit, adding a number of new creation tools, four-player split-screen support and even a PSP counterpart. We chatted with ModNation Racers producer Dan Sochan about what's new, and what we can expect from the future, including support for the PlayStation Move motion controller. Joystiq: What's new about the code we're seeing today at GDC? Dan Sochan, producer, ModNation Racers: There's the four-player split-screen, two-player online split-screen, and we've also announced and have been showing off more of the single player career. We kept the story of the single player career mode quite light. At its core, it's still a racing game, so we didn't want to complicate it with you saving the world. The story is you're this young racer who goes into this league, the ModNation Racing Championship, and you're basically going from a nobody to take on the ultimate champion. Through the way you have also have a bit of an influence. It has some elements of Pleasantville, where everyone tends to be a little bit more drab with the colors they choose for their characters and karts, and you influence them by being very creative. So all of a sudden everyone wants to have bright, vibrant colors and doing very elaborate decorating of themselves and their karts, and it's narrated through two characters: Biff and Gary, who offer comic relief through the game. How does progression work in the single player campaign? Do you unlock creation tools in that mode, akin to LittleBigPlanet? Yes, definitely there will be a certain number of unlockables you'll get through the career, but we tried not to make it exclusively through the career. We didn't want to pigeonhole people and force them to play that way. So you'll also get more unlocks by publishing, sharing, downloading, voting, basically being a participant in the community, which is kind of cool.%Gallery-64898%

  • PlayStation Move requires only 2MB of RAM, developers breathe sigh of relief

    by 
    Sean Hollister
    Sean Hollister
    03.13.2010

    While it's a crying shame that Sony's PlayStation Move won't have full four-player support, at least the technology is efficient; our buddies at Joystiq are reporting that the camera-and-wand based motion control game system will only minimally impact game performance. Quizzing Sony's David Coombes, they found out that the advanced image processing required to make sense of your wild, flailing movements will take only 1-2 MB of RAM. Of course, when you consider that the PS3 has only 256MB of fast XDR memory to begin with, that 2MB isn't as "insignificant" as Sony would have you believe, but coupled with the company's claim that the whole shebang takes "under a frame" of the Cell CPU's processing time, we're inclined to think it won't be much of an issue for the end user. Assuming they fix that nasty lag, of course. Check out our full PlayStation Move guide for more details.

  • Joystiq and Sony VP Scott Rohde talk PlayStation Move

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    03.12.2010

    So, we brought you along for the big reveal and some playtesting, and even presented you with this handy guide just in case you had any more questions. You still haven't got enough of Sony's new motion controller? You're going to want to hop on over to Joystiq for an enjoyable interview with Sony Worldwide Studios VP Scott Rohde where he gets down to brass tacks and answers questions involving the ins and outs of Move game distro, whether the preponderance of "shovelware" mini-game collections will help or hurt the platform, and the fate of the DualShock controller. It's a wild ride, indeed. So why are you still here?

  • PlayStation Move requires 1-2 MB of system memory

    by 
    Andrew Yoon
    Andrew Yoon
    03.11.2010

    Sony's GDC panel "Introducing the PlayStation Motion Controller was exactly that: An introduction to the newly named Move peripheral. David Coombes, Kirk Bender and Anton Mikhailov showcased a number of impressive tech demos, many of which demonstrated the Move's incredible precision and low latency. One of the most impressive demos showcased full body tracking using an on-screen body puppet, not unlike one of Project Natal's tech demos. Body tracking is made possible by combining the Move and PS3's head tracking capability. According to the presentation, the PS3 can also detect faces, going so far as to identify individuals through face contour and feature detection. The software will be able to recognize gender, age, smiles and when eyes open and close. Coombes explained that all the calculations necessary to handle image processing are done by the Cell CPU, which apparently excels at the doing floating point calculations. The raw data can be processed incredibly quickly by the PS3, taking "under a frame" to translate to a game experience. And while Mikhailov didn't reveal how much of the CPU's overall power the Move controller requires, he did reveal that the memory demands are truly "insignificant" -- 1-2 MB of system memory.

  • PlayStation Move: everything you ever wanted to know

    by 
    Paul Miller
    Paul Miller
    03.11.2010

    Sony dropped a lot of knowledge on us yesterday, at long last replacing rampant speculation with some cold hard facts -- and even a name! -- for its new PlayStation motion controller. The PlayStation Move is being described as a "platform" and a "virtual console launch" by folks at Sony, and we think they mean it, so prepare for a motion-controlled ad war later this year, as Microsoft and Sony set themselves up for a real three-way fight with Nintendo for your physical living room activity of the gaming variety. While some of the high-level Wii-like functionalities might be obvious, follow us after the break as we walk through the nitty gritty of everything we know so far about Move. %Gallery-87956%