X's Playstation Move Review:
• Hardware
PS Eye - It's mildly unfortunate that it takes up one of the front USB Ports, but aside from that, it's easy to set up, and stays in place. It picks up the picture pretty well. My lady & I played the EyePet Demo, and it picks up clearly, which is nice. Nothing jawdropping, as it's a fairly standard cam, but it doesn't feel bad at all. It allows the Augmented Reality to work as you'd hope, though I wouldn't be against getting a better definition version of the camera, I'm sure Sony doesn't (currently) feel like screwing over the people that already own a PS Eye in getting them to adopt Move.
Move Controllers - The move controllers are wicked comfortable to hold. The T button is a really smooth trigger, and the Move button is a great place. Start & Select are really well put together and are out of the way, but accessible if needed. The Circle, X, Triangle, Square configuration is actually really easy to get used to despite moving from a diamond to a square layout. The only downside are that the buttons are a bit small, and stick out, but I would assume that was to make them easier to find without looking at the controller. The sphere is surprisingly soft, even moreso than I was expecting, and it'll notify you with a little non-annoying alert beep if it's out of range of the camera, and needs to be returned. (most games have a message as well).
Functionality - The controllers are very responsive, just how you'd want them to be. The XMB seems to be able to run just off of the hardware in the controllers, since the sphere stays unlit. XMB navigation is smooth, and natural. Hold the T Button and gesture to move wherever. Almost all functionality that you can do with gestures and the face buttons, Navigation, downloading, fastforwarding, etc. The only thing that I've been unable to find is an equivalent to R1/L1 to skip through images/songs, without needing to use the Triangle Menu, though it's only a minor annoyance, and I assume it could be patched to work by holding the Move Button and gesturing or something like that.
The 1:1 movement functionality seem to be accurate in the games that I've played so far, and I don't notice any lag in the games/demos that I've tried so far. The only oddity that I've noticed is the pre-game calibration that asks you to point the (blinking) controller directly at the PlayStation Eye. For some reason, when I do this, the cursor is off, but if I just point it at the center of the screen, it's perfectly calibrated and works like a charm.
• Sports Champions
(There's an * by the games that can be used with dual move Controllers)
Disc Golf - This is fairly enjoyable. It was the first game that I played. It responds exactly how I expect it to (curving, etc). I haven't spent a lot of time with it, so aside from the basic functionality, I don't have a lot of feedback. (On a side note, Connor throws like a complete barbaric idiot on his long distance shots, and is HILARIOUS as an opponent because of that).
Gladiator Arena* - This is fairly enjoyable. Although you don't control movement aside from strafing, or jumping back, it's no too noticable, because the main purpose it to be locked in combat with the opponent. The single controller isn't nearly as fun as the dual controller mode, though it's still very manageable and fluid with the one controller. I like that the shields break with more damage, though I've yet to see one completely shatter (though my lady came very close to breaking her opponenet's one round, with all the edges cracked off, and only the centerpiece remaining). It's fairly simplistic, as it's mostly reacting to their positioning with attacks, but it doesn't feel scripted at all, which is good. I have yet to get into any of the challenges yet.
Bocce - I'm actually really glad that this game is included. It's a great deal of fun, and it's technicaly in a very different way than Bowling would have been. One thing that I noticed that makes a large difference is how you arc your throws. There's a considerable difference in a straight, shallow throws vs. a steep, curved throw at the same speed. It's the least physical of the games, and is less frustrating than Disc Golf, so it's a nice game to relax to between other titles.
Archery* - Played briefly with one controller, and then went to get my second one (because the Gamestop where I got the bundle was out). THIS is by far my best experience with Move. I used to go shooting at an archery range with my dad, so I'm familiar with shooting a bow, though it's been a few years since I've done it. Picking up the Move Controllers, and using one as a bow, and the other as your pulling arm is completely natural. This is a case where if you know how to do something in real life, it translates into real ability in the game, which is EXACTLY what I want in a Motion Control System. The motion of pulling and arrow, aiming and firing is completely natural. I played through the Bronze Cup non-stop, and got 3 stars on every one, except two, and then got them when I went back (one because it was a new game-type, and the other, because it was the final match, and I was getting a little tired). In one where the targets came from the ground, I managed to leave my opponent at 0% accuracy with 0 shots taken, because I'd hit each target before they had a chance to fire. There's a ton of play modes, and it's a fantastic game.
Table Tennis - I'm ok, but not amazing at Ping Pong, but I can appreciate what's been put into this. There's a lot of subtle technicalities that, if you could actually do them, you could dominate in the game. You can undercut to ball for back spin, tilt forward for top spin, etc. Just make sure that you're holding your paddle properly. I'm sure anyone that enjoys/excels at Table Tennis/Ping Pong will like this as much as I liked Archery.
Volleyball* - Volleyball is an interesting choice (only tried this with 2 controllers). There's a TON of things to learn as far as how-to play, which is rather tedious, because what it shows, and what Volleyball IS, is mostly just a lot of "perform X motion/button to X situation, & perform Y motion/button to Y situation" It's not the best example of motion control, though it's still somewhat fun. It just feels like there's too much to it to make it really a viable game, or a good example of motion control. I'm not sure what I would have replaced it though, because the first things that come to mind are Boxing/Golf/Bowling. For Sports Champions: Gladiator Arena > Boxing (done in another game), and Disc Golf > Golf (also done in another game), Bocce > Bowling (also done in another game).
• Tumble
Tumble is a fun game, full of some basic, though technical motion controls. Essentially you're doing one of three things as far as I've played. Building a tower, Piling blocks on a table, blowing up a tower.
Towe Building - This has some interesting challenges. You have a base that you need to build off of, and nothing can be placed to support the tower from outside the base, or fall off of the tower and land outside of the base. with Bronze/Silver/Gold for height, but then unlocking other goals for Target and Time. I'm not sure what qualifies for the time trophies on each level yet, but the Targets appear in locations that require you to build the tower in a unique way to touch the target. The controls are fairly manageable with the gesture to flip the blocks, though I've found that the reset to default is quite useful.
Table Stacking - This mode, you need to stack a certain number of blocks on a table with none falling off. This either starts with 3 on the side that you choose until all 3 are gone, and then 3 more generate, or a pile on the ground. It gets rather challenging as you get a LOT of awkwardly shaped blocks (Pie shapes, cones, triangles, eggs, duodecahedrons, Tetris blocks, etc). The materials (Rubber, Plastic, Wood, Glass, Metal) start to make a difference along with the size. This presents the most creative options of the 3, with the goals for the total number of objects, and I believe there's target and time ones as well.
Tower Demolition - This is just a lot of fun. You get 3 limpett mines that explode in fairly rapid succession in the order you place them on a large tower. The tower is in the middle of a target moving from 20, 30, 40, etc out to 100. Heavy blocks have multipliers, as they're harder to move. Goals exist for total score, as well as the ability to blow up a block and make it land in a specific location.
Overall
I think that Move is
awesome. It met, and exceeded my expectations. The hardware delivered on everything that it's supposed to be capable of, and the games that exist have a few things that show off it's capabilities. I've yet to try out anything that uses a DS3/Navi controller, though I'd assume that the paired functionality works well, as there's nothing that should hold it back. As most reviews point out, it doesn't have "that one great game" yet, taht will convince everyone that they NEED it, but the titles that I've played so far, are at least enjoyable for anyone interested in it. Sorcery looks rather promising, and I figure it's only a matter of time before the Developers really start making something really unique and interesting with it, because it's got a
lot of potential. This is absolutely what I want from a motion control system, and I think that the big thing working to its advantage is how it pairs the technology with precision on a really capable system. I have to think that the generation that grew up around the Wii would be some eager to transition to a PS3 as they get older, which would match with Sony's 10 year lifespan for the console. Either way, I think that it's gonna be a slow launch, moving to integrate with the system, but I think that it's going to be a strong adaptation. My favorite thing is that when I'm done with the Move Games, I still have the standard gaming experience, and it helps to show the "It only does Everything" motto off as a fact.
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