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Hands-On With The PlayStation Move

 Get your... Move on?
 Get your... Move on?
The PlayStation 3 Motion Controller--wait, sorry, the PlayStation Move--feels like it has a lot of potential. But I'm not sure how much of that potential I saw in the games Sony had on offer at its GDC showcase tonight. The Move (it's going to take some time to get used to saying that) is able to track more variables at a higher level of precision than the Wii's Remote does, but most of the initial games Sony had to show seemed pretty similar to the kinds of things developers have been doing on the Wii for a couple of years now.

But first, let's break down the controller a little bit. It's got a glowing orb at its top, below which are the four standard PS3 face buttons and an "action" button marked with the Move logo in the middle of the four regular buttons. There are start and select buttons on the sides of the controller's cylindrical casing, and a trigger on its underside. Sony will also be selling a peripheral "sub-controller" that you'll hold in your off hand for games that require it, and this controller basically resembles the left half of a DualShock, with analog stick and shoulder buttons included. But SOCOM 4 was the only game I saw tonight that used this second peripheral.

Both of these controllers feel sensibly designed and perfectly natural in your hands. I didn't stop to think about which buttons I was hitting or how I was moving them around, probably because they're so similar to the existing PlayStation 3 controller. In fact, it sort of feels like Sony split a DualShock in two and slapped a scoop of multicolored ice cream on top of one side. Mmm, ice cream. I'll take a Rocky Road-flavored Move, please.

Based on my snap judgement, depth is the biggest thing about the Move that could change the way it's implemented in future games. The required PlayStation Eye camera apparently keeps a precise measurement from its fixed perspective of the size of the glowing orb at the top of the Move, allowing it to judge exactly how far you are from the television and adjusting your in-game control accordingly. That could let you move an in-game character or cursor in and out of a scene, maybe even reaching directly into the television and manipulating objects in the game world directly based on your distance from the television.

 Let's have a Move Party? Sorry, it's late. I got nothing.
 Let's have a Move Party? Sorry, it's late. I got nothing.
In fact, "alternate reality" in its various potential forms seems like the big advantage the Move has over the Wii (aside from HD graphics). In addition to the depth sensing allowing you to move in and out of the game, the Eye can supply a video feed of you and the controller, and the PS3 can seamlessly map 3D objects onto the controller to make it look for all the world like you're holding a paintbrush, or a tennis racquet, or a bug net rather than just a hunk of plastic with a glowing ball on the end. The 3D object-mapping is a striking and really impressive effect, but developers will need to come up with more engrossing ideas than simple minigames to make this aspect of the Move stick.

I got to spend some time with the light gun game The Shoot, the simplified hand-to-hand combat game Motion Fighter, and SOCOM 4, the last of which played pretty much exactly like you'd expect a third-person shooter to play. SOCOM 4 has destructible cover in it, but otherwise I didn't see much that was new to the franchise or the genre in general. That said, the Move felt like a natural and precise way to aim my weapon, without the swimminess or jitter that you sometimes get when using the Wii Remote as a pointing device. It's really too early to say how distinctly the Move will be able to differentiate itself from the Wii's controls; the potential seems to be there, but I'm waiting for Sony to offer a more profound proof of concept.

Here's a couple of less obvious things that actually excite me about the PlayStation Move.

  • The PlayStation Eye can identify features like a player's eyes, nose, and mouth, and use them as reference points for head-tracking control, giving you the chance to control your perspective
  • The color of the glowing orb on the controller is entirely controllable by the developer. It can display a smooth gradient from one color to another, so it could go from green to red slowly as your health diminishes, or something like that. Creative developers could probably come up with some interesting ways to use that feature.

How many other ways can I convey a "wait-and-see" approach to this thing? The technology seems to be more robust than anyone else doing motion control right now, but I want to see it harnessed by more than point-and-shoot games and minigame collections. Since the Move isn't shipping until around the end of the year, let's give Sony just a bit more time to impress us, shall we? 
 
See, here's a sample.
    
 

Sony GDC: Sports Champions

Whee, sports!

139 Comments
Woodroez on March 10, 2010
I dunno, I think it looks interesting. Will have to see if it gets any AAA support.
extremeradical on March 10, 2010
Useful accessory, or not so much? We can only wait and see.
Abyssfull online on March 10, 2010

Just like the ps3 itself, this looks like its going to have a very rocky beginning.
Aydin on March 10, 2010
Do we really need Wii games powered with PS3 graphics? This is just like Wii all over again. Their focus seems to be on family-friendly / mini-game stuff which I have had enough this generation. 
 
But I'll leave the judgement until it's actually out. We'll see.
doe3879 on March 10, 2010
bet there's gona be tons of WII port in the PSN story
elko84 on March 10, 2010
Table Tennis looks like it could be fun
Al3xand3r on March 10, 2010
Sony's innovation bringing you the futur... er, 2006 and summer 2009 to you sometime in 2010!
From Engadged:
At last, we've felt Sony's long awaited motion controller, now at last officially known as "PlayStation Move," in our unworthy, sweaty hands. We have a bunch of videos on the way, along with some impressions to share, but for now you can revel in our first close-ups of the controllers in the gallery below. Here are some of our initial thoughts:

The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we're guessing that's due to Sony's continued love of rechargeable battery.
The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we're not sure yet about the subcontroller.

We hate to say this about "pre-alpha" software, but we're feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we've had on the Wii, both in precision and refresh rate of the aiming cursor.


The gladiator game is about as fun as it looks, we'll have video after the break momentarily. Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn't possible with PlayStation Move, just that it's not this.

The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There's an aspect of the controller that feels a little cheap, but at the same time we wouldn't call it fragile.

As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It's hard to see this as the preferred hardcore setup, but we're told it's configurable, so we'll try and see what else is on offer.

Of course, I expect nothing but ignorance of any issues and constant praise above & beyond Wii from your average online publication like Kotaku and its kind.
JJOR64 on March 10, 2010
I just want to know how this is going to sell.
TwoOneFive online on March 10, 2010
good article brad.  
im tired of how many annoying 360/wii fanboys are on here bashing the thing for no good reasons.  
they showed off mainly proof of concept/shovelware for GDC. 
Come E3 and the days leading up to this device's launch, i expect a few notable devs, including media molecule with LBP, to show off far more impressive stuff. 
RandomBullet on March 10, 2010

Wonder how many more 'move' puns they can pull out before the end of the week...
CaptainFish on March 10, 2010
So I guess you guys scooped Tested.com on the future of teledildonics, eh?
MAN_FLANNEL on March 10, 2010
@Al3xand3r said:
"
"
I hate you as a human being, but fuck yes dude.
BD_Mr_Bubbles on March 10, 2010
@extremeradical said:
" Useful accessory, or not so much? We can only wait and see. "
Darkstar614 on March 10, 2010
Hey! Everyone keep posting how it's very similar to the Wii with Motion Plus! That'll show 'em!
 
Turns out most people's hands are shaped the same way. So when you design a motion controller it has to be comfortable and provide all the features it needs to. What does that end up looking like if made by 2 different people? Probably something very similar.
 
Christ.
Brazzle on March 10, 2010
Word.
 
The very fact that it might not be a terribly inferior way to control SOCOM is enough to interest me, that is something the Wii is just not capable of.
Linkyshinks on March 10, 2010
Once it gets some good development software to take advantage of it''s sensory capability, I expect developers will start making truly great titles with it.   
 
 
 
 
@Al3xand3r said:
" Sony's innovation bringing you the futur... er, 2006 and summer 2009 to you sometime in 2010!
From Engadged:
At last, we've felt Sony's long awaited motion controller, now at last officially known as "PlayStation Move," in our unworthy, sweaty hands. We have a bunch of videos on the way, along with some impressions to share, but for now you can revel in our first close-ups of the controllers in the gallery below. Here are some of our initial thoughts:

The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we're guessing that's due to Sony's continued love of rechargeable battery.
The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we're not sure yet about the subcontroller.

We hate to say this about "pre-alpha" software, but we're feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we've had on the Wii, both in precision and refresh rate of the aiming cursor.


The gladiator game is about as fun as it looks, we'll have video after the break momentarily. Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn't possible with PlayStation Move, just that it's not this.

The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There's an aspect of the controller that feels a little cheap, but at the same time we wouldn't call it fragile.

As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It's hard to see this as the preferred hardcore setup, but we're told it's configurable, so we'll try and see what else is on offer.Of course, I expect nothing but ignorance of these issues and constant praise from your average online publication like, I don't know, Kotaku and its kind. "

 
 I imagine the Wii Remote looked far worse in it's pre-alpha stage. It was inferior to this even when it launched, without well honed LiveMove software. ( -2 years) 
Al3xand3r on March 10, 2010
@Brazzle said:

Word.  The very fact that it might not be a terribly inferior way to control SOCOM is enough to interest me, that is something the Wii is just not capable of.

Erm, have you even played on Wii?  the SOCOM control setup in particular was near identical to Wii controls in FPS and TPS titles, like any FPS port or Battalion Wars. It's nice to finally realise a certain way of doing things is good, but dismissing those who did it first on top of that is hypocritical to say the least.

Nice imagination you got there Linky. I doubt these are pre-alpha when they're launching this year and have mostly completed visuals, as much as they wanna call it that to dodge issues. Wii Sports Resort was first shown @ E3 a full year before release and wasn't like that. In any case, it's all we have to judge for now, and those aren't my impressions or anything. Anyone who wants to assume it will be 10x better by release is free to do so.
Karmann on March 11, 2010
I like this better than the wii in oh-so many ways, sure it's a blatant rip-off, but if it can do everything the wii can do, and do it better, and with better graphics, I don't care!!! Also, this may mean multi platform motion games!! maybe some triple-A thid party games might FINALLY reach wii owners! they should be happy about this!
asojax on March 11, 2010

maybe i missed something, but i believe will wright likened the wii to a kids toy, and the sony "playstation move" makes me think that sony wants gamers to play with a toy,  it seems like hardcore gamers/sony fanboys if you will are jumping on the casual gamer band wagon just because it's something released by sony, they might as well change the slogan to "what moves you" im sorry i'll avoid this product because it looks like a copy, i may check out microsofts project natal just for the fact it loses the controllers and actually looks like a new way to move motion controls... or i may just get off my arse and go play basketball outside like a real person.  

Lazyaza on March 11, 2010
I'm interested but not exactly excited to see what comes of this controller.
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