Tag Archives: PsMove

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

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.

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

AiLive shows off its LiveMove 2 software for building MotionPlus and PlayStation Move gestures originally appeared on Engadget on Fri, 19 Mar 2010 12:19:00 EST. Please see our terms for use of feeds.

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

digg_url = ‘http://digg.com/playstation/PlayStation_Move_ad_pokes_fun_at_Project_Natal_and_Wii’; 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.

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

PlayStation Move ad pulls no motion-controlled punches against Wii, Project Natal originally appeared on Engadget on Wed, 17 Mar 2010 18:52:00 EST. Please see our terms for use of feeds.

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Joystiq and Sony VP Scott Rohde talk PlayStation Move

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?

Joystiq and Sony VP Scott Rohde talk PlayStation Move originally appeared on Engadget on Fri, 12 Mar 2010 10:49:00 EST. Please see our terms for use of feeds.

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PlayStation Move: everything you ever wanted to know

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.

Continue reading PlayStation Move: everything you ever wanted to know

PlayStation Move: everything you ever wanted to know originally appeared on Engadget on Thu, 11 Mar 2010 14:31:00 EST. Please see our terms for use of feeds.

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PlayStation Move first hands-on (update: video!)

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, 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 batteries.
  • 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.
  • The system seemed to have a bit of trouble understanding the configuration of our body in a swordfighting stance: even though we selected “left handed,” it was putting our sword arm forward instead of our shield. Right-handers didn’t seem to have similar problems, and we’re sure this will be ironed out in time, but it certainly shows that the controllers aren’t magical in their space-detection prowess.
  • As would be expected, you’re supposed to stand relatively center on the TV, and at a certain optimal distance. The system is forgiving, but there’s a sweet spot that users will undoubtedly have to learn.
  • Lag is less prominent on Socom 4, and we’d say we’re pretty accurate with the controller already, though the framerate choppiness of this pre-alpha build obviously hampers that a bit. We did get a slight feel of being in “scene to scene” shootouts instead of a free-roaming FPS, perhaps a design choice to mitigate the limited camera movement offered by the controller, but we’ll have to see more levels to know for sure.

Update: We added in a longer video — are you ready for three minutes of nonstop excitement?

Update, final edition: We’ve got a new video with close-up walkthroughs of the controllers and some in-depth gameplay of Socom 4.

Continue reading PlayStation Move first hands-on (update: video!)

PlayStation Move first hands-on (update: video!) originally appeared on Engadget on Wed, 10 Mar 2010 23:58:00 EST. Please see our terms for use of feeds.

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