Forum > Gaming Discussion > Hating Sony Move
Hating Sony Move
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Thu, 11 Mar 2010 20:45:24
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My reason is different from most of yours, so I'll start with it.

#1. I don't like to see Sony fail and lose money, because they are capable of being a very fine publisher.  This motion controller is fighting a battle from 2 years ago.  This won't bring new consumers to the market, those have already come for the Wii.  

If you want to launch this stuff, it has to be bundled with a new console to work.  See SegaCD, 32X,  EyeToy, Broadband modem for Gamecube and on and on.  I own all those things.  I damn well bought nearly all the games for those add-ons and then watched them fail.  Developers won't support add-ons, there is not a user base to support them.

Okay, so now your reasons.  Here are the ones I've seen:

#2 I hate everything Sony does.

#3 This is such a blatant rip-off of the Wii it's ludicrous.

#4 The requirement for 3 different applicances and the cost is ridiculous.

#5 Motion controls on the Wii, PS3 and 360 are a bad direction for gaming.

Edited: Thu, 11 Mar 2010 20:55:13

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Thu, 11 Mar 2010 20:53:53
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#3, but I don't hate Move. Why? Because I've been using that controller for over three years now ( LOL ), and I'm quite used to it, thank you. The sheer copycat level that Sony has shown with Move so far is quite appalling, but it is a controller design that works. That being said, I don't think it'll sell well unless Sony packs it in with every PS3 console for FREE.

Edited: Thu, 11 Mar 2010 21:33:39

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Thu, 11 Mar 2010 21:55:27
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Ravenprose said:
#3, but I don't hate Move. Why? Because I've been using that controller for over three years now ( LOL ), and I'm quite used to it, thank you. The sheer copycat level that Sony has shown with Move so far is quite appalling, but it is a controller design that works. That being said, I don't think it'll sell well unless Sony packs it in with every PS3 console for FREE.

 Fairly sure they're bundling it with PS3's now.

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Thu, 11 Mar 2010 22:12:20
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darthhomer said:

Ravenprose said:
#3, but I don't hate Move. Why? Because I've been using that controller for over three years now ( LOL ), and I'm quite used to it, thank you. The sheer copycat level that Sony has shown with Move so far is quite appalling, but it is a controller design that works. That being said, I don't think it'll sell well unless Sony packs it in with every PS3 console for FREE.

 Fairly sure they're bundling it with PS3's now.

 Nooo.... Really?

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Thu, 11 Mar 2010 23:07:09
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#4, it will cost way too much, seems to be very confused on what you need to play, two wands, a sub-controller, who knows. It will lead to a Sega CD type expansion that is too expensive when most people with the console will probably be happy with what they have now. Plus they wont be making mega budget games for just the Move, the games will have to control with both controller and Move cause they want to reach the full user base, which in the end limits creativity.
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Fri, 12 Mar 2010 04:12:55
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#5 sounds like the pointing might suck.

That's the fucing best part of motion controls!

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Fri, 12 Mar 2010 12:42:09
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I dont hate it. I think functionally it seems fine, as good if not better than the standard wii remote and chuk, not sure if you add motionplus if the comparison is as flattering.

I do think it's shameless though and feels sort of redundant to me as we had all this marketing and new ways to play etc all those years ago and  publishers and developers didn't jump on it then.

When you start talking price you start talking penetration and install bases and other stuff, that has nothing to do with "hating" it. Just wondering if it will succeed based on how Sony plan on getting it into peoples hands and how developers are going to use it.

Motionplus launched almost a year back now and we've seen a smattering of games.

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Fri, 12 Mar 2010 13:21:13
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aspro said:

darthhomer said:

Ravenprose said:
#3, but I don't hate Move. Why? Because I've been using that controller for over three years now ( LOL ), and I'm quite used to it, thank you. The sheer copycat level that Sony has shown with Move so far is quite appalling, but it is a controller design that works. That being said, I don't think it'll sell well unless Sony packs it in with every PS3 console for FREE.

Fairly sure they're bundling it with PS3's now.

Nooo.... Really?

I actually don't think it will be bundled, with every PS3.  I'm sure there will be the "Move Bundle", but I can't see every PS3 coming with it.  There's still a library of hundreds of games that don't use it, and even if somehow Move is successful, it'll be at least a year after launch until a majority of games have some kind of use for it.  If they bundled it with every console it'd be like the Wii being bundled with the Balance Board.

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Fri, 12 Mar 2010 13:48:36
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Wii is now bundled with Sports resort and motionplus in europe. They did this instead of giving us the price drop the rest of the world got. Sony could do it this way, but I haven't heard that they are bundling it.

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Fri, 12 Mar 2010 20:09:06
#6  Where's the gameplay innovation?  Putting an image of yourself (from a front view) into the game? They need to do more.

#7 Why do they have to try so hard at being cool and gritty?  Or trying to blend cool and family friendly which seems to come out cartoony and generic. I really hate the cartoon avatars in that one game.

I want to see motion/pointer controls get better. Or at least utilized in more creative ways. Don't think it will really happen this generation though, but will know for sure this E3.

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Sat, 13 Mar 2010 18:03:58

The more I read about the Move, the more it sounds like a wii remote, chuk and motionplus. I mean exactly like it. 

Motionplus you have to correct with one button press for drift, you can just point at the screen and click a button. 

The Move also has latency and calibration issues, like having ceiling lights affecting sensor bar/PSeye tracking. 

http://www.eurogamer.net/articles/digitalfoundry-vs-playstation-move-article?page=3

Eurogamer

The fact that its design is so similar - albeit furnished with many more buttons - is just one of the factors that led many people I spoke to at the press event to conclude that the Move is almost like a Sony rendition of a potential Wii HD. But the team were keen to point out that the camera/sensor combo has far more implications on gameplay than many people realise. 

"When you go out of camera view, the inertial sensors can be used to keep track of the controller. Wii MotionPlus has similar sensors and it loses tracking after a while," observes Anton Mikhailov. 

"When you're going off screen and coming back, the sensors are good enough. The accelerometers and gyroscopes can give you positional data for a time. The problem is that they drift over time. Over short periods of time, they're great. That's why a lot of Wii games use gestures. But for long periods of time we use the camera to correct the data." 

What this does mean, however, is that all Move games require calibration, a system that isn't required on the more pick-up-and-play Wii. According to the Sony team, you simply stand (or sit) in front of the camera, press a button once and that's it. But last night, calibration proved to be far more intrusive. 

As I stood in line to get a go on Motion Fighter, the girl playing was having a torrid time getting her gestures recognised. Calibration was blamed and the system was reset. Playing Move Party, a ceiling spotlight appeared to be causing some recognition issues during one gameplay session, again necessitating a recalibration. 

This was all pre-alpha software in hardly the best of lighting conditions, and for the most part Move performed well. However, Sports Champions required a two-point calibration each and every time an event was chosen. It felt overly intrusive and I was keen to tackle the team on this issue. 

"There are different kinds of calibration," Anton Mikhailov responds. "There's system-level calibration. That's what defines the user environment and checks the lighting. It does general sphere calibration and image calibration etc. The thing you were seeing for sports games is actually calibrating to your body size. 

"That's game-specific. If you have long arms, we really want to make sure the body looks correct. For that game in particular, they're trying to do a very accurate sports simulation, so when you're serving or swinging, everything works right." 

I have to say that the tech demos the Sony team offered up were clearly far more indicative of the potential of the Move device. Some of the games I'd played the night before had showcased the precision of the controller, but they seemed bereft of the concepts that would really show the wand in its best light. 

Sports Champions' table tennis was pretty good, but it felt artificially slow compared to the real thing and despite the claims made by the tech team, it did appear to have some controller latency, as did all the games (the non one-to-one Motion Fighter being the worst in my view). I did get some 720p60 cam video which should allow me to get some idea of controller latency once I'm back in the Digital Foundry lair post-GDC. More on that another time. 

But right now, it's not the tech that concerns me, it's the quality of some of the games. The Shoot was typical lightgun fare and aside from a bizarre game mode activated by spinning around on the spot (!), it wasn't particularly noteworthy. Indeed, the ancient Virtua Cop seemed to have more innovative gameplay, particularly in terms of score attack mechanics. 

And quite why Brunswick Pro Bowling was at the event at all still leaves me somewhat puzzled. It's a game where you have to mimic the animation of the character on-screen, as opposed to your avatar following your motions. More than that, it's basically a conversion of an existing Wii game - what kind of message does that send out to gamers and press exactly? 

Far more engaging and original was Studio Cambridge's TV Superstar, a celeb-based (bear with me) series of mini-games designed to showcase all of Move's various features. There's some nice camera work: take a pic and then build a personalised avatar/celeb for the game. Mini-game fun then ensues. 

And fun it truly is - my personal favourite was a game that was basically Pain meets Hole in the Wall. Use Move to choose a target, hold the trigger button and pull yourself back on an enormous catapult, release, and off you fly. The target changes into the shape you need to position your avatar into for impact. Simple, fun, and making good use of the Move wand: surprisingly enjoyable stuff. 

The game Sony chose to showcase at the developer event - Move Party - is clearly the cream of the crop. It uses the augmented reality concept extremely well, it makes the most of the one-to-one motion control, it's got universal appeal and it deserves to be the key candidate for inclusion in the $100 Move/PSEye/game combo box that Sony is planning as the main Move SKU at launch. 

At the Move launch event I loved the initial, flashy presentation, and enjoyed the implementation of the motion controller in LittleBigPlanet and was a touch dismayed that Sony didn't choose to showcase it as a playable game. But while SOCOM proved it could "do" core games while Move Party and TV Superstar showed plenty of promise, I was disappointed by the lack of creativity in much of the other software. 

While PlayStation 3 clearly has the superior hardware, matching or indeed surpassing Nintendo's genius in game design is going to be the key challenge, just as it will be for the Xbox 360 developers currently beavering away on their Project Natal launch titles. 

But the right people at Sony are clearly having some great ideas, which hopefully we'll see translated into stronger games than many of those seen so far. 


 But then later they say that is has the potential to far exceed motionplus. 

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Sat, 13 Mar 2010 19:54:46
#3 - I already had a problem with the handling of the six-axis in the first place.  I don't support this kind of crap.

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Mon, 15 Mar 2010 18:32:05

I won't care until a few good games are made for it, and I imagine there are a lot of people like me, which means it'll quickly lose funding and interest.

But hey, I said the same thing about the Wii.

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Mon, 15 Mar 2010 20:52:42
Developers can't be too happy. How many control choices do they have to sort through now? Classic, motion, natal, keyboard and touchscreen. Have fun.
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Mon, 15 Mar 2010 21:36:39

angrymonkey said:
Developers can't be too happy. How many control choices do they have to sort through now? Classic, motion, natal, keyboard and touchscreen. Have fun.

 Yeah, lets see:

Wii: Wiimote, Wiimote w/ nunchuck, Classic, Pro Classic.

PS3: Sixaxis, DualShock3, PS3mote, PS3mote w/ funchuck.

360: Controller with directional that doesn't work, The FIFA one released in EU that does work.

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Tue, 16 Mar 2010 03:47:31
#2

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Tue, 16 Mar 2010 11:13:01

You know, a few weeks ago I was pretty sure that Red Steel 2 would get the Move port.

Seeing the pricing on this thing though, from a sales and distribution though, how does it make sense? Every Wii comes with the basic controller set which allows Ubi to pack in a motionplus with each game with hardly any price impact - I'm getting it for free for instance.

How does a $100 seperately sold controller factor in when Motionplus is required for this game? Its not one of those games where you can have pad control + a motion scheme on top.

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Tue, 16 Mar 2010 13:02:00

I've got a slightly different perspective on why to hate it, that kind of goes along with #5.

To me it's just Sony fighting for their share of an audience that doesn't buy games.  Motion helped to bring in a huge audience, but most of that audience didn't transition over to traditional gaming.  So now Sony wants that? Do they really think they'll do a better job?  Sure the technology is better, but it's also more expensive.  

To me it just seems a waste of Sony's money and time, and a waste of the money and time that all the 20 third party developers who are joining in with the Move games.  Publishers and developers are laying people off and closing their doors left and right these days. This is not going to help anyone.  

Edited: Tue, 16 Mar 2010 13:03:31
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Tue, 16 Mar 2010 21:06:16
I think the motion was the hook for a lot of customers to consider getting a wii but other factors seal the deal depending on customer needs. The price, size/aesthetics, nintendo brand/advertising campaign, multiplayer gaming(not online) which is almost extinct on other consoles. I think sony will get the people that are really interested in motion gaming( that don't balk at the price)  if they have some compelling games. But I can't see them selling a ton.
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