Showing posts with label PlayStation Move. Show all posts
Showing posts with label PlayStation Move. Show all posts

Tuesday, 28 September 2010

Review: Resident Evil 5 Gold Edition (Move Edition)

After a thorough playtesting of Sony’s Move controller over the launch weekend I delivered my final verdict on the device and most of its launch line-up last Monday. A few games were missing however. One of those was Capcom’s seminal survival shooter (come on now it’s hardly a horror game is it) Resident Evil 5: Gold Edition; an updated version of RE5 containing two extra single player chapters, and via a patch available from the PSN, full PlayStation Move support.

Seeing as RE4 on the GameCube still ranks up there with some of my favourite games of all time (it’s in my top ten), and that the Wii Edition remains in my opinion, the definitive version to play, I was more than a little interested to see how the Move enabled RE5 would turn out. After all, surely the precision tracking and lack of latency on Sony’s motion controller would make for an even better experience than on the Wii? Sadly, that isn’t completely the case, with the developers arguably just including Move support without really thinking too much about the end results.

Okay, perhaps that’s a slightly harsh statement, because while RE5: Gold Edition does feature a few glaring flaws with regards to its new motion control implementation, it’s also still a reasonably playable experience, just not as much so as when using the standard Dual Shock or Sixaxis controllers.


Part of the problem lies in both the button choices used for each configuration (there are two types) and how the Move’s pointer has been implemented in place of using the standard analogue sticks. Character movement is handled by the analogue stick on the Navigation Controller, whilst all aiming and menu selection is done via the Move. Holding down the T-Trigger brings up your aiming cursor, and pushing the Move button shoots you gun. A quick waggle of the Move also delivers a delayed slice of your knife.

When using the Move there is no dual control for both moving and aiming at the same time, as is possible with the standard PS3 controller. Instead, you can only choose to either move, or aim and look around when stationary. The analogue stick on the Navigation controller allows you to look around freely, whilst the Move is used to aim. This will be familiar to those who have played Resident Evil 4 on both the GameCube and the Wii, and may come as a hindrance if you are not used to such a system. Thankfully, I didn’t find it to be all that much of a problem, though the lack of a Move equivalent to the dual analogue solution is somewhat disappointing.

Using the Move button to fire, rather than the T-Trigger also feels a little odd. When pressing down on the trigger, your thumb immediately uses the top of the Move’s surface to hold it in a steady position, maintaining a strong grip in the process. However, when you let go, and then push down again to make each shot (whilst still holding down the trigger) your initially steady grip is reduced somewhat. Surely, it would make more sense to have the Move button being held down in order to bring up the aiming cursor, and then using the T-Trigger as the fire button. That would make the whole experience feel far more natural.

Thankfully the existing set-up works rather well, and when blasting away at fifteen, twenty enemies pushing the Move button to fire whilst holding down the trigger isn’t particularly uncomfortable, just maybe not the most thought out choice.


What IS an issue, and by far the biggest oversight in implementing Move support, is how the aiming cursor constantly reconfigures itself in accordance to the Move’s position, often with unwanted results.

For example, when you push down on the T-Trigger to bring up your aiming reticule, the Move’s position is immediately determined at that point. However, after you’ve finished shooting, and thus releasing the trigger, the calibration seems to get thrown off. If you bring up your reticule with the Move positioned a little lower down than before, then it will appear higher up on screen than it should, or if you are aiming a little too far to the left or right before pushing down on the T-Trigger, the reticule also appears too far on either side of the screen.

By contrast, in Resident Evil 4 the position of the Wii Remote and pointer was always tracked from a specific point (I certainly don’t remember it being like this), so when you go to aim the reticule would automatically be positioned accordingly. Not so with Move and RE5 – the cursor on screen simply doesn’t line-up unless you position the Move at its starting position each time before hitting the T-Trigger.

At least the Move does provide noticeably greater accuracy than the Wii remote when it comes to lining up your shots, and quickly moving from target to target. Initially the default settings feel rather slow, and are in fact pretty sluggish compared to Wii Resi 4. However, you can adjust both the pointer speed and sensitivity in the options menu, which tightens up the controls considerably. Perhaps the only fault when doing this, is that when the game slows down, dropping framerate, the additional latency present is far more noticeable than if you had the cursor sensitivity, and speed set at lower levels.


Another issue is with regards to the use of the four face buttons found on the DS3 and Sixaxis controllers for performing certain moves, and to access your inventory screen. Running is done by holding down the ‘cross’ button, whilst ‘triangle’ is used to bring up the inventory screen. Now this doesn’t sound too bad, and in actual fact using ‘cross’ to run is perfectly fine. However, seeing as both ‘square’ and ‘triangle’ can be a little uncomfortable to reach it would have made more sense to make ‘cross’ or ‘circle’ the inventory and map buttons, leaving running to be done using the L2 trigger on the Navigation controller.

Playing in a dark room with the buttons obscured by the lack of visibility can be somewhat annoying, especially as the face buttons are divided by some length with regards to the Move button’s placement in between. The problem lies in being able to quickly toggle in and out of your inventory in the heat of battle, swapping weapons and items around between both characters, or just reorganising some space to equip new ones found along the way. Navigating these screens using the pointer is fine, as is using both the Move button to select items, and swap with other players. It’s just the ability to bring them up quickly that can be troublesome.

Other than that Resident Evil 5: Gold Edition does work reasonably well with the Move. Aiming in particular is faster and more accurate than when using a normal controller, and losing the ability to move whilst looking around or aiming isn’t a major loss. You can also see the reduced latency the Move provides over the Wii remote in terms of basic response time, although the game’s erratic framerate does on many occasions diminish this greatly.


Slight to heavy annoyances with the button configurations, and accentuated controller lag due to slowdown aside, it maybe isn’t quite as bad as you initially might think, once you get used to it. Sadly, it is a little behind the Wii version of Resident Evil 4 where the overall nature of fluid and intuitive controls are concerned. The Move might offer lower latency in moving the cursor around on screen, but it is also hindered by a game designed for far quicker reactions with a standard control pad.

Despite this, the actual RE5 game itself is still as fun to play as ever, though lacking any real sense of horror. Instead, most of the time you find it regularly turning into a crowded shooting gallery of sorts, with you becoming involved in a juggling act of babysitting your AI partner, and navigating menus as fast as possible. The storyline is classic b-move Capcom fodder, the character, and enemy designs are solid though sometimes uninspired. And visually. Well, it’s still one of the best looking games this generation. Resident Evil 4 may clearly be a better game all round, but there is still much to like about Capcom’s aging survival horror, turned survival shooter series.


Those after a state of the art reason to own the Move, or even just a finely tuned experience may want to look elsewhere. That said, even if you already own the Gold Edition of RE5, been playing through it to death, finishing every chapter, unlocking every little morsel of extra content, then it is more than worth another look if you so happen to own Sony’s motion control combo. However, it is also definitely not worth buying both a Move and Navigation controller specifically for. Or the other way around if you’re looking for more compatible titles.

VERDICT: 6/10

The above score relates solely to the use of Move controls in RE5, and not as an assesment of the overall quality of the game.

Monday, 20 September 2010

Feature: PlayStation Move: The Verdict

There is no doubting the Wii’s initial success; it was the right time, and the right place for motion controls to really start to take off. Promises of life-like, eventual 1:1 motion, combined with that feel-good, family fun factor when people come together to play were all jostled about like F1 cars battling for that coveted no.1 spot. However, amongst all the hype, the potential to change the face of traditional gaming forever, was the hard reality that, for all Nintendo’s promises the Wii had largely failed to deliver on them as a whole.

The lack of true 1:1 motion control led to what is known as the ‘waggle’ factor being included in games; a series of predefined moves in the game where by the data from the Wii remote and sensors would be processed and interpreted by the Wii console into these actions. The result: a mere illusion of proper motion control, in which you were simply waving your arms around (or the flick of a wrist) in order to do what seemed like a number of overly flashy button presses.

Nintendo finally brought in the Motion Plus upgrade to alleviate the problem, finally delivering on that original 1:1 promise. And although it did, by and large succeed, it was far too late, and the end results were less than impressive. There was still some form of waggle being present, and the lag in titles which actually used full 1:1 tracking was noticeably high. Suffice to say the Motion Plus was too little, too late, and by that time both Sony and Microsoft were eying up the market for them selves.


Whereas MS are clearly aiming themselves at the casual gaming market with their completely controllerless solution in Kinect, Sony, with PlayStation Move, are in fact attempting to cross over into the best of both worlds; luring gamers with the incredibly high-precision of their device, whilst also catering for the mainstream via a selection of highly accurate mii-too sports and entertainment titles.

Unlike Nintendo, who in the beginning promised accurate 1:1 motion tracking and a fast, responsive solution, Sony have actually delivered on just that. The sheer accuracy and precision of the Move is simply incredible. Not only is true 1:1 tracking fully available, along with advanced depth perception, it is also able to operate with in just 1 or 2 frames of latency (that’s between 66ms and 132ms of lag), with just an additional 22ms stemming from the Move device relaying data to the PS3 itself.

If those numbers at first seem a little high, remember that most 60fps titles operate with 66ms latency at standard, with 30fps titles hitting around the 100ms mark. Interestingly, both Halo 3 and the forthcoming NFS Hot Pursuit operate at 100ms, whilst Killzone 2 is around 150ms. Incredibly, that puts the Move right up there with standard controller response times in an average to best scenario. This completely overshadows Microsoft’s Kinect, which on average operates at around 200ms latency when using full body tracking.

Indeed, a few of the Move’s launch titles show off the device’s unflinching precision when it comes to movement tracking. Pin-point accuracy is commonplace in the best titles, whilst latency is noticeably well below levels found on all the best Wii games. What this means is that the most accomplished launch titles for the Move don’t suffer from having that bolted on, or artificial ‘waggle’ feeling to them.

Case in point: Sports Champions demonstrates uncannily realistic 1:1 motion tracking in it’s Table Tennis game, carefully replicating nearly every subtle movement of the player onscreen. Granted, the demo does seem to feature some kind of additional assist function auto-enabled, though this can be turned off in the final game for exact precision tracking.


All this is only made possible because of the unique make up of the Move hardware itself, and it’s relationship with Sony’s own PlayStation Eye camera. Whereas Nintendo went for a combination of infrared tracking, and built-in accelerometers to detect motion and positioning, Sony on the other hand have used a whole array of extra sensors, including LED marker tracking (by far the most important) in order to replicate true 1:1 mapping in a 3D space, whilst also using the PS Eye camera for a simpler form of full body tracking like seen in MS’s Kinect.

The combination of Move’s motion sensors, LED light, and PS Eye camera is just what gives its incredible accuracy. The glowing orb on the end of the controller is tracked by the PS Eye camera, which in turn uses both the data from the internal Move sensors, and the LED light on the front, to intricately track the position of the controller in full 3D. Effectively, it uses the size of the orb within its viewpoint as a guide to determining the distance of the Move, and thus tracking it accordingly.

It’s only when the Move is obscured behind various objects (people, furniture, etc) does the precise nature of the tracking go off-kilter, instead briefly, for a moment reverting back to Wii methods of determining position and movement. When this happens the precision is temporarily lost, resulting in less accurate tracking and an increase in controller latency. However, the Move quickly corrects this as the LED orb on the front of the controller comes back into view.

From a technical standpoint then, the Move offers not only the best of both worlds; precision 1:1 motion control, and full body tracking as well, but also manages to clearly be the most responsive and overly accurate of all three current motion solutions.


Onto the actual hardware itself, and you can see that both the Move and the Navigation Controller (Nav Con) have been lavished by Sony’s high-end design expertise. Both are very comfortable to hold, and benefit from their ergonomically crafted, curved and rounded shape. Compared to the blocky Wii Remote, the Move remains comfortably in your hand for far longer, weighing less, whilst providing better grip and control. The same principles apply to the Nav Con, which feels weighty, but light at the same time.

The fact that both controllers effectively almost weigh the same, and pretty much feel the same, is a big plus. Where as Nintendo went for the most iconic handheld device in the home (the TV remote control) as the base of it’s Wii motion controller design, complementing it with a more traditional feeling Nunchuck, Sony have instead unified their design in a more succinct, albeit stylish manner.

Both the Move and the Nav Con are wireless, working off bluetooth like with the Dual Shock 3 controller, and feature rechargeable lithium-ion batteries. Charging is done via the same USB cable that the Sixaxis and DS3 use to connect up to the PS3, and you can expect each full charge to last between seven and eight hours; which isn’t at all bad considering what the Move has to do, although far less than a regular Sixaxis pad.

Seeing as Sony doesn’t provide any additional USB cables with either the Move or the Nav Con, you might want to invest in one of the few double charging stations that are available. The Sony one in particular features a similar high build quality to that of the Move itself, although more expensive than the lesser third-party solutions available.


In terms of button placement and functionality, both Move and the Nav Con provide ample options as a replacement to the standard Dual Shock controller. The Nav Con features an analogue stick closely matching that of Sony’s DS3 and Sixaxis pads, whilst also having both an L2 analogue trigger and the L1 button (feeling much like the ones on a DS3) slightly beneath the front of it. The Move itself features a new custom T-Trigger on its underside (more like a trigger from a gun than the one from the DS3 pad, it has a softer resistance to it compared to the L2 trigger on the Nav Con) whilst also having the standard four face buttons situated around the brand new Move button, which serves as the units main action/start button.

Furthermore, the PS home button is featured on both the Move and the Nav Con; indented into the controllers to prevent accidental presses from occurring, and on the Move, the Start and Select buttons from the DS have also been lowered into the plastic casing for the same reason.

Annoyingly, the main face buttons feel rather small, and have a cheap, but strong resistance to them. Pushing down on these feels like it requires more effort than it should, as it also does with both Start and Select buttons, making using them slightly uncomfortable. It would have been better to not only make these buttons (the main four face ones) bigger, but also giving them a softer click when pressed.

Thankfully, the rest of the controller is a complete joy to use with no more such mishaps; a quick pull on the T-Trigger, a move using the Nav Con’s analogue stick, or a push of the Move button is quite satisfying, reiterating the high build quality of both devices.

Perhaps the only real downside is that the Nav Con is lacking any kind of motion tracking at all in its innards, making its use somewhat limited compared to the Wii’s Nunchunk. Instead, games that may well work best with two motion controllers require the user to have two Move’s, thus limiting the experience in other areas as the Move doesn’t feature either a d-pad or an analogue stick.


Another, is that the PS Eye is maybe a little too basic in its spec for advanced full body tracking without lag, and that its relatively low resolution display (640 x 480) sometimes makes tracking the LED sphere on the Move difficult in brightly lit areas. I personally found the bright morning sun shining through a window behind me, to the side, mildly affecting its overall performance.

The onscreen image produced from the camera is also very grainy. It’s not so bad in daytime conditions, but in low light situations clarity is replaced with plenty of grain and some digital noise. Having the camera’s lower resolution feed upscaled to match the output resolution of the software using it doesn’t help much either, and the difference in sharpness between the two images (game and camera feed) only provide a disconnect from the experience. Having a HD camera would have been far more beneficial, giving not only better image quality, but also more accurate bright light and body tracking as well.

Saying that, outside of these issues there’s very little, if anything to complain about, and Sony have clearly produced something that is as functional as it is stylish. The accuracy and lack of any heavy latency in accomplished games is obviously the Move’s main talking point, secondary to it treading old ground where early ideas are concerned.


However, all this is in vein if the software doesn’t accurately represent what the tech is actually capable of, and this is one area where the Move is distinctly let down. Out of the Move specific launch titles there is only maybe one of two games worthy of your attention, with some of the best ones being PSN-based download titles.

For this reason alone, I decided not to purchase any games off-hand for review purposes, instead opting to playtest the various demos available via both the Starter Disc that comes packaged with the Move and the PS Eye, and from the PSN.

Sports Champions is clearly the main draw out of all the games and demos available. It is the game which really showcases the Move’s potential over and above that of both the Wii and Microsoft’s forthcoming Kinect. On the Starter Disc two separate games from this title are available for demonstration: Table Tennis, and Disc Golf. Both are incredibly accurate in terms of the way they play, the kind of 1:1 tracking expected, and with regards to their extremely low latency.

In Table Tennis pretty much all of my movements were accurately mapped using the Move, from the angle of my shots, to the speed in which I was moving. The amount of lag that was detectable was minuscule, practically absent, and better than most normal games in framerate dropping situations. To word it better: it WAS like using your arm as an instant controller. The only downside with the demo, is that it had some kind of assist function activated so that hitting the ball was made easier, though its reactions weren’t always as realistic as they could be. Apparently this doesn’t happen in the higher difficulty modes (demo is on easy) as no assist takes place.


Disc Golf was also very accurate and responsive. I could make both drastic and subtle changes to how I wanted to throw the disc by naturally throwing it differently each time, and the Move would pick up on this. The delay was slightly higher than in Table Tennis, with you needing to let go of the T-Trigger just a tad earlier to get the desired effect. Even then adjusting to this took only moments, and the result was still far in advance of anything comparable on the Wii.

Tiger Woods was a huge let down. Although the quality of the actual motion tracking seemed pretty good, there was still a noticeable amount of lag going on – not as much as say Motion Plus Tiger on the Wii, but still more than expected.

Thankfully putting fared much better than on the Wii title. Unlike with Motion Plus Tiger 10, the delay in my movements to the actions on screens was relatively small, and I could see my character’s club moving almost as the Move controller was. On the Wii I had to swing harder than I needed to for the game to respond to my movements, but not so here with the PS3 Move version. This meant that I could accurately gauge both my position and power of my shots quite easily in comparison.

Sadly, the controls are let down by having to hold down one of the face buttons in order to put spin on the ball, and that you need to use a Dual Shock in order to start the game and navigate the menus.


Start The Party was pretty much an enhanced Eye Toy affair, with the player using a virtual fly swatter to hit various insects that appeared on the screen. Video feed of the player is projected on screen, along with the image of the swatter you are holding in place of the Move itself. Control was really poor, lag was instantly apparent, and on many occasions it felt like the game wasn’t registering all of my hits. It was also difficult for me to determine distance in a 3D space on screen when 3D graphics are laid over a video feed, leading to missed shots and bouts of frustration. Despite the novelty of seeing you hold a virtual racket on screen, Eye Toy Play’s Kung Fu was a far better game.


EyePet: Move Edition seemed a little pointless. Although it uses the Move quite well, it’s also made redundant by the fact that the game is far more fun by simply using your hands to interact with your creature. Having Move support didn’t add anything to the overall experience, not when you can already touch and play with your virtual pal without it. The new stuff is a nice diversion for a short gaming (if you can call it that) session or so , but that’s about it.


Interestingly, my favourite game out of the bunch of demos that I played, was the PSN game, Tumble. The concept is very simple: the idea is that you have a certain number of blocks that you have to stack up onscreen, each having different properties such as size, shape and weight. The starting block at the bottom has to be touching the pressure pad on the floor, and you can only build on top of this. Obsticales are also presented to the player, such as avoiding moving objects, and another challenge sees you blowing up an existing tower seeing how far away you can blast the blocks.

The control seemed to me to be pretty accurate, although the cursor speed didn’t react quite as fast a my movements. This can be remedied by upping the Move’s sensitivity in the XMB menu however, so not really an issue. You can turn and flip blocks using a quick flick of the Move in any of the four main directions (left, right, up and down), and navigate the onscreen pointer around the on screen environment by literally Moving the Move controller around the room. The best part however, was both the simplicity and fun of the whole concept; the demo had me glued for about an hour repeatedly trying out new things. It’s hardly revolutionary, but lots of fun.


Other than the Move specific game demos found on the Starter Disc and PSN, there are a few other titles with added Move functionality worth considering. Ruse looks especially suited to the device, and the new Move controls in Heavy Rain are quite well thought out, definitely bringing the player even closer to the game than before. There’s also Resident Evil 5 Gold Edition, which has Move support enabled in the latest download patch, although its implementation leaves a lot to be desired. But more on that in another report if I get the time.

Overall, the range of software for the Move is decidedly a mixed bag of sorts. On one hand, you’ve got the likes of Sports Champions clearly showcasing just what Sony’s motion controller can do, Ruse and Heavy Rain showing genuine improvements over the standard DS3 controller. On the other, there’s shovelware type rubbish as seen with Start The Party, and missed opportunities with the latest Tiger Woods, neither of which really make you feel that the Move was a worthy investment. Even the impressive Sports Champions suffers from a total lack of personality. It feels bland and completely soulless like many of the other Move-specific offerings. At least the art style doesn’t try and patronise you like say Start The Party or anything.

So software-wise the Move doesn’t quite deliver on all accounts. Despite some genuinely impressive flashes of brilliance, there’s a lot that needs serious improving. Nothing out of the current line-up of titles screams of being an essential purchase, a real reason to own the Move. Hardcore gamers are likely to enjoy downloading and trying out the various game demos that are available on PSN, especially Heavy Rain and Tumble, whilst casual gamers may well wonder just what all the fuss is about.


Going back to the hardware though, and it is apparent that Sony have absolutely succeeded in delivering something that not only works as promised, but also something manages to offer a level of precision and accuracy not found in other motion control solutions. Sure, the full body tracking capabilities of the Move + PS Eye camera may not be able to match the Kinect in this area, but the tracking of the Move itself and the upper body is easily as good, with overall accuracy being to a far higher standard with vastly lower latency.

Certainly, the experience of proper 1:1 tracking with precise depth perception is undeniably impressive, and seeing it implemented here with minimal latency – were talking about 1 to 2 frames as standard (66ms to 132ms) - is arguably Sony’s coup d'état against both Nintendo and Microsoft. But it remains to be seen if that’s really enough.

There’s no question that for a variety of experiences, from family party games, to high-end hardcore FPS’s that the Move unquestionably provides the strongest baseline to work from; you’re going to need an additional control device for some types of game to work on kinect, but not with Move. However, the issue is whether or not Sony can convince developers to spend the extra time in crafting advanced AAA Move experiences. Unlike Kinect, there doesn’t appear to be the same amount of processing overhead when using the device so I don’t see why not. But time, and consumer spending will dictate whether or not that uptake will happen.

For the time being then, PlayStation Move is definitely worth a look. The technology is clearly up to scratch, and there is a fair amount of free content to try out if the likes of Sports Champions isn’t quite your thing. It’s just a shame that some of the software fails to live up to the Move’s potential, failing to expand outside of the mii-too clone market and into something a little more polished and unique.

So, at this very moment the Move represents an impressive technological demonstration, but lacks any true must have titles to really back it up. The promise of what it was supposed to be able to do has been fulfilled. All that’s left is for more games to do the same thing.

Tuesday, 25 May 2010

Gran Turismo 5 To Feature 3D, Move Support?

This week more rumours have surfaced as to the increasing delays surrounding Polyphony Digital’s flagship driving game. According to the trade publication MCV, sources close to Sony are saying that the latest instalment in the GT franchise, due for release sometime this fall in the US and in Europe, will support both 3D visuals and inclusion of PlayStation Move control options.

The source goes on to state that the numerous delays that have been constantly pushing back the game, is due to the developers needing extra time in order to properly include these two new features.


Previously, Sony, when displaying the PS3’s upcoming 3D enabled capabilities, have nearly always showcased Gran Turismo 5 to demonstrate the depth effect 3D provides in more realistic circumstances. It is a known issue that rendering games in 3D takes considerably more processing power than to render the same scene in 2D, as most objects essentially need to be rendered twice before the two are combined to form a final 3D image. Usually, the resolution or framerate takes a cut as a result of this.

In GT5’s case, the game was displayed at 720p and running at 60 frames per-second, something that would require a great degree of optimisation. So it is perfectly believable that a lot of extra work and optimisations would need to be done.

So far Sony have failed to comment, although with previous demos shown off to the press, the 3D part of the rumour is at least likely to be true.

Gran Turismo 5 has been in development since late 2004, and has cost an estimated 65 million dollars to make so far. According to director Kazunori Yamauchi, the game is around 90% complete, and is due for a late summer release in Japan, with the US and Europe hopefully getting the game by the end of the year.

With E3 2010 just around the corner, it is likely more information about the game will be forthcoming from the event.

Saturday, 13 March 2010

PlayStation Move: The Complete Report

Motion controls are definitely being seen as the next big thing to embrace videogaming this decade. Driven by the success of Nintendo’s Wii, both Sony and Microsoft are now attempting to steal away some of the Big N’s dedicated fan base with their own attempts at motion control. While Microsoft are pursuing a controller less system of body and movement tracking, Sony are playing the head to head game with Nintendo, featuring a wand-style controller design, along with head tracking and more advanced movement in conjunction with using their PS Eye camera.

At GDC10, Sony revealed a near finished version of what they are now calling the PlayStation Move, previously known by the codenames of Gem, or more recently PlayStation Arc, and originally referred to as simply, the ‘PlayStation Motion Controller’. Two individual parts making up a complete set of controls for the device was shown, one recognising various movements and actual screen positioning, and the other used as a secondary option for games also requiring more traditional controls in addition to motion recognition. Both serve as Sony’s higher end tech approach to Nintendo’s Wii Remote and Nunchuck.

Sony first showed off the ‘Move’ at E3 2009, in which audiences were presented with a device not too dissimilar from the Wii Remote, but featuring a more curved ergonomic shape, and a round glowing ball on the end. On first impressions the Move looks much like a highly modified Microphone controller for use with Singstar, but with the glowing Ping Pong ball attached. However the device is flatter on the underside, and features an array of buttons found on the Dual Shock 3 and Sixaxis controllers. The controller also features the full rumbling capabilities of the Dual Shock 3, and vastly superior motion handling compared to the Sixaxis.


On the underside of the Move, near the end, you have one analogue trigger, whilst on the front you have the main ‘Move’ button, surrounded by the ‘square’ and ‘cross’ buttons on one side, and ‘triangle’ and ‘circle’ on the other. Below this sits the iconic ‘home’ button with the familiar ‘PS’ logo on it. Further down sees a Sony logo placed above the small and familiar, square-shaped red light, used to indicate power and connection of the controller with the PS3. The Move itself is fully wireless, featuring a built in battery just like the standard Official PS3 controllers, and is charged by using the same USB cable as those. The port for this sits underneath the bottom of the Move controller directly, just where on the Wii Remote the Nunchuck would plug into.

Using different sphere colours for each controller, up to four Move controllers can be tracked at once with the PlayStation Eye. At the GDC Sony showed off demos for the PlayStation Move using one Move motion controller, as well as some which used two motion controllers, where the user hold one in each hand. Initially, Sony has stated that all launch titles for the device would be playable with just a single Move controller, with additional options for use with multiple motion controllers. This is being done to minimize the cost for the user, to make it more appealing for the casual gamer, and to allow a faster uptake of the device, otherwise hindered by an additional expense of buying several controllers.

The other part of the Move experience is the Sub-Controller, which looks very similar to the Move itself, having almost the same rounded, ergonomically designed shape, but featuring a slight downwards curve on the underside at the front. The Sub-Controller is essentially Sony’s Nunchuck companion to the main Move device, and is used to facilitate the duties usually carried out by the Dual Shock 3 controller.


Around the font, and at the top of the controller, sits a single Dual Shock 3 style analogue stick. Below this sits the ‘cross’ and ‘circle’ buttons, whilst a traditional d-pad is situated directly below these. Just down from this is the ‘home’ button, marked again by the ‘PS’ wording printed on top. Like with the Move controller the ’Sub’ also features a printed Sony logo at the bottom, along with the power and sync light. Lastly, on the underside of the unit, situated at the front, you’ll find both an L1 button, and L2 analogue trigger. Unlike the Move controller the Sub has no rumble or motion handling capabilities. It is unclear whether this is the case due to either a lack of software using these features, or simply, that the controller just lacks these abilities outright.

These two separate parts, and the use of the PS Eye make up the complete overall motion experience that is PlayStation Move. In many ways usage of this system should be almost identical o that of Nintendo’s Wii. Certainly judging by the early reports from GDC 10, this seems to be the case, although one single element sticks out from Ninty’s system, and also borrows a chunk right out of Natal. This is the Move’s ability for accurate body and face recognition features in addition to the standard motion controls available.

By using the PS Eye camera’s ability to track head movements in combination with the sensors inside the Move, and through the ball on the end, allows the system to track basic body movements in a 3D space, much like how Natal does. However the Move and the PS Eye system in combination can operate within just 1 or 2 frames of additional lag, meaning that at best only around 66ms of lag will be present on the console side of things. Most decent HDTV’s will add around 15 to 38ms of lag on top of that, which in total is on roughly on par with what games like Halo 3 are providing, minus additional lag via the TV. In worst case scenarios total lag is likely to be around 150ms including HDTV lag, in a fully optimised title. This however is still much better than the kind of lag most Natal titles are having to deal with, but sadly, there was nothing software-wise remotely finished enough at GDC to make any solid technical statements to back these up, other than the raw factual data about how the Move operates.


So the Move can handle at least basic body recognition, and is extremely accurate with very little control lag. But how does it do this, and why does it have the potential to work so well?

Well, we’ll start off by explaining how the actual Move wand works itself. The glowing ball on the end of the controller glows in a range of colours using the built-in RGB LEDs, these colours serve as a marker of sorts in which the PS Eye can track along in its image plane. The rounded shape of the ball, and the size of the light, allows the PS3 to determine the distance of the controller from the PS Eye via the light’s image size, enabling the controller’s position to be tracked in three dimensions, with a great deal of accuracy. This sphere-based calculation method, allows the controller to operate with minimal processing lag compared to other ways of image processing via the camera. Which is why there is expected to be slightly more lag when using the PS Eye to help track body movements, even though is likely to be no more than around 2 or 3 fames at most.

In addition to this, the Move also features a range of internal sensors to also help with movement and position tracking, especially in situations in which the device is hidden from the PS Eye camera. A pair of inertial sensors inside the controller, along with a three-axis linear accelerometer, and a three-axis angular rate sensor, are used to track rotation and overall motion of the device. In addition to this, an internal magnetometer is used for calibrating the controller against the Earth’s magnetic field to aid in correcting cumulative errors, or drift, if you will, in the inertial sensors. All these sensors can be used to track the position of the controller when obscured from the camera, such as when held behind the player’s back, or behind another player in the same room. Meaning that the Move isn’t completely reliant on the PS Eye in order to function correctly at all times.

In terms of the level of precision this system provides, Eye Toy creator Richard Marks stated that “the sphere's position along the camera's image plane can be resolved at a really sub-pixel level”, which in terms of accuracy, allows for some pin-point adjustments and subtleties not available to either Natal or the Wii Remote with Motion Plus enabled. This means that one-to-one recognition will be available as standard, and will be easier to achieve than on Nintendo’s Wii Remote and Motion Plus. Also, that this kind of accuracy should be available when talking about the full body tracking made possible by using the PS Eye.


More information was forthcoming at Sony's GDC press conference, with David Coombes, and Anton Mikhailov showcasing a number of technical demonstrations, many of which showed audiences the Move's pinpoint precision and low latency. Along with these, they also discussed how the Move supports full body tracking, showing a demo of an on-screen puppet being controller by the use of the Move and PS Eye, not unlike similar demos for Natal.

Like I mentioned earlier, body tracking is made possible by the combined use of the Move and the PS Eye’s head tracking abilities. According to the GDC presentation, the PS3 will also be able to detect faces, identifying individuals through face contour and feature detection. It will also be able to recognize gender, age, smiles and when eyes open and close, in addition to tracking movement. All of this is also done with minimal processing lag, hopefully allowing maximum responsiveness on the users end.

Coombes explained during the presentation, that all the calculations to do with the image processing are done by the Cell CPU, which is perfectly suited to the high levels of floating point calculations needed for such a task. Apparently the raw data taken from the Move and PS Eye can be processed in “under a frame” in optimum circumstances to around one to two fames in most others. The amount of memory usage for the whole process is also only around 1-2MB of system memory, which Mikhailov described as being truly “insignificant”.

Essentially what this means, is that the Move when used with the camera, can not only handle direct one-to-one motion tracking, but also what amounts to augmented reality applications too, all with extremely high levels of accuracy, without too much impact on user control or fluidity. Of course it will be down to the software, and developers to make sure everything is implemented and optimised in a way in which to take advantage of these advanced features. If they do so, the Move could well be an impressive solution to handling some of the controller less type games so integral to the Natal experience, whilst also providing a platform for ‘core’ gamers to enjoy the benefits of motion control.

Unfortunately, Sony failed to show off any unique, or particularly polished software at their GDC press conference. Most of the titles simply featured merely serviceable levels of motion control, with noticeable lag being present, or in some cases a complete lack of on-to-one motion handling at all. Some of the Sports titles displayed seemed to rely more on gesture-based systems than the high end tracking available with Move.


However Sony did manage to demonstrate two or three games, which used the Move in the precise ways shown in their technical demos. The first of these was the newly revealed SOCOM 4, which used the Move in combination with the Sub-Controller exactly like Resident Evil 4, or Metroid Prime 3 on the Wii. The Move device handled all the aiming and shooting, while the Sub-Controller was used for moving your character around amongst other things. Sony showed a demo of SOCOM 4 in action, using the two-controller set-up. The difference being that the pointer precision was far more accurate than on Nintendo’s console, and the motion detection seemed to have a greater range of sensitivity; The second was another in-house Sony product, titled Motion Fighters, a boxing game showing off the full body tracking capable by the Move, and lastly, camera-enabled real time 3D interaction in Move Party. For each of these demos the Move was shown to be incredibly accurate, with regards to response time and tracking. However the software had a number of glitches, and Move support was obviously very early, leading to problems with lag and calibration issues.

So far, what has been revealed, shows off a tantalizing potential for Sony's Move device, producing a one-fits-all controller which could well become the new standard in motion-based gaming. However despite this, Sony had very little in the way of real polished software, certainly nothing screaming out as essential as to buying the Move, plus, as of now, there are still far too many questions left unanswered. We still don’t know if the Sub-Controller has any motion capabilities, and nothing concrete was revealed on the pricing structure, or if any solid bundles featuring the PS3 and the complete Move package would be available at launch.

Sony did confirm that they were looking into providing something along these lines, though obviously subject to change at the moment.

- A basic starter kit, which includes a PlayStation Move controller, along with a PlayStation Eye and a demo disc, for no more than $100. This seems to be the basic entry package.

- A pack which includes a PlayStation 3 console, DualShock 3, PlayStation Eye, and PlayStation Move motion controller.

- Lastly, a bundle with a PlayStation Move controller with selected games.

Other than the rough $100 entry package, no other specific pricing details were revealed, and disappointingly there was no mention of a complete package with a Sub-Controller, leading me to believe that you may well have to buy it separately. On top of the above options, you can expect to be able to buy extra Move controllers, and Sub-Controllers separately. Though again, no pricing details were announced at this time.

It is believed that Sony will be making a full unveiling of the PlayStation Move, along with pricing and more polished software at this year’s E3 expo. There we shall be able to see if they’re on target to deliver some of the initial promises of actually having the most accurate, and most responsive motion control system this generation. We shall also will be able to see how the Move stacks up against Microsoft’s Natal, and to see which one provides the user with a greater range of motion controlled gaming experiences.

You can expect a fully featured tech article at IQGamer later on in the year, along with a full hands-on with both Controllers. Until then, we’ll be sure to fill you in on any details passing our way.