%26ldquo;I don%26rsquo;t believe what I see from Natal%26rdquo;
Industry experts reveal the inside track on PS Move
“I don’t believe what I see from Natal – they have great marketing and publicity but watching their videos? It needs a leap of faith to believe that it’s going to work well in my living room. Sony haven’t tried to compromise form for function. They’ve made some smart design choices. When I see that I think: okay – they designed that to work.”
Doug Beck – Lead Developer at Naturalpoint (Motion control experts)
Above: That's Richard Marks in the foreground
“There’s a lot of ideas in development right now. The easiest ones to make are the ones that you have seen before. I think as this device lasts long across our platform's lifetime you’ll see more innovation coming out of it. We did a lot of that work in the past with EyeToy where we explored how much you can do without anything in your hand. Move gives you the combination of buttons, camera and precise tracking. Without a marker it’s hard to get that kind of accuracy from it.”
Richard Marks – SCE Senior Researcher
“It’s about proof of concept – we’re not ever going to shoehorn something into a game just because. We need to give our audience something compelling, that’s going to fulfil their expectations rather than putting something out that’s duct-taped on.”
Jake Biegel – Insomniac games Senior Designer and Multi-player Lead
Above: The esteemed Jeff Gertsmann
“The Move changes how third parties view the Wii. You’ll probably see them start to bring out their games on both PS3 and the Wii. That could potentially matter because you’ll have better-looking versions of the games on the PS3 – it might shift the balance of power.”
Jeff Gerstmann – Giantbomb.com
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“You can point at the screen and kill a target – that’s the key. When you pick up the Move it feels like something different, something unique. Having that one-to-one control of where your shots are going – it’s going to make Socom more immersive.”
Travis Steiner – SOCOM 4 Lead Developer
Above: Ubisoft's Michael Lavaire
“We can’t really push the game to the extreme where a few degrees of movement can actually make a difference because we could end up with a batch of Moves that are not quite as accurate as others. It’s like the deadzone on the Sixaxis – you have batches that work well and some that are a bit more loose.”
Michael Lavaire – Technical Architect Ubisoft
Apr 15, 2010