Tech News and Reviews
Posts tagged PlayStation Move
PlayStation Move: everything you ever wanted to know
Mar 12th
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.
Live from Sony’s ‘PlayStation Move’ motion controller event
Mar 11th

We just got underway at Sony’s PlayStation Move motion controller event. Sure, they haven’t called it “Move,” just yet, but we just saw the “Move” moniker on a demo screen at the side of the stage, so we’re feeling pretty confident at this point.
PlayStation Move motion controller launched at GDC, starter kit to be under $100 with game
Mar 11th
No surprise here: Sony just officially announced the PlayStation Move motion controller at GDC 2010, calling it the “next generation of motion gaming” because it’s so precise — latency is about the same as the DualShock 3. As expected, it uses the PlayStation Eye camera to track the controller, and Sony says it becomes an “extension of your body.” The plan is not only to engage casual gamers, but to use the precision of the controller to create “new experiences for core gamers” — many of the demo videos we saw involved using a controller video in each hand, and there were quote a few demos of action / RPG games. We also saw a demo of Move Party, which uses the camera to do augmented reality gaming and video chat. The demos are pretty impressive — Sony’s not kidding when it says the Move is incredibly precise. There’s also going to be a secondary “subcontroller” with an an analog stick for shooters — you can play all the way through SOCOM4 with just the Move and the sub-controller. (Yes, it’s just like the Wii Nunchuk, only wireless.)
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PlayStation Move first hands-on!
Mar 11th

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.

