The Best Games Around Ever Wondered How Video Game

Total Page:16

File Type:pdf, Size:1020Kb

The Best Games Around Ever Wondered How Video Game FEATURES THURSDAY, JUNE 17, 2010 Sports games come of age Ever wondered how video game characters are able to replicate the unique technique of a David Beckham free kick or a Tiger Woods drive? ory McIlroy is looking which is handling today’s shoot for uncomfortable. Earlier EA Sports, explains: “We’ve been to BY KEIth Stuart this month, the hugely Manchester for Rooney, equestrian THE GUARDIAN, LONDON promising young golfer centers to capture horses, ice rinks for The Sony PlayStation 3. from Northern Ireland set skaters ... We took over 60 cameras to PHOTO: BLOOMBERG Rthe world alight by playing a course- Barcelona for Messi. It takes a lot of record 62 in the last round of the Quail planning and co-ordination but we can Hollow Championship in Charlotte, do anything-ish!” North Carolina. Today he is standing The result of these technological reactions. According in the clubhouse at Wales’ Celtic improvements is an exponential rise to NaturalMotion CEO Manor, wearing a skintight bodysuit in scale and ambition. Ten years ago, Torsten Reil, the technology covered in small balls. Mercifully, this game developers could only hope to was originally developed within isn’t a cutting-edge new direction for record basic movements, but nowadays Oxford University’s School of Zoology golf fashion; McIlroy is taking part they can capture the most intricate to study animal movement. “We in a motion capture session for the nuances. This might mean the way simulated simple stick figures on the forthcoming Tiger Woods PGA Tour 11 that David Beckham leans back when computer and hooked their muscles video game. Having grown up playing delivering a set-piece ball, or the way up to randomly generated neural these ultra-realistic simulations, he will Tiger Woods shields his eyes to watch networks. The best of these, in terms sure you get every bit of kinetic now appear on the cover alongside his ball take flight of performing a task such as walking, energy transmitted through to the his lifelong hero. And when this game over the were selected by an algorithm and ball, and rehab or injury prevention. use in video games. With camera- is released, on 2 July, gamers will get eighth hole at allowed to reproduce, with Also, baseball’s National Pitching based control systems such as the to enjoy a perfect digital copy of what the Augusta variation. These were Association in the US is very concerned Wii Remote and the forthcoming some reckon is the best swing in the National Golf evaluated again, and with how a player rolls his shoulder PlayStation Move and Microsoft Natal sport today. Club. to avoid rotator cuff injury.” It turns devices, games consoles can now view Superstar motion capture, or In today’s out McIlroy has just returned from and record the users’ own movements. mocap, sessions like this are not session with a specialist mocap center in the US, Due out in December for the Xbox unusual in modern sports games. 21-year-old Rory where his swing was being analyzed for 360 console, Natal is perhaps the most The graphics processors in the latest McIlroy, Brian Mitchell, even the tiniest inefficiencies. ambitious, consisting of an array of consoles are capable of rendering director of Audiomotion, is This, in some ways, harks back sensors (including a camera and an environments of almost photorealistic arranging takes of the golfer to the origins of optical motion infrared lens for depth perception) quality, but it’s the integration of real simply approaching the ball, capture technology — as a that sit below your TV and track your human movement into computer then reacting to several scenarios: clinical tool for gait analysis physical actions without the need for a animation that has really driven the a disastrous slice, a moderately — but it may also hint handheld controller or joy pad. You’ll genre. Every major sports title will now successful shot and, amusingly, a at a possible future be able to actually kick the ball in capture data from leading players, both hole in one, with McIlroy raising his soccer sims, or cast a line in a fishing as a way to add authenticity and as fists to the sky in glory. Mitchell even A model tries out Ninten- game, and, of course, you’ll swing an part of the marketing campaign. Wayne asks for separate takes with different do’s Wii Fit. PHOTO: BLOOMBERG imaginary golf club at a virtual ball. Rooney, Ronaldinho and Lionel Messi clubs, because McIlroy’s action differs It’s basic stuff beside what the Vicon have all had their signature moves slightly between a wood and an iron. cameras can capture, but comparisons digitized into games — not only is it a Of course, none of this has an effect on between the two data sets are possible. handy source of extra income, but as the gameplay, but it means enhancing It’s likely, then, that we’ll see games most soccer players are fans of games the fiction. that take stats from McIlroy’s swing such as FIFA and Pro Evolution Soccer With more cameras and markers and compare them with your own, it’s also a badge of honor among peers. available, the complexity of each take showing where your technique is Of course, mocap technology is can also grow. Ten years ago, the falling short, and allowing you to not new. Optical motion capture game makers would have concerned improve your real game while taking systems were first developed in the themselves with a single athlete on the likes of Tiger Woods. 1970s, primarily for use in clinical gait performing a few basic moves. Now, analysis, and they have been a part mocap teams will capture several of video game development for more players interacting with each other, The best games around than 15 years. During that time the tussling, tackling and jockeying for principles have remained remarkably the ball. For each FIFA soccer game, BY TOM LAMOnt Top: Tiger Woods demonstrates a trick shot consistent. An actor or athlete dons EA Sports’ mocap producers run a THE GUARDIAN, LONDON at Chelsea Piers golf club in New York for a skintight suit covered in reflective film-style schedule, capturing 150 the launch of his EA Sports video game Tiger markers and performs a sequence of moves a day over a five-day period. The so forth. This artificial Woods PGA Tour 08. 2010 FIFA World Cup South Africa actions. The movement of the markers studio now has a database of 12,000 evolution process resulted in Above: Pete Sampras puts the Grand Slam Tennis PS3, Xbox 360, Nintendo Wii, PC is recorded by a series of specialist animations to which it will add about biomechanically simulated stick video game through its paces. PHOTOS: BLOOMBERG video cameras placed around the 1,500 new clips a year. figures that actually learned how to It is tempting to complain about performer and the data is spat out as Motion capture staff also have to be walk.” EA’s habit of releasing two or a set of 3D co-ordinates. This data is flexible to meet the unique demands Applied to video games, this more iterations of its soccer then checked and cleaned up before of each sport. “The playing surface has is leading to computer-controlled games every year, forcing fans being fed into the game to generate the always posed a bit of a challenge,” says characters with genuine muscle and continually to shell out for animation of the character model. Craig Koehn, a mocap specialist at EA motor nervous systems, who are able updates. But EA’s soccer games Beyond these essential components, Sports’ vast studio in Burnaby, British to make their own in-game movement are generally too good to miss, however, the detail and accuracy of the Columbia, Canada. “The studio floor decisions. NaturalMotion has now both in terms of superficial polish mocap process has evolved hugely. is concrete with rubber mats — that developed its own American football (this version, released for the World “In 1995 we’d use seven cameras, works fine for games like basketball sim, Backbreaker, that makes full use Cup, includes great animations of real- each with an effective resolution of but it’s not great for performing sliding of this system. “Previously, athletes life managers on the sidelines) and 150k pixels, or 0.15 of a megapixel,” tackles. The original artificial turf was and their actions weren’t simulated at gameplay mechanics, better than any explains Nick Bolton, CEO of Vicon, horrible stuff to work on so we tried all,” says Reil. “They were just hollow other on offer right now. a UK company that makes motion installing live turf for shoots, which skeletons playing back animation data. capture equipment for the games and was fantastic but expensive. Today, Our technology gives these athletes a Wii Fit movie industries. “Those cameras we use the latest type of synthetic turf physical body, awareness and motor were running at somewhere between with a sand and rubber pellet base. control. In Backbreaker, players Nintendo Wii 30 and 60 frames per second, and we We had custom-made square pallets of autonomously decide how to take their On paper it shouldn’t have worked: give could capture about 25 markers at a the stuff made that can be interlocked target down — we don’t control it. One people an electronic board to stand on time. Today, we use 200 16-megapixel together to any configuration we want.” interesting consequence is that we’ve and make them do aerobics moves in cameras in our LA studio and we’re Importantly, though, modern had to implement a real-world penalty their living room.
Recommended publications
  • Video Games and the Mobilization of Anxiety and Desire
    PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.
    [Show full text]
  • (10134; [email protected]) 282 Maxine Circle
    Case 1:15-cv-00036-PMW Document 14 Filed 03/16/15 Page 1 of 5 ANDREW S HANSEN (9819; [email protected]) DAVID A JONES (10134; [email protected]) WHITE KNUCKLE IP, LLC 282 Maxine Circle, Bountiful, Utah 84010 Telephone: (801) 671-3621 Company Counsel for Plaintiff WHITE KNUCKLE IP, LLC IN THE UNITED STATES DISTRICT COURT DISTRICT OF UTAH, NORTHERN DIVISION White Knuckle IP, LLC, a Utah limited Civil Action No. 1:15-cv-00036-PMW liability company, FIRST AMENDED COMPLAINT FOR Plaintiff, PATENT INFRINGEMENT v. Electronic Arts, Inc., a Delaware corporation Defendant. Plaintiff White Knuckle IP, LLC (“White Knuckle”) hereby complains against defendant Electronic Arts, Inc. (“Defendant” or “EA”) and for claims of relief alleges as follows: PARTIES 1. White Knuckle is a Utah limited liability company with its principal executive offices located at 282 Maxine Circle, Bountiful, Utah 84010. 2. Upon information and belief, Defendant is a corporation organized and existing under the laws of the State of Delaware, with its principal place of business located at 209 Redwood Shores Parkway, Redwood City, California 94065. Case 1:15-cv-00036-PMW Document 14 Filed 03/16/15 Page 2 of 5 3. Upon information and belief, Defendant may be served through its designated agent for service of process, National Corporate Research, LTD. Corp., 2005 East 2700 South, Suite 200, Salt Lake City, Utah 84109. JURISDICTION AND VENUE 4. This is a civil action for patent infringement brought by White Knuckle for acts committed by Defendant arising under the patent laws of the United States, and more specifically under 35 U.S.C.
    [Show full text]
  • Playstation Games
    The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure
    [Show full text]
  • (10134; [email protected]) 282 Maxine Circle, Bountiful
    Case 1:15-cv-00036-PMW Document 2 Filed 02/24/15 Page 1 of 5 ANDREW S HANSEN (9819; [email protected]) DAVID A JONES (10134; [email protected]) WHITE KNUCKLE IP, LLC 282 Maxine Circle, Bountiful, Utah 84010 Telephone: (801) 671-3621 Company Counsel for Plaintiff WHITE KNUCKLE IP, LLC IN THE UNITED STATES DISTRICT COURT DISTRICT OF UTAH, NORTHERN DIVISION White Knuckle IP, LLC, a Utah limited Civil Action No. 1:15-cv-00036-PMW liability company, COMPLAINT FOR PATENT Plaintiff, INFRINGEMENT v. Electronic Arts, Inc., a Delaware corporation Defendant. Plaintiff White Knuckle IP, LLC (“White Knuckle”) hereby complains against defendant Electronic Arts, Inc. (“Defendant” or “EA”) and for claims of relief alleges as follows: PARTIES 1. White Knuckle is a Utah limited liability company with its principal executive offices located at 282 Maxine Circle, Bountiful, Utah 84010. 2. Upon information and belief, Defendant is a corporation organized and existing under the laws of the State of Delaware, with its principal place of business located at 209 Redwood Shores Parkway, Redwood City, California 94065. Case 1:15-cv-00036-PMW Document 2 Filed 02/24/15 Page 2 of 5 3. Upon information and belief, Defendant may be served through its designated agent for service of process, National Corporate Research, LTD. Corp., 2005 East 2700 South, Suite 200, Salt Lake City, Utah 84109. JURISDICTION AND VENUE 4. This is a civil action for patent infringement brought by White Knuckle for acts committed by Defendant arising under the patent laws of the United States, and more specifically under 35 U.S.C.
    [Show full text]
  • Our Fourth Quarter Fiscal 2008 Earnings Call
    Electronic Arts Third Quarter Fiscal Year 2010 Earnings Call Prepared Comments February 8, 2010 Mary Vegh: Thank you all for joining us this afternoon. Welcome to our third quarter fiscal 2010 earnings call. Today on the call we have: • John Riccitiello, our Chief Executive Officer • Eric Brown, our Chief Financial Officer and • John Schappert, Chief Operating Officer Before we begin, I’d like to remind you that you may find copies of our SEC filings, our earnings release and a replay of this webcast on our web site at investor.ea.com. Shortly after the call we will post a copy of our prepared remarks on our website. Throughout this call, we will present both GAAP and non-GAAP financial measures. Our earnings release provides a reconciliation of our GAAP to non- GAAP measures. These non-GAAP measures are not intended to be considered in isolation from – a substitute for – or superior to – our GAAP results – and we encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period for the prior year – unless otherwise stated. Please see the supplemental information on our website for our trailing twelve month segment shares, additional GAAP to non-GAAP reconciliations, a summary of our financial guidance, and our title slate. During the course of this call – we may make forward-looking statements regarding future events and the future financial performance of the Company. We caution you that actual events and results may differ materially. We refer you to our most recent Form 10-Q for a discussion of risk factors that could cause our actual results to differ materially from those discussed today.
    [Show full text]
  • Gaming’ Gets Tossed Around 5 the Games of May a Lot These Days
    CONTENTS 4 In The News FOREWORD The latest and biggest news from the games industry. The word ‘gaming’ gets tossed around 5 The Games of May a lot these days. Whenever I tell people We highlight some of the biggest releases of the month. what I do for a living, they assume I play Farmville. While I personally have nothing against farming virtual animals, the TOP 10 fact that people use the word “gaming” without actually realizing what it entails 6 Ten Must-buy Multi-platform Games irks me no end. And then you also have Great games available on various platforms. parents, who feel that playing games will turn their children into homicidal maniacs. 10 Ten Must-buy Xbox 360 Games The aim of this month’s All About is 20 Motion Controlled Gaming Explained A selection of games best enjoyed on Microsoft’s box. to clear such misconceptions. To do so, We give you the low down on the Nintendo Wii, we’ve covered a myriad of topics, from PlayStation Move and Microsoft’s Project Natal. 14 Ten Must-buy PS3 Games platform-specifi c must-buy games to our The best PlayStation 3 exclusives you can buy. cover story that delves into the realm of motion-controlled gaming. 18 Ten Must-buy PC Games Whenever I tell We understand that buying games for We’ve picked ten PC games you absolutely must own. your kids can be diffi cult, so we’ve broken people what I do down the age classifi cation ratings for 26 Ten Must-buy PSP Games you, so you can choose the right games Game on the go with these great titles for the PSP.
    [Show full text]
  • Playing Computer Games Int
    DARC — Digital Aesthetics Research Center www.digital-aestetik.dk Playing Computer Games: Somatic Experience and Experience of the Somatic Copyright © 2012 Henrik Smed Nielsen Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". www. gnu.org/licenses Layout, illustration and cover design: Ida Knudsen Publisher: Digital Aesthetics Research Center A copy of the book can be found at www.digital-aestetik.dk ISBN 978-87-91810-21-3 EAN 9788791810213 Table of Contents Preface 10 Introduction Addressing Lived Experience 13 Forgetting the Soma 17 A Disembodied Discipline? 17 Thinking Too Much About Rules ... 19 An Aesthetics of Mind 20 The Physical Corpus 22 The Living, Feeling, Sentient, Purposive Body 25 The Moving Body 26 The Technological Body 26 The Fictional Body 27 Between Somatic Experience and Experience of the Somatic 28 Defining Computer Games: A Human–Machine Relationship 31 The Automatic and the Proto-interactive 33 The Somatic Dimension of Human–Machine Relationship 35 An Overview of the Dissertation 38 Chapter 1 A (Post-)Phenomenological Foundation 43 The Phenomenological Movement 44 A Return to ‘Essence’? 47 The Phenomenological Reduction 49 The Intentional Soma 52 A Phenomenology of Computer Games? 56 The Patron Saint
    [Show full text]
  • Viewing the Critics
    REVIEWING THE CRITICS: EXAMINING POPULAR VIDEO GAME REVIEWS THROUGH A COMPARATIVE CONTENT ANALYSIS BEN GIFFORD Bachelor of Arts in Journalism Cleveland State University, Cleveland, OH May, 2009 submitted in partial fulfillment of requirements for the degree MASTER OF APPLIED COMMUNICATION THEORY AND METHODOLOGY at the CLEVELAND STATE UNIVERSITY May, 2013 THESIS APPROVAL SCHOOL OF COMMUNICATION This thesis has been approved for the School of Communication and the College of Graduate Studies by: ________________________________________________________________________ Thesis Committee Chairperson – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ________________________________________________________________________ Committee Member – print name ________________________________________________________________________ Signature School of Communication ________________________________________________________________________ (Date) ii In memory of Dr. Paul Skalski, You made friends wherever you went, and you are missed by all of them. iii ACKNOWLEDGEMENTS First, I would like to acknowledge to efforts of my original
    [Show full text]
  • Infinite Lives Canonvorming Bij Videogames
    Infinite Lives Canonvorming bij videogames Bjorn Schrijen (S4134281) Masterscriptie Letterkunde Onder begeleiding van prof. dr. Jos Joosten en dr. Martijn Stevens 2015 Abstract As with most other forms of culture, an implicit canon exists for video games. Though most players and video game scholars will have a general idea about which titles constitute this canon, there has been no academic research yet about the exact contents of it, or – more importantly – about the processes that lead to canonization. This knowledge could however be very interesting, as it would not only give insight in the way the game industry works, but possibly also in processes of canon formation for other media. This thesis therefore tries to gain insight in the way an implicit video game canon is formed. In order to do this, the game industry is observed from a theoretical framework based on the works of Pierre Bourdieu. Canonical games are defined as games that retain a high amount of both symbolic and economic capital over a long time, and the different parties within the game industry are seen as actors that can allocate these forms of capital to specific games. By systematically studying the different actors and existing writings about them, several hypotheses are drawn about the influence of each actor on canonization. These hypotheses are then tested using a dataset containing 77 games that can be considered canonical. This set was created by combining ten very diverse lists with the best 100 games ever made. As most of these lists are already the result of multiple people’s votes, and only the games are selected that appear in a majority of the lists, this dataset gives a fairly good impression of the implicit game canon.
    [Show full text]
  • Managing Athlete Spokesperson Risk in Times of Crisis: Lessons Learnt
    Page 1 of 28 ANZAM 2010 Managing Athlete Spokesperson Risk in Times of Crisis: Lessons learnt from the Michael Phelps & Tiger Woods cases Lauren Sedgman School of Economics and Business, the University of Sydney, Australia Email: [email protected] ABSTRACT: Sponsorship is the fastest growing form of advertising by consumer firms, representing a total of US$44 billion worldwide forecasted to grow by 4.5% in 2010 (IEG, 2010). The increase in sponsorship by consumer firms necessitates a corresponding increase in risk management policies to guard against the potential damage of negative spokespeople events to shareholders. This paper examines flaws in existing risk management practices and the detrimental impact of negative spokesperson events on the firms sponsoring both Michael Phelps and Tiger Woods. This paper offers lessons for managers seeking to reduce the uncertainty associated with the management of multi-brand athlete properties in times of crisis. Key words: Managing Uncertainty, Marketing and Communication, Intangible Assets, Risk Management, ANZAM 2010 Page 2 of 28 ANZAM 2010 Conference Paper MANAGING ATHLETE PROPERTIES INTRODUCTION Growth of Sponsorship and Athlete Behaviour It has been said that “managers face uncertainty, and investors face risk” (Sull, 2006). Since the behavior of athlete properties is highly uncertain, managers of firms employing intangible assets such as athlete properties face significant uncertainty. Sponsorship is the fastest growing form of advertising by consumer firms, representing a total of US$44 billion worldwide forecasted to grow by 4.5% in 2010 (IEG, 2010). The increase in sponsorship funding necessitates a corresponding improvement in risk management policies to guard against the potential damage of negative spokespeople events.
    [Show full text]
  • Electronic Arts Fourth Quarter Fiscal Year 2010 Earnings Call Prepared Comments May 11, 2010
    Electronic Arts Fourth Quarter Fiscal Year 2010 Earnings Call Prepared Comments May 11, 2010 1 Peter Ausnit: Thank you all for joining us this afternoon. Welcome to EA’s fiscal 2010 fourth quarter earnings call. Today on the call we have: John Riccitiello, our Chief Executive Officer Eric Brown, our Chief Financial Officer – and John Schappert, our Chief Operating Officer Before we begin, I’d like to remind you that you may find copies of our SEC filings, our earnings release and a replay of this webcast on our web site at investor.ea.com. Shortly after the call we will post a copy of our prepared remarks on our website. Throughout this call we will present both GAAP and non-GAAP financial measures. Our earnings release provides a reconciliation of our GAAP to non- GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. We encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period in the prior year unless otherwise stated. Please see the supplemental information on our website for trailing twelve month segment shares, additional GAAP to non-GAAP reconciliations, a summary of our financial guidance and our title slate. During the course of this call we may make forward-looking statements regarding future events and the future financial performance of the Company. We caution you that actual events and results may differ materially. We refer you to our most recent Form 10-Q for a discussion of risk factors that could cause our actual results to differ materially from those discussed today.
    [Show full text]
  • Sony Reports Hot Demand for Playstation 3 Motion 22 October 2010
    Sony reports hot demand for PlayStation 3 motion 22 October 2010 in the coming year range from sports and shooter titles to puzzle and "family-friendly" fare aimed at capitalizing on the appeal of motion-sensing controllers to casual players. Move wands are priced at 49.99 dollars. A smaller "sub controller" wand for use navigating characters in shooter games is priced at 29.99 dollars. Sony combines Move controllers with Eye cameras and a videogame in bundles sold for 99.99 dollars. Adding a PS3 console to that bundle raises the Sony presents "Sorcery", a new game for Playstation price to 399.99 dollars. Move in Los Angeles in June 2010. Sony Computer Entertainment America (SCEA) said that it has a hit on PlayStation Eye cameras, which are needed to its hands with its new Move motion-sensing controllers track movements of controller wands, sell for PlayStation 3 videogame consoles. separately for 39.99 dollars. Move controllers, which are reminiscent of small black flashlights topped with brightly colored orbs, Sony Computer Entertainment America (SCEA) allow gamers to control PS3 play with swings, jabs said that it has a hit on its hands with its new Move and other natural movements instead of the toggle- motion-sensing controllers for PlayStation 3 and-button commands that have been trademarks videogame consoles. of play on PS3 and rival Xbox 360 consoles by Microsoft. Sony reported that it sold more than a million Move devices in North and Latin America in the 30 days Microsoft's rival Kinect devices are due out on after it hit the market in September.
    [Show full text]