1UP
After Microsoft and Sony introduced their motion controllers at E3 this year, one of the most frequent comments I heard was that the presentations felt like they belonged at the Game Developers Conference rather than a marketing-focused show like E3 -- that they (for the most part) lacked games and seemed designed to showcase potential rather than execution. As a result, everyone got excited for a few weeks, but since neither publisher is planning to actually release anything until next year, at this point the conversation has moved behind closed doors as developers experiment with ideas
So while we wait, I tracked down four developers who have experience with this kind of thing, and presented each with the same series of questions about where they see motion controls heading in the near future
Our guest list:
So while we wait, I tracked down four developers who have experience with this kind of thing, and presented each with the same series of questions about where they see motion controls heading in the near future
Our guest list:
- Eric Nofsinger (pictured, lower left), chief creative officer of High Voltage Software, which has embraced the idea of making traditional hardcore genres work on Wii (see: The Conduit)
- Mike Ball (pictured, second from left), chief technology ninja of Ninja Theory, one of the few teams to successfully implement a motion control feature on top of a traditional game with their long-range arrow shooting in Heavenly Sword
- Masachika Kawata (pictured, third from left), producer on Capcom's Resident Evil: The Darkside Chronicles, one of Wii's most promising lightgun games.
- Josh Tsui (pictured, lower right), president of Robomodo, a new developer making Tony Hawk Ride, a game about as dependent on motion controls as you can get, since it requires players to stand on a simulated skateboard
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