Playstation Move Games

Hi all,

I’ve been collecting an overview of all the PS3 games that have been announced to support the new Playstation Move controller, as well as a fair number of existing games that will be patched to support the Move controller.

Where available I added a little information on release date, a link to a youtube video.

(Since I ignored this board for many years to post thousands of posts on gaming related forums, I thought this thread would be a suitable ‘hi, I’m back!’ thread. :wink: )

echochrome 2, September 2010
Interview with additional footage:
Introducing echochrome ii – PlayStation.Blog

Sports Champions™, September 2010

Eye Pet™, September 2010 Was already released in Europe with just PS Eye support last year, but partly because reception was a little weak, the US release was delayed for Move. Will also support 3D and this combination of Augmented Reality, 3D Motion control and 3D display technology is apparently quite striking.

Kung Fu Rider™, September 2010

Start the Party! ™, September 2010

Tumble (PSN), September 2010
This is based on another of the tech-demoes, and actually looks pretty good. I particularly like that you can play it in 3D, as this was one game where I thought 3D would be a big help.

Toy Story 3: The Video Game (Disney Interactive Studios), September 2010

The Lord of the Rings: Aragorn’s Quest (WB Games Inc.), September 2010

Brunswick Pro Bowling (Crave), September 2010

Resident Evil®5 Gold Edition (Capcom), September 2010

Time Crisis: Razing Storm (Bandai Namco), September 2010
Contains 3 games in one (Razing Storm, Time Crisis 4 and a Zombie Pirates themed game)

Hustle Kings, October 2010

PAIN (PSN), October 2010

TV Superstars™, October 2010

The Fight: Lights Out™, October 2010
What I’ve seen from the footage indicates that the game has developed to 1-to-1 motion tracking, from the gesture recognition it seemed to be doing earlier.

The Shoot™, October 2010

High Velocity Bowling (PSN) October 2010

Heavy Rain®, October 2010
Hiphop gamer is playing, but don’t worry, during the actual gameplay he’s just about speechless. :wink: He’s playing the demo fight scene with the move, and it’s definitely something else.

Sly Collection, November 2010
Just has some added party/mini games, like slicing bamboo and stuff (very brief glimpse in this trailer)

LittleBigPlanet™ 2, November 2010

Michael Jackson: The Experience November 2010 (seems to be a mix between Just Dance and Your Shape)

Beat Sketcher (PSN), Fall 2010 (apparently combines drawing and music, duh)

SOCOM 4, Fall 2010

Tiger Woods PGA TOUR® 11 (Electronic Arts), September 2010

NBA® 2K11 (2K Sports), October 2010

John Daly’s ProStroke Golf (OG International), Fall 2010

Racquet Sports (Ubisoft), Fall 2010

R.U.S.E. (Ubisoft), September 2010
This is a Real-Time Strategy game, that was more officially announced a few days ago (early July)

Kung Fu LIVE (Virtual Air Guitar Company), October 2010

SingStar® Dance, November 2010

Deadliest Catch: Sea of Chaos™ (Crave), November 2010

Disney Tron Evolution the Video Game (Disney Interactive Studios), November 2010

Buzz Music Quiz, Fall 2010?

Dead Space 2 with Dead Space Extraction using the Move controller (on rails shooter) as an ‘extra’: Tuesday 25 January 2011

Heroes on the Move, 2011

Sorcery, 2011

Killzone 3, 2011

Plain Sight, 2011?

38 in total so far

I am, coincidentally, working on Sorcery.

That’s very cool! I’m jealous - I love controllers and motion tech and would love to work with it. And the game looks pretty exciting - must have been very cool to have your baby up there on the big stage at the Sony E3 conference! And people (including me) liked it too, everyone was very happy to see a big non-party, original game and the wand stuff and magic looked a lot of fun (I personally really liked being able to turn into different animals and mixing the potions).

What’s your role in the project if I may ask?

I’m a senior designer at Sony. I work with dev teams who are making first-party titles (games that Sony is funding), providing design direction and feedback. At any given time I’ll have two or three different projects that I float between.

The division where I work is often tasked with spearheading new initiatives. For example, for a while we were heavily focused on downloadable titles for PSN. We did Everyday Shooter, and Flower, and the PixelJunk Series, and Fat Princess. More recently we were asked to come up with ideas for motion-controlled games. The Sorcery concept struck a chord with management, so we started looked for developers to work on it. We liked The Workshop’s take on the idea, so they were given the project. (I didn’t come up with the original idea – however the designer who did moved to a different position, so I took it over from him.)

Most of what you saw in the press conference is the work of The Workshop. We try not to micromanage the development process because teams usually do their best work if they have a feeling of ownership and creative control. My involvement consists of playing all their builds, sending them feedback, and meeting with them once or twice a week to give them critique and suggestions.

I actually missed seeing the press conference live because I couldn’t find parking at the convention center, so some of the stress was missing! Christian Busic, the head designer at The Workshop, is a great showman, so I wasn’t too worried. And I’d seen plenty of run-throughs the week before.

I’m glad you commented on the fact that its a non-party game. The Wii has sort of created the perception that motion-controlled games are inherently casual, but we think that there a lot of room to make motion-controlled games with enough depth to appeal to the hard-core gamers. We’ll see if we’re able to pull it off … .

That’s great to hear! Thanks for sharing, also the E3 background. I think you may have my dream-job right now. I’m deeply interested in motion controls and have been doing a lot of research into them, mostly just for my own amusement, but more recently also to help prepare a Richard Marks interview for the Digital Foundry blog.

They work together with Eurogamer, and they just the other day posted their video feed of the demonstration that Richard gave them in London last Thursday (morning, as you can tell from the video. :wink: ) - you can find it here:

(Obviously you’ll know these demoes better than anyone, but I’m guessing there may be one or two other people reading this thread. :wink: Also between you and me, I think Anton is better at demoing the Move these days - his presentations with dualshockers and hiphopgamer are great to watch), but I can understand that they’ve decided to split the workload, because it is clear they are very busy showing the tech to the press and developers. But I think I can say this without offending Marks, as he’s said as much himself at GDC during one of the first presentations. :wink: )

The Move controller is a fantastic piece of hardware. I’m in the process of writing an article right now that makes an inventory of the different types of controls involved with this ‘second generation’ of motion controllers (Motion Tracking covering Dimensions, Track points, Pointing functionality, Augmented Reality, Tactile User Interface and feedback, Multi-player and a few other topics) and how each of the three platforms (Motion+, Kinect and Move) perform in these various areas. It will be no surprise to you whatsoever that Move looks extremely good in how well it functions and stands out in almost every area covered.

In my research I came across Sorcery being an Unreal Engine 3 powered game by the way. I also came across an an interview with Epic’s illustruous Mark Rein, who wasn’t really up-to-speed with explicit support for Move in his engine, but suggested that most of Move’s input probably didn’t require specific support (unlike Kinect). I think that for Sorcery, that may be true, but in general I figure that for the head-tracking and perhaps also augmented reality features Unreal Engine 3 may need some additional support included. Do you happen to be privy to information on whether or not these features are natively supported? (if that information is allowed to be shared in public?)

Oh, and surely someone over at Sony is working hard at convincing Epic to include, what we fondly call GoWAA (God-of-War-Anti-Aliasing) at a tech-forum where I am a regular, into Unreal Engine 3? It could be a rather spectacular improvement of image quality for a lot of games coming out on the PS3 using that engine.

I also noticed that Live Move 2 from AILive supports the PS3 as well as Wii Motion+ (which apparently they co-created). Is that a library that is used often, or only for cross platform titles, or would most developers simply refer to the Sony provided SDK features and demoes? (if I were to guess, the latter, but the Live Move 2 API seemed fairly robust and usuable for a title like Sorcery in that it for instance allows your gestures to be fit into a mold like the drinking).

My mind is always running wild with ideas of how to use the Move controller, though fortunately most of my ideas are obvious enough for others to come up with them. The only one that I haven’t seen so far is using a Move controller for direct puppeteering control, in that you use the Move controller in an upright position in your left hand to control the movements of your avatar (in first or third person, doesn’t matter), where the basic configuration would have you twist the controller left-right for twisting your upper body left, up-down for stretching (say to grab onto something overhanging) or crouching, tilt left/right/forward/back for bobbing/weaving, etc. You can see where this is going - all these would be modifiers that keep you in the same place, just animate your character. Pressing a button in combination with any of these would give you the variations of the above movements that actually involve moving your feet into a different position (turning, walking, running, jumping, etc.)

Of course showing something like that requires matching the input to various animations so it’s a lot more work than most of the things we’ve seen so far, but I’m curious into finding a way of controlling movement that goes a little beyond just the analog stick. More obvious and relatively more simple applications of these principles would be controlling various spacecraft that can move freely in 3D space, such as helicopters and other 3D space flight (or underwater) vehicles and insects. Some of these would make for really cool co-op experiences where you can either do both actions (say shooting and moving) with one Move controller in each hand, or you could have one player holding one controller each to work together, online or offline. I have barely even begun to scratch the surface (in my mind) of what you could do with the pressure sensitive buttons in these contexts, but among many things I’m sure they would make great modifiers for accelleration versus precision in your movements and such.

In the above demonstation I was surprised by Anton’s neat idea of controlling a Chameleon, but it did remind my of my own idea that perhaps it would finally be able to do some really great cat controls again using some of the ideas above (good old Alley Cat deserves a remake by now, don’t you think? :wink: ).

Anyway, I could go on and on … September can’t soon enough (though thankfully with a 2yo time flies), and I can’t wait to play me some Hustle Kings - I heard that once you get the sensitivity right, it makes for great Pool and Snooker (tip: force those guys to have online chat support along with the Move update and you have another faultless showcase title).

Keep up the great work you’re obviously doing and you’ll see me rave about Move controller games a lot more here in this thread. :wink: (and spout the occasional idea)