| Movin', keep on movin'... |
By Ryan Winslett
Into day two of this marathon session with PlayStation Move launch window games and we've got another batch of hands-on impressions with five titles (check out day one right here).
Some were good. Some were lame. Some were downright adorable. Basically, everything available so far is a mixed bag, which is pretty much what everyone was expecting.
Don't forget to check back later this week for the full review of Sports Champions. (Spoiler alert: It's rad.)
Click on after the break for the conclusion to this epic saga.
No, it's actually spelled that way. It's artsy. Deal with it.
From what I've played so far, I think it's a pretty fair assumption that echochrome ii is going to be one of the early gems for the Move controller.
Basically, you have a random assortment of objects floating in a 3D space and you have to use the Move as a flashlight to create shadows that, in turn, create platforms for the echochrome manikin to traverse. How you hold the light determines where your character can move and, as he progresses, you have to connect various areas of the stage in creative ways to lead the guy to an exit.
Objects like stairs, bouncy pads, tunnels, holes and more can be created by overlapping the right types of shapes to help get past obstacles.
Just like the original echochrome, things begin simple and quickly ramp up in difficulty. For puzzle fans, though, the process of figuring out the best path to an exit is a truly rewarding experience.
Beat Sketcher
I have a hard time calling Beat Sketcher a game.
Basically, you paint. And that's pretty much the gist of it.
You have a variety of brushes at your disposal and a color pallet to choose from, but like I said, you're painting on the screen. The ability to "grab" a color from any real object in the background is neat, and how you paint adds to the background music, but there doesn't appear to be much more to it than that.
You can save your work to a gallery and take part in single and two player painting challenges, but I imagine that will only draw out the "fun" so far.
If little Billy won't stop coloring on the walls, this will save you hundreds of dollars in repainting the house. I guess that's a plus, right?
Racquet Sports
You know how people were worried Move games might just turn out to be HD Wii knockoffs? This pretty much feels like that.
The game looks, sounds and plays like a slightly more involved version of the Wii Sports version of tennis. You choose an avatar and go straight into playing either tennis, badminton, squash, beach tennis or table tennis.
I had a go at tennis and badminton and, other than how you serve, they play the exact same way. I have a feeling that thread will run through every "game" on the disc, but maybe the full retail version will surprise us.
You swing to hit the ball and hold the trigger to do a power shot. Which way you orient the racquet determines if your avatar will get across the court to the next ball in time and that, at least, is a one-up on the years-old Wii version of the game.
Actually hitting the ball, though, felt sloppy. Despite the perfect tracking of your racquet, a window of opportunity to land your shot results in you swinging and, after a second, your character performing the same motion. I assume this is to allow less accurate players to stand a chance, and maybe there are options to move the controls to one-to-one in the retail version, but I was less than impressed with what I've seen so far.
Tumble
Tumble is a downloadable title that's basically a glorified tech demo to show off just how precise the Move can be. The awesome part is that this is a load of fun to play and it's pretty stylish to boot.
The game has you performing several activities involving the stacking or destroying of blocks. One level may have you trying to make a tall tower while the next has you strategically placing explosives to tear a pre-stacked tower apart.
Other levels have you stacking while directing your tower around environmental hazards and some include additional challenges like stacking to create math equations or blowing up a block in a way that makes it land in a given area.
The blocks come in different shapes and sizes and, most importantly, everything behaves like you would expect it to behave. This goes double for the Move mechanics. Maneuvering is precise in a three-dimensional field, holding the trigger picks up a block, releasing the trigger lets it go, flicking your wrist in any direction effortlessly rotates a held block and you have full control over the camera.
Sort of like Jenga meets Boom Blox, Tumble feels like a solid showpiece for the hardware at an affordable $10 price.
EyePet
While getting everything calibrated and working for EyePet was a bit of a bother (You need to have the camera at a pretty specific height), everything worked pretty smoothly once the game got rolling.
I'll also say that it's nice to see such high production poured into a game that has a primary audience of young families. Everything looks sharp, bright and colorful. It's made for a younger audience, but built like a proper game.
As for me, I thought it was a pretty neat virtual pet simulator. Not my cup-o-tea, but everything felt solid.
I was given an EyePet to play with, wiggled my fingers to make him jump, pet his head and gave him a bath. I'll admit I even chuckled when the little guy fell over due to my bringing the blow dryer a bit too close.
After that, I was tasked with drawing an airplane for the EyePet to recreate in his digital world and fly around in order to pop balloons. I'm not afraid to admit I crashed the thing into the ground and was quite satisfied with how the EyePet toppled over, his makeshift craft crumbling with the impact.
All of the on-screen activities worked well and I assume the Move is to blame for how precise the virtual items I was handling controlled.
If you've got kids, they'll probably adore this game.
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