Microsoft demos Katamari, Natal-style
Plus motion-controlled Space Invaders.
Microsoft showed off two more ways Project Natal could work with existing games at the Tokyo Game Show last week.
According to creative director Kudo Tsunoda, speaking during a demo presentation, Japanese firms such as Konami, Square Enix, Capcom and Namco Bandai are "all building games for project Natal". But to further illustrate the potential of the technology, Microsoft put together a special TGS demo featuring Beautiful Katamari.
"I think what this does really well is take a game that was super-hard to control, and make it super-easy and approachable," he said. "On 360 the controls in Katamari were really hard - it was hard to navigate around the world. Now, with Project Natal, it's very simple and easy to do. Anybody can get in and be able to play it right away. It makes it simple, fun and accessible while still keeping the depth and excitement this game has."
Eurogamer got to have a go and sure enough, the game was instinctively easy to play. You position your hands as if they're on top of a beach ball then move them as if rolling it around - left to go left, right to go right and so on. The game was responsive to our movements, with no lag between our gestures and the action on screen. It all felt fluid, natural and less fiddly than twiddling analogue sticks.
Next up was Space Invaders Extreme. To play the Natal version of this game, you stand in front of the screen with your arms out to the side and bent at the elbows. Stepping from side to side moves your ship left and right. You raise your arms to fire, keeping them bent. You look like C-3PO at a rave, having just discovered disco biscuits.
In practice, it's easier to control your ship by leaning from side to side rather than stepping. The game occasionally appeared to struggle to keep up with our firing motions, and twice had to be reset after it stopped responding altogether. But Space Invaders Natal-style was strangely good fun to play and apparently hilarious to watch, and overall it worked. Plus it's probably completely amazing if you've had disco biscuits for tea.
But is there any chance the Natal versions of these games will make it into the shops? Seems unlikely, as these were tech demos built specially for TGS. "We just wanted to make something Japanese consumers and publishers could identify with," said Tsunoda. Here's hoping someone sees the potential of Space Invaders Natal in time for our Christmas party, anyway.
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Comments (32) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Ace
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While I believe its easy to control, I just can't build a mental picture of how this works.
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Ohhh wait you mean you actually had to LEARN how to play the game..... yeah I forgot people don't like to do that anymore.
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But seriously, this is an example of how not to use motion control. Total gimmickry.
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As mentioned these are tech demos. The MS team are just fitting a bunch of totally different games with Natal controls just to see/test what kind of motions the system can/should handle and to give potential Natal devs ideas of what can be done. With a system like Natal it will take a while to "standardize" the motions for different controls (just like all console FPS games now use Halo controls). Be happy that MS is doing this... instead of whine like a cat in heat.
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Oh shi-
Crushed beneath a Siberia-sized amount of hyperbole
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Have never played Katamari so finding it all very confusing!
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Eyepet.
Discuss?
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The idea is the ultimate motion control maybe (though I prefer the one shown in Sixth Day - Hologram all the way), but the technology is within the realms of today. I think your saying it cant be bettered by todays tech, cause it will be bettered in the future.
Keeping your enthusiasm in check is probably best otherwise you are going to be bitterly disappointed that its not going to be the amazing futuristic technology you think it is.
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When I say people who want a rewind function in Forza 3 should perhaps not be playing racing games in the first place if they can't take having to develop enough skill to do three whole laps without cunting it up, I get called all sorts of nasty names.
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if not, what do these demos prove?
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Broken Record.
Discuss?
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Except they weren't. 5-10 minutes of play and they are second nature. Silly man.
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'SO i assume you beat the high score in space invaders and rolled the largest ball of junk ever seen in Katamari?
if not, what do these demos prove? '
That gaming isn't always about getting the highest score?
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People the world over understand how to control Space Invaders. In fact it was probably THE game that got mass appeal because it was so easy to control.