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Reader Comments (71)

Posted: Sep 25th 2009 11:54AM Puertoricarious said

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the answer is yes to all your questions. they've said that natal will be able to read people up to 7 1/2 ft. tall at only a medium with no problem. and, they've stressed that up to 4 people can remain on screen at a time and natal will still be able to accurately read all of them, even if they are overlapping and even in low light.
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Posted: Sep 25th 2009 12:10PM Giggman said

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Thanks David thats good to know.

I would still like to see it demonstrated though.
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Posted: Sep 25th 2009 11:13AM Revving Injuns said

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I want an FPS RPG that uses Natal in the best possible way. What that would be I dunno, but LionHead and Bethesda please figure that out.

Posted: Sep 25th 2009 11:43AM (Unverified) said

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you don't turn your head completely. if your moving your head towards the edge of your TV screen then expect to be looking at that angle. You would really turn your head away from the screen. Also the programmer will enter some restrictive movements to the controls.

Posted: Sep 25th 2009 11:43AM (Unverified) said

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jump - jump or left foot forward
crouch - bend both knees

Posted: Sep 25th 2009 11:43AM (Unverified) said

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had a wii, before I traded it in for a 360. its meant to be fun and energetic, looking stupid is part of that. It goes a long with sing karaoke even though you can't sing..its just for fun and laughs and jokes.

Posted: Sep 25th 2009 11:43AM (Unverified) said

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remember the body is still in one place. The only thing move the most will be your upper body.

Posted: Sep 25th 2009 11:19AM Vcize said

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Ok, this is a pipe dream and probably also way too expensive for what it provides, but it would be pretty awesome if you could hook up an additional tv to your direct right and direct left and when you turn your head to look at them, natal recognizes it and turns the view in the game to your character's side.

Would work perfectly in racing games where using the thumbstick to look to your side is typically an instant crash, or as a quick way to check your flank in shooting games.

Posted: Sep 25th 2009 11:48AM LockeDaemonfire said

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I was just about to say to a few posts above that if it tracked your head/eye movement to change the screen, you wouldn't be looking at the screen anymore during the change and it'd be totally useless. But your idea makes sense, and would be fairly neat. I'd imagine that not enough people would want to go through the effort and expense for it to be a standard thing, but it would be an interesting option.
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Posted: Sep 25th 2009 11:53AM Moorbo said

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Sooo you want natal to recognize when you are looking at another tv to your left or right and change the view on that tv..... a tv to your left or right that could already, continuously, be displaying another view.

This is worse than everyone talking about natal shifting your view when you look in a different direction, as in away from the tv...

Oh cool natal changes the view when I look to the side....well at least I'm told it does since I'm not looking at it anymore, and it sort of looks different in my peripheral vision.
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Posted: Sep 25th 2009 12:26PM (Unverified) said

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I don't believe Natal would be able to track your eye movements, but you could still slightly turn your head to the sides while keeping your eyes on the screen. That would pan the view, and it'd stop once your head is back to the original position. That I find feasible. And turning your head quickly could be a "quick look" (ha!) or a peek in games like Splinter Cell.
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Posted: Sep 25th 2009 1:48PM Vcize said

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Max Power, I figured someone might come back with that, but I wasn't sure if anyone was naive enough to believe it was possible.

For starters, I'm assuming none of the modern consoles (or probably next gen either) have the power to render three separate screens at the same time in 1080p, or anywhere close to it. Maybe some 16-bit SNES remake, but not anything in HD or probably even 480p. Games already have problems with framerate just trying to render one screen, could you imagine them trying to render three at the same time? You'd be getting seconds per frame rather than frames per second. But giving the illusion of three separate views by just cloning the same view and having natal shift your view by the time your eyes get there as you turn your head should be fairly trivial.

Secondly, with natal shifting the view, you'd actually get full range of view (the view moves as your head does) rather than just three static "forward", "90 degrees left", and "90 degrees right" views.

Lastly, even if the consoles COULD render three separate views at once (they can't), how would you, ya know, plug it in? None of them have three video outs, and there's no such thing as a device that can take one video output and split it into three different renders. However, a device that takes one video output and simply clones the same image multiple times should be fairly trivial, if it doesn't exist already.

So, your idea (3 separate views constantly displayed) is potentially worse (smaller field of vision), and technically impossible with current videogame hardware for several reasons.

;)
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Posted: Sep 25th 2009 11:43AM (Unverified) said

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Is this tech practical no, looking forward yes...for creativity and also its own unique style of games.

I think they can get it to work, as long as the programmer can implement the necessary restrictions or degree of movement accepted by natal.

Posted: Sep 25th 2009 11:43AM (Unverified) said

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if the game requires a lot of movement then i believe it should be one player. again you can't look at natal having the same types of games that ps3 and wii would release for their motion controls. you have to view natal having its own types of games that can't be done the same on the other two consoles.

Posted: Sep 25th 2009 12:01PM MystileArmor said

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Are you done yet?
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Posted: Sep 25th 2009 12:24PM enbadesign said

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You know back when Space Invaders, Pac Man, and Missile Command were all the rage games were accessible and played by everyone.

You know why, THERE WAS A JOYSTICK AND ONE BUTTON. It can't get simpler than that. Using Natal to control Space Invaders is far more complicated than moving a stick left and right and pushing a button.

It's like programming full motion control to turn on the lights in a room. Flicking a light switch is far easier and makes more sense.

Posted: Sep 25th 2009 2:50PM Ashitaka said

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Perfect analogy.

And that is why Natal will fail pretty hard.
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Posted: Sep 25th 2009 1:08PM iceKXG said

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I could care less about what all you Natal haters have to say, but as long as Sega comes out with a fighting game called "Activator", I'll buy it!

Seriously though, I can't wait to see what fighting games would be like with this technology. I think it would have to be a over-the-shoulder perspective as looking at your fighters from the side would not work as well.

Posted: Sep 25th 2009 1:15PM Shagittarius said

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I'm really amazed by the expectations of a lot of gamers on this site. They are going to be severely disappointed at the reality of Natal.

Unless of course they become blind fanboys and still tout the product even after it's apparent to all impartial users that its crap. Not unlike a certain other console we all know.

Posted: Sep 25th 2009 4:01PM mrln said

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They did something like this at Video Games Live in 2008.

Except it was on a huge stage. The poor guy was pretty tired by the end.

Posted: Sep 25th 2009 5:25PM (Unverified) said

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a friend of mine and I did exactly what they're doing with space invaders about almost two years ago for an arts festival in nyc.

http://www.vimeo.com/912985
(about half way through the camera looks at the person controlling it)

http://www.stfj.net/art/2007/Dumbo%20Arts%20Festival/

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