We've seen Wii remote-assisted Kinect FPS controls before, but how about completely controller-free? Now, thanks to one Bill Maxwell, the Kinect-powered, controller-less FPS is a reality -- and with one hand, no less! The claim that it's "better than a mouse" seems debatable, and we didn't notice any strafing (kind of important in FPS games) but it's still very impressive and handily proves the concept. Check out the video after the break.
Reader Comments (60)
Posted: Jan 18th 2011 12:35PM Limit3d said
Holding your hand up for a while seems frustrating.
Posted: Jan 18th 2011 12:43PM AmanteDuck said
@Limit3d
That and well...it just seems so...unnatural?
I'm not knocking it. This is a great stride toward more Kinect. But holding your arm up for long sessions in addition to your arm being the only thing controlling everything? Yikes.
But time will tell. As a proof of concept, this is pretty awesome.
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That and well...it just seems so...unnatural?
I'm not knocking it. This is a great stride toward more Kinect. But holding your arm up for long sessions in addition to your arm being the only thing controlling everything? Yikes.
But time will tell. As a proof of concept, this is pretty awesome.
Posted: Jan 18th 2011 2:07PM mastjaso said
@AmanteDuck
Picture an FPS played with a wii/move blaster type controller and kinect. You strafe with the thumbstick on the back, controller the crosshairs by pointing the gun around screen as seen above, look down the iron sights by raising the gun up to your eyes, and scope for sniper rifles by leaning your head over the controller as if you were actually looking down the scope.
That's what I want to see, it may not be as accurate as a mouse or even a controller but I guarantee you that if done right it would be a ton of fun.
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Picture an FPS played with a wii/move blaster type controller and kinect. You strafe with the thumbstick on the back, controller the crosshairs by pointing the gun around screen as seen above, look down the iron sights by raising the gun up to your eyes, and scope for sniper rifles by leaning your head over the controller as if you were actually looking down the scope.
That's what I want to see, it may not be as accurate as a mouse or even a controller but I guarantee you that if done right it would be a ton of fun.
Posted: Jan 18th 2011 2:32PM Johnnynumber5 is powered by cell said
@mastjaso
Couldn't that be done with a Playstation Move or Wii mote?
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Couldn't that be done with a Playstation Move or Wii mote?
Posted: Jan 18th 2011 5:22PM ytilanigiroon said
@AmanteDuck
Would holding your gun in a ready position while you're in a firefight seems unnatural?
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Would holding your gun in a ready position while you're in a firefight seems unnatural?
Posted: Jan 18th 2011 5:44PM Levi said
@Johnnynumber5 is powered by cell
It could be done on Move but not the Wii, since the Wii doesn't detect anything visually other that infrared. The whole looking down the sights thing would involve seeing the head's position in relation to the controller.
I suppose it COULD be done, but ir would be less intuitive. Instead of seeing the player's head position relative to the controller, it would use the accelerometer to judge when the controller is moved up as opposed to being pointed up. But that would require the player to keep the controller in a certain position and change just the angle, which wouldn't be as intuitive.
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It could be done on Move but not the Wii, since the Wii doesn't detect anything visually other that infrared. The whole looking down the sights thing would involve seeing the head's position in relation to the controller.
I suppose it COULD be done, but ir would be less intuitive. Instead of seeing the player's head position relative to the controller, it would use the accelerometer to judge when the controller is moved up as opposed to being pointed up. But that would require the player to keep the controller in a certain position and change just the angle, which wouldn't be as intuitive.
Posted: Jan 19th 2011 7:56AM fortunzfavor said
@ytilanigiroon Why I would to be in a real firefight? The big problem with most IR gun games is having to hold them up. With my wiimote, back when I actually played wii, I was able to rest my hand on my knee, crank the sensitivity, shrink the dead zone, and have mouse-like control with lean-back comfort. I haven't since and may never enjoy sniping so much in a game as much as I did in one 2nd rate Wii FPS. Black Ops and Halo are more impressive games, but if Medal of Honor: Heroes 2's servers were still populated and maintained, I'd be playing it instead.
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Posted: Jan 18th 2011 12:35PM Warfare20 said
Hey, he's playing Cube 2 Sauerbraten! And, I thought i was the only person who knew about that game. Also, these kinect hacks seem to just keep coming and coming and coming and coming and....
Posted: Jan 18th 2011 12:35PM Robborboy said
About damn time. I used to play Half Life 2 with a straight up webcam. Albeit I needed my finger tips colored for it to read them. But Kinect is fully capable of this and totally look forward to a FPS with Kinect.
Posted: Jan 18th 2011 12:52PM Robborboy said
@PR0F3TA Because I found it much more enjoyable than using a mouse. Holding your hands up as though you has a really gun is much more immersive than a controller or mouse could ever be. Couple that with the ability to hold a prop, say and airsoft gun, and if you have the extra money,a head mounted display, and you are as close to virtual reality as you can get without it being full-on VR.
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Posted: Jan 18th 2011 1:38PM penetraitor said
@Robborboy but if you turn your head you aren't looking at the screen.
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Posted: Jan 18th 2011 2:24PM penetraitor said
@Robborboy
I missed the head mounted display part. It is still a clunky interface. A fine start, but the problems inherent to molding this kind of game to the input device just doesn't work properly and creates more work than it is worth imo. People talking about a hybrid approach also miss the main flaw. Why? When I can press a handy button near my normal movement inputs, why would I want to take my hands off my control device, which is asking to get shot, over just hitting the handy button within fingers reach?
Personally I would rather see people build a game for the input rather than try to force the input into a game not designed for it.
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I missed the head mounted display part. It is still a clunky interface. A fine start, but the problems inherent to molding this kind of game to the input device just doesn't work properly and creates more work than it is worth imo. People talking about a hybrid approach also miss the main flaw. Why? When I can press a handy button near my normal movement inputs, why would I want to take my hands off my control device, which is asking to get shot, over just hitting the handy button within fingers reach?
Personally I would rather see people build a game for the input rather than try to force the input into a game not designed for it.
Posted: Jan 18th 2011 3:10PM Robborboy said
@penetraitor If you are asking yourself these things, then this is not something directed towards you. It is directed towards people such as myself who would learn a new way to play for that extra sense of immersion unachievable with standard setups consisting of controllers or keyboard/mice.
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Posted: Jan 18th 2011 12:41PM Pure Black World Tendency said
Wow that looks really comfortable!
Posted: Jan 18th 2011 12:43PM Organic Jerk said
No jumping, quick turning, or strafing? The AI would really have to be on 0 to make a game based on this not make you want to rip your hair out.
Maybe using two hands is the key.. one for "buttons" (jump, open, etc), and strafing, while leaving the other for gun controls.
Very cool and interesting, yea definitely. Better than a mouse? Nah.
Maybe using two hands is the key.. one for "buttons" (jump, open, etc), and strafing, while leaving the other for gun controls.
Very cool and interesting, yea definitely. Better than a mouse? Nah.
Posted: Jan 18th 2011 1:18PM onlysublime said
@Organic Jerk watch more than a few seconds of the video...
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Posted: Jan 18th 2011 5:27PM Organic Jerk said
@onlysublime I did watch the whole thing but I did so while working, so true enough.
My other statements still stand, though.. It may evolve but I don't think that with current tech this kind of control can evolve to be more precise or as quick as The Good Ol' Mouse and KB, though.
Keep dev'ing, though.. I like seeing this stuff, because I think it will benefit the next stream of hardware.
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My other statements still stand, though.. It may evolve but I don't think that with current tech this kind of control can evolve to be more precise or as quick as The Good Ol' Mouse and KB, though.
Keep dev'ing, though.. I like seeing this stuff, because I think it will benefit the next stream of hardware.
Posted: Jan 18th 2011 12:47PM MLC said
Really cool. If future Kinect games release with the ability of that kinda gameplay, I might have to get 1.
Posted: Jan 18th 2011 12:49PM liquidsoap89 said
Why does it seem like these pc guys hacking the Kinect are doing a better job than the actual developers using the hardware?
Posted: Jan 18th 2011 12:55PM Robborboy said
@liquidsoap89 Take in consideration. Something like this doesn't require much polish, nor does it require hundreds of thousands of dollars to produce. A developer however must create the game, pay the employees, have a publisher, and many other things that can keep a game from coming out quicky, whereas something like this can be written in a few days-weeks on someone's free-time.
Nevermind the fact that games are built around a central structure. In this case, and most of the Kinect hacks the hacks are built around Kinect, and may very well be useless outside of certain applications.
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Nevermind the fact that games are built around a central structure. In this case, and most of the Kinect hacks the hacks are built around Kinect, and may very well be useless outside of certain applications.
Posted: Jan 18th 2011 1:25PM liquidsoap89 said
@Robborboy
Well sure, I can appreciate all that. But the key difference there is that there's a publisher paying EMPLOYEES to code this stuff... Look at a development team for ANY Kinect game, I'm positive there would be numerous people developing code for the Kinect. And like everybody always says... 2 heads are better than 1 (or many heads in this instance).
Sure some teams might not have the budget to do the best job they can, but my point is that a team of people can usually do a much better job than one person can in his/her spare time. And in the case of the Kinect, that isn't happening.
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Well sure, I can appreciate all that. But the key difference there is that there's a publisher paying EMPLOYEES to code this stuff... Look at a development team for ANY Kinect game, I'm positive there would be numerous people developing code for the Kinect. And like everybody always says... 2 heads are better than 1 (or many heads in this instance).
Sure some teams might not have the budget to do the best job they can, but my point is that a team of people can usually do a much better job than one person can in his/her spare time. And in the case of the Kinect, that isn't happening.
Posted: Jan 18th 2011 1:30PM FlawedLogicXIII said
@liquidsoap89
Not to mention that they are "simply" building off the existing hardware/software. They aren't developing the actual tech that is needed for the device.
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Not to mention that they are "simply" building off the existing hardware/software. They aren't developing the actual tech that is needed for the device.
Posted: Jan 18th 2011 1:46PM Robborboy said
@liquidsoap89 A team is also set on a development cycle. They can't say, release parts of it as they finish. They have to wait until the product as a whole is complete/the publisher says to ship the game. So you are looking at THE VERY LEAST a year from the time a dev gets the Kinect hardware/software.
Whereas someone, in this case "hackers", can write a bit of code that makes the device function in one manner, and release it when they are done.
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Whereas someone, in this case "hackers", can write a bit of code that makes the device function in one manner, and release it when they are done.
Posted: Jan 18th 2011 3:01PM liquidsoap89 said
@Robborboy
"They have to wait until the product as a whole is complete/the publisher says to ship the game."
Well I think one could argue that this isn't exactly what happened with the Kinect launch games...
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"They have to wait until the product as a whole is complete/the publisher says to ship the game."
Well I think one could argue that this isn't exactly what happened with the Kinect launch games...
Posted: Jan 18th 2011 3:31PM Robborboy said
@liquidsoap89 And to that I say, launch lineups are typically terrible, and a developer usually never has the info on the final build of the hardware until damn near release. Point in case is Bethesda and Oblivion.
To expect amazing games at launch is silly. And even then Dance Central come out as a golden star.
That said, post launch games for Kinect look much more promising. Steel Battalion and Child of Eden come to mind.
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To expect amazing games at launch is silly. And even then Dance Central come out as a golden star.
That said, post launch games for Kinect look much more promising. Steel Battalion and Child of Eden come to mind.
Posted: Jan 18th 2011 12:50PM xreadmore said
He looks so happy! What fun it must be!
seriously though it's a start. Why can't someone just combine kinect and xbox controller. Let's keep the controller and use kinect for added functions like going to cover or melee attack. or how about lean left and right to look around corners. Kinect would be perfect to add some extra controls to console games that that have used up all the buttons.
seriously though it's a start. Why can't someone just combine kinect and xbox controller. Let's keep the controller and use kinect for added functions like going to cover or melee attack. or how about lean left and right to look around corners. Kinect would be perfect to add some extra controls to console games that that have used up all the buttons.
Posted: Jan 18th 2011 1:36PM Alan Strangis said
@xreadmore: Agreed. The 360 controller is actually pretty easy to hold in one hand as well, which would give you access to a joystick two triggers and a D-pad (or 4 buttons).
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Posted: Jan 18th 2011 2:27PM mjboldy said
@xreadmore "He looks so happy! What fun it must be!"
Don't say that, otherwise we get more trailers like this:
http://www.youtube.com/watch?v=DP8-U6RkL0s&feature=related
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Don't say that, otherwise we get more trailers like this:
http://www.youtube.com/watch?v=DP8-U6RkL0s&feature=related
Posted: Jan 18th 2011 12:51PM Sponge said
That isn't really one handed since he still needed a keyboard. What this really shows that Kinect isn't too useful for FPS. Sure you can play, but no company that cares about it's games will try this, though one that's riding the Kinect wave at the moment might. A light-gun, mouse, or Wiimote seem better equipped for this kind of application.
Posted: Jan 18th 2011 12:57PM Robborboy said
@Sponge This does however show that the most complicated part of control in a FPS can be done with ease. It was also stated in the video that it supported multiple players or multiple body parts. In which case something as simple as food placement would allow walking.
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Posted: Jan 18th 2011 1:23PM penetraitor said
@Robborboy
Done with ease when playing solo in a controlled environment. Hack it to play a real game against real people and let's see what happens. It is a start, but looks like much more effort and less results than playing in the tried and true fashions.
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Done with ease when playing solo in a controlled environment. Hack it to play a real game against real people and let's see what happens. It is a start, but looks like much more effort and less results than playing in the tried and true fashions.
Posted: Jan 18th 2011 2:27PM penetraitor said
@Robborboy I was more referring to this not being a multiplayer environment, but yeah. Of course if you could only play against other kinect players, sure. But why create an inherently worse way to play from a results standpoint? Immersive is fine and dandy until you want immersive and competitive.
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Posted: Jan 18th 2011 1:17PM BlueTights said
PEW PEW PEW!
Posted: Jan 18th 2011 1:19PM The Tim said
Pew pew pew!
Seriously though, this is interesting. I'm still playing the 'wait and see' game with Kinect, but things like this keep giving a glimpse of its potential
Seriously though, this is interesting. I'm still playing the 'wait and see' game with Kinect, but things like this keep giving a glimpse of its potential
Posted: Jan 18th 2011 1:19PM Spunky Monkey 190906 said
Can't say I'd feel comfortable using my hands like that, might be fun for an arcade, but it would get tedious. I also don't like the hand gestures he's using, I would have actually preferred the gun actio with you hands and quickly jolt it up to fire, much like a normal pistol, THAT would be cool, tedious, but still rather cool. The punching action and opening the fingers I don't like.
Theres a point to which putting in the realistic efforts to playing a game becomes kind of pointless, I wouldnt want to do half the actions, if I'm moving my hands, might as well do the full thing. I'd rather do airsoft or paintball, yeah it might be more expensive, but its far more rewarding. Otherwise, give me back my controller so I can relax, like games are supposed to make me feel.
Theres a point to which putting in the realistic efforts to playing a game becomes kind of pointless, I wouldnt want to do half the actions, if I'm moving my hands, might as well do the full thing. I'd rather do airsoft or paintball, yeah it might be more expensive, but its far more rewarding. Otherwise, give me back my controller so I can relax, like games are supposed to make me feel.
Posted: Jan 18th 2011 2:04PM glamajamma said
You fire by moving moving your hand quickly up and down, thus loosing aim, and shots not being registered (it happens with the rocket launcher). He sacrificed pitch so he could register shots.
Sometimes you just need buttons.
Sometimes you just need buttons.
Posted: Jan 18th 2011 2:06PM Duke said
That's very interesting and cool, but I just can't see that being fun. After 10 minutes it looks like it would become very uncomfortable to play that way. Also, the standing still while moving the hand to move the character looks so unnatural.
I think for FPS they need to release a control shaped like the wand with a stick on it for movement at least. Then have Kinect tracking head movements for looking around, or track crouching or grenade throws.
I think for FPS they need to release a control shaped like the wand with a stick on it for movement at least. Then have Kinect tracking head movements for looking around, or track crouching or grenade throws.
Posted: Jan 18th 2011 2:09PM acefondu said
Controller > Kinect
Posted: Jan 18th 2011 2:19PM Nekki said
Better than a mouse at giving you carpal tunnel!!
Posted: Jan 18th 2011 2:20PM US 447 said
At least this is a little proof that with some real money and effort, a FPS is a possibility, granted it seems more fitted for a rails shooter like at the arcade, time crisis for instance, but who knows with these kinect hack geniuses on the case, we may have a game that people want to play thats FPS on kinect.
Posted: Jan 18th 2011 2:23PM neoXmahi said
Not a fan of Kinect by any means, but this is impressive. Good step in the right direction.
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