Posts Tagged ‘Controller’

In one of a series of videos released by Microsoft of developers offering their thoughts on Project Natal, Kenichiro Imaizmu, producer of the Metal Gear Solid series at Kojima Productions, revealed that Hideo Kojima had been leading the design of a custom controller for use with his “previous production,” Metal Gear Solid 4.

As Imaizumi described, the ideas were figuratively — and literally — shocking. “We tried running electric shock waves, install a pulse reader … we also tried to build a controller that’s receptive to the strength of the [player's] grip,” he divulged. “We tried a lot, even a transforming controller.” It’s too bad none of these concepts ever saw the light of day; Kojima could have birthed a truly shocking DualShock.

In the video, Imaizumi also extolled the virtues of Project Natal, mentioning its ability for gesture, voice and color-based interaction. But, as far as we know, Natal doesn’t have the ability to zap players with electric shocks. (Though we know to never say “never,” you know?)

Continue reading TGS 2009: Kojima toyed with shocking, ‘transforming’ controllers for MGS4

JoystiqTGS 2009: Kojima toyed with shocking, ‘transforming’ controllers for MGS4 originally appeared on Joystiq on Fri, 25 Sep 2009 17:32:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Codemasters wasn’t too impressed with that Project Natal-enabled Burnout demo, apparently, and thinks gamers won’t trash their controllers and steering wheels for racing games when Natal is unleashed on the public. Speaking to Videogamer, Codemasters’ Ralph Fulton — who is currently hard at work on DiRT 2 said, “The complexity of control for a racing game, certainly for a core racing game like ours, requires a controller.”

Fulton points to the need for feedback and precision, claiming that Project Natal just won’t do either justice. That’s not to say there isn’t a place for Natal in racers, as Fulton thinks it could add some functionality on top of traditional controls, though he fails to provide us with any ideas of his own. Until we get our hands on the final product, we’re just going to have to watch those chase scenes from Ronin over and over again with a pair of fuzzy dice strapped to our TV.

JoystiqCodemasters: Natal won’t replace traditional controls in racers originally appeared on Joystiq on Tue, 11 Aug 2009 20:30:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Introducing Project Natal, a revolutionary new way to play: no controller required. See a ball? Kick it, hit it, trap it or catch it. If you know how to move your hands, shake your hips or speak you and your friends can jump into the fun — the only experience needed is life experience.

Project Natal” is the code name for a revolutionary new way to play on your Xbox 360. Natal is pronounced “nuh-tall”. Project Natal’ represents controller-free gaming and entertainment. It won’t just be the greatest videogames to benefit from so much freedom. In addition to “Project Natal” tracking your full body movement in 3-D, it also recognises your face and facial expressions. It can even detect the change of emotion in your voice. The device also remembers your face and voice so that you can connect to Xbox LIVE without the need to reach for a controller. This is the future!