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Activision revealed the Call of Duty: Black Ops multiplayer component at an event this evening in Los Angeles. We'll have a full preview later on, but first we'll just run you through the various features that Treyarch is adding to the latest iteration of Call of Duty.

Producers Dan Bunting and David Vanderhaar took the stage at the LA Coliseum to talk three pillars for the new CoD multiplayer game: "Compete, customize and create." Competition was the first element -- beyond the standard Call of Duty multiplayer elements, Treyarch has added a whole new mode called Combat Training, which brings AI opponents to the mix. Yes, bots have arrived in Call of Duty.


Combat Training is a mode with its own ranking completely separate from any multiplayer play. Treyarch says it found that 30 to 40 percent of single player gamers had never once tried multiplayer, and this mode is an attempt to "introduce the Call of Duty game to an entirely new set of players who we feel are missing out," said Vanderhaar. The mode has its origins in a dummy the team created named Larry, who originally just stood in the field and reported back on damage received to the programmers. But when even the devs wanted Larry to be a little more active, they eventually developed the mode into a full package.

Combat Training allows you to play either by yourself or with friends -- we'll give it a look later this evening and let you know what kind of challenge Black Ops' AI bots will offer.

Treyarch also plans to diverge from the series tradition of set unlocks by introducing a currency to the multiplayer game, called CP or "CoD points." Everything in the game has a set CP price (or XP level limit) attached to it, so if there's a specific killstreak or weapon you'd like to unlock, you can save up and buy it at the first chance instead of simply waiting for it to open up. Perks also have an effect on how you look in the game -- choosing Scavenger outfits your character with lots of pouches on your armor, while Ghost puts you into a gilly suit. Other players can see that customization as well, so opponents can tell with a glance what perks you've got equipped. Guns can be customized even further than before, and emblems can be created and attached to guns.

Additionally, gear has been narrowed down into three categories: lethal throwables (like frag grenades) will always be used with the right bumper; tactical throwables will appear on the left bumper; "equipment" consists of all the other gear Treyarch has thrown into the game, from the usual claymores and motion sensors to new gadgets like a camera spike. New weapons have been added into care packages as well -- Treyarch showed off a gigantic Gatling gun, a special RPG, a napalm strike, a remotely controlled bomb, an off-site mortar team and a movable SAM turret that targeted any aircraft in the area.

Currency, said Treyarch, is useless unless you can gamble with it, so Treyarch has created four new multiplayer modes that revolve around gambling CP, called Wager Matches. In these matches, only the top three players get paid at the end of the match, and everyone else loses their ante CP. "One in the Chamber" pits players against each other armed with just one pistol and one bullet -- killing someone else earns you an extra bullet, but missing leaves you with just a knife. "Sticks and Stones" gives everyone a tomahawk and a crossbow, and hitting an opponent with a tomahawk automatically bankrupts them. "Gun Game" has players progressing through the various gun tiers -- a kill moves you up to a stronger weapon, but dying drops you back down. Finally, "Sharp Shooter" gives everyone a series of random weapons, with everyone switching to the next randomly selected one after a certain point.


Treyarch has also implemented "Contracts," which players can buy with CP and then pay off when certain criteria are met in the game within a certain time limit. Promise to kill 50 players in a certain amount of matches, and achieving the goal will pay back more CP -- but failing will cost you what you paid in the first place.

Finally, the developer also created the ability to record and playback matches during development, so it added a video recording system into the game. Players can save, share and browse recorded videos -- the system doesn't look quite as in-depth as what Bungie's put together in the past, but we'll have to see it in action.

Xbox 360

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Activision revealed the Call of Duty: Black Ops multiplayer component at an event this evening in Los Angeles. We'll have a full preview later on, but first we'll just run you through the various features that Treyarch is adding to the latest iteration of Call of Duty.

Producers Dan Bunting and David Vanderhaar took the stage at the LA Coliseum to talk three pillars for the new CoD multiplayer game: "Compete, customize and create." Competition was the first element -- beyond the standard Call of Duty multiplayer elements, Treyarch has added a whole new mode called Combat Training, which brings AI opponents to the mix. Yes, bots have arrived in Call of Duty.


Combat Training is a mode with its own ranking completely separate from any multiplayer play. Treyarch says it found that 30 to 40 percent of single player gamers had never once tried multiplayer, and this mode is an attempt to "introduce the Call of Duty game to an entirely new set of players who we feel are missing out," said Vanderhaar. The mode has its origins in a dummy the team created named Larry, who originally just stood in the field and reported back on damage received to the programmers. But when even the devs wanted Larry to be a little more active, they eventually developed the mode into a full package.

Combat Training allows you to play either by yourself or with friends -- we'll give it a look later this evening and let you know what kind of challenge Black Ops' AI bots will offer.

Treyarch also plans to diverge from the series tradition of set unlocks by introducing a currency to the multiplayer game, called CP or "CoD points." Everything in the game has a set CP price (or XP level limit) attached to it, so if there's a specific killstreak or weapon you'd like to unlock, you can save up and buy it at the first chance instead of simply waiting for it to open up. Perks also have an effect on how you look in the game -- choosing Scavenger outfits your character with lots of pouches on your armor, while Ghost puts you into a gilly suit. Other players can see that customization as well, so opponents can tell with a glance what perks you've got equipped. Guns can be customized even further than before, and emblems can be created and attached to guns.

Additionally, gear has been narrowed down into three categories: lethal throwables (like frag grenades) will always be used with the right bumper; tactical throwables will appear on the left bumper; "equipment" consists of all the other gear Treyarch has thrown into the game, from the usual claymores and motion sensors to new gadgets like a camera spike. New weapons have been added into care packages as well -- Treyarch showed off a gigantic Gatling gun, a special RPG, a napalm strike, a remotely controlled bomb, an off-site mortar team and a movable SAM turret that targeted any aircraft in the area.

Currency, said Treyarch, is useless unless you can gamble with it, so Treyarch has created four new multiplayer modes that revolve around gambling CP, called Wager Matches. In these matches, only the top three players get paid at the end of the match, and everyone else loses their ante CP. "One in the Chamber" pits players against each other armed with just one pistol and one bullet -- killing someone else earns you an extra bullet, but missing leaves you with just a knife. "Sticks and Stones" gives everyone a tomahawk and a crossbow, and hitting an opponent with a tomahawk automatically bankrupts them. "Gun Game" has players progressing through the various gun tiers -- a kill moves you up to a stronger weapon, but dying drops you back down. Finally, "Sharp Shooter" gives everyone a series of random weapons, with everyone switching to the next randomly selected one after a certain point.


Treyarch has also implemented "Contracts," which players can buy with CP and then pay off when certain criteria are met in the game within a certain time limit. Promise to kill 50 players in a certain amount of matches, and achieving the goal will pay back more CP -- but failing will cost you what you paid in the first place.

Finally, the developer also created the ability to record and playback matches during development, so it added a video recording system into the game. Players can save, share and browse recorded videos -- the system doesn't look quite as in-depth as what Bungie's put together in the past, but we'll have to see it in action.

Playstation 3

feadi


PlayStation Move Stress Tests, Using Lighting Changes And Human DistractionThe PlayStation Move can be flummoxed by bright sunlight. That's the one stress test Sony's new motion controller failed in a series of trials involving a range of lighting conditions and human distraction to which we subjected the Move.

Lighting Tests

The PlayStation Move wand used the PlayStation Eye camera to track it's movement in 3D space. The Eye and Move sync during a calibration test that involves the orb at the tip of the Move wand illuminating in a color that does not match anything else in the Eye's range of view. That technique allows the Eye to track the Move better than it can a human body, which is what older camera-based games tried to do. Those older games were often bedeviled by anything other than ideal lighting. To ensure Move is an improvement, we needed to try different lighting conditions.

Starting on Sunday, I tested the PlayStation Move under four lighting conditions: standard daytime sun, bright sunlight, nighttime lamp illumination and room darkness.

Sunday afternoon (normal light)...

Sunday afternoon (bright sunshine)...

Monday night (lamp illumination)...

Monday night (no illumination)...

The PlayStation Move managed to calibrate on the first attempt in three of the above four trials. Draw the blinds to prevent bright sunlight from hitting your TV and it seems that you'll be ok.

Human Distraction

The PlayStation Move sends positional data based on both the camera's reading of that Move's illuminated sphere and the motion sensors within the wand. If someone blocks the camera, the data involving the sphere will be cut off. Some games use this as a feature — Start The Party, for example, has you hide your Move "flashlight" behind your back from time to time — so Sony is clearly unafraid to have the Move and the Eye momentarily be eclipsed by a person's body.

During several sessions of Ubisoft's Racquet Sports, I found that the Wii Sports tennis-like game would regularly warn me and my friend that we had swung our Move wands out of the Eye's view. (The game would not pause when this happened, showing that the motion data collected within the Move was sufficient for the virtual tennis swings). As with well-designed Wii MotionPlus games, this momentary accidental off-screen pointing didn't cause a problem. As soon as we moved the Move wans back onto the screen, the Eye caught them again. No hiccup.

But, Crecente, reasoned, sometimes the distractions you have while playing a game aren't as predictable or manageable as a momentary off-screen flick. Sometimes someone tries to mess with you. He encouraged his son Tristan to do that. Here's their test:

Not Tested Yet

Neither Crecente nor I have tossed our Move wands into our TVs to see if they smash screens as well as a Wii Remote, nor have we stress-tested the Move wrist strap, which looks like an early Wii one. We have noted that the Move sphere is a rubber ball, so if the Move hits a TV sphere-first, there may not be a lot of damage. But the body of the Move is hard plastic and can probably crack something.

We've also not yet tested battery life, though we both believe we are getting at least as much charge as a Wii Remote does. The Move and its Navigation controller recharge via the same mini-USB-to-USB wire as a traditional DualShock 3 PlayStation 3 controller. It does not use AA batteries, as the Wii Remote and Xbox 360 controllers do.

So far, the Move seems durable and reliable, most tests passed, bright light notwithstanding.

Playstation 3

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Firemint's ultra-popular iPhone game, Flight Control, is also Move compatible on the Playstation 3.

I spent a bit of time with it and was delighted to see how fun and easy it was to quickly draw precise flight paths on the game's top-down map of the landing strips. Controls were snappy, providing a bit of click and rumble when I pointed at a plane and pulled the trigger. By holding the trigger I just traced the plane's path in the air in front of me with the Move controller.

Perfect use of the Playstation 3 motion-detecting technology.

 

Playstation 3

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High Velocity Bowling first hit the Playstation Network back in 2007, but later this month it's getting an update, adding Playstation Move support to the bowling game.

Unfortunately, the Move gameplay I tried out seems to be a bit buggy, with the bowling game losing the controller multiple times during a swing of my arm and its ability to detect spin incredibly sketchy.

 

Playstation 3

feadi

Much in the vein of Wii Play, it seems the European version of Wii Party will come with an additional, savory bonus: an extra Wii Remote. According to Siliconera, every copy of the game (which drops in Europe October 8) will come with a new controller -- a slight departure from the game's Japanese release strategy, which offered a controller bundle for 6,800 yen ($81), and a controller-less copy of the game for 4,800 yen ($57).

The game will be out in North America on October 3, but we still haven't heard whether we'll also be able to choose between different Wii Party SKUs. Sometimes you feel like a Wiimote, but sometimes you don't, you know? (Particularly when you already have four.)

Wii

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Once you get past that initial thrill of opening the packaging, setting it up and toying around with its settings, any platform is only as good – and as fun – as the games available for it. With the launch of PlayStation Move, the lineup of what's on offer is relatively limited and, as the hardware's all about getting people to, er move around, focuses on sports and party games, with a couple of notable exceptions.

 

Those would be EyePet, Kung Fu Rider and Tumble, all from Sony, with Tumble being a PSN game. EyePet is a virtual pet "game" that's been available as a PS Eye title in Europe for some time and has been reworked to incorporate Move. While charming, it falls under the category of a kid's title (though I've no doubt some adults will find it fun) and it won't be subject to review here; instead I'll be focusing on the more "core" games in the following pages. As for Kung Fu Rider, it's an odd creation out of SCE Studios Japan.

 

That leaves us with Sports Champions and Racquet Sports from Sony and Ubisoft, respectively. Sports Champions comes bundled with the $100 Move starter kit and the PS3 Move system bundle, but is also available separately ($40) for those who decide to buy their Move setups piecemeal.

 

With that out of the way – and without any further ado – it's on with the reviews:

 

Playstation 3

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Four years after the arrival of Wii, Sony's take on motion controlled gaming is finally here. Well, at least it's here at Joystiq, where we got our hands on the final hardware and initial lineup of games a couple of weeks in advance of the peripheral's September 19 North American debut.

 

I spent several days with Move, from the initial unboxing to putting my thoughts on the hardware together for you in this review. I also played the Move launch games from Sony and one from Ubisoft, which I've reviewed in the companion piece to this article.

 

PlayStation Move, as you've no doubt read on the site, comes in a variety of configurations. There's the Move controller itself, the Move controller bundled with the required PlayStation Eye camera and Sports Champions and a system bundle that includes the latter plus a PS3 console. There's also the Move's "nunchuk" Navigation Controller, which isn't actually used by any of the Move-specific launch titles (but will be supported by future games and current titles, such as Heavy Rain, via patches).

I received two Move controllers, one Navigation Controller and a PS Eye camera. The Navigation Controller arrived in packaging styled to match other PS3 accessories, such as the DualShock 3. The Move controllers themselves were already unboxed, though it stands to reason that they come in similarly difficult-to-open-without-spilling-blood plastic packaging.


Anyway, enough background -- let's get on with the review.

The Hardware

 

The Move controller itself is smaller than any photos you've seen of it convey. Larger, though, than a Wiimote, it is incredibly comfortable to grip and neither too light nor too heavy. The orb on top, which changes color for both PS Eye tracking purposes and to provide visual feedback, isn't the hard "ping pong ball" you'd expect – it's soft and squishy, like a dog toy. The top of the controller features a PS button, Triangle, Circle, X and Square buttons, and the primary "Move" button.

 

On its left side is the Select button; on the right, Start. The placement of these two buttons is pretty questionable – they're not very easy to reach. Finally, the underside is home to the T button, actually a trigger a little larger and with more play than the R2/L2 buttons on a DualShock pad.

 

The Start/Select button placement bugs me, but that's really the only gripe I have with the controller's actual construction. It feels great, with a solid build reflective of the engineering that's gone into the DualShock controllers.

 

 

The design of the Navigation Controller (pictured above) -- or "pickle," as its referred to internally at Sony) -- follows that of the main Move controller, only smaller. It felt just as good in my hand, with perfectly-sized L1/L2 buttons, D-pad and standard-sized analog stick (it clicks in, just like those on the DualShock pad). Of the PlayStation standards, it only features an X and Circle button. It's odd since it seems to me that there's room above and to the side of either to comfortably fit the other two face buttons rather than the "cancel" and "confirm" that reside on the NavCon (let's just call it that, eh?). Given all of the tech in the actual Move controller, the fact that the NavCon costs $30 seems downright silly. $20, maybe. Maybe. (Plus, while kinda wonky feeling, you can use the left side of a DualShock 3 as a stand-in for the NavCon should you want or need.)

 

Oh, and lest I forget: The Move controller has its own vibration motor that's not simply an on/off buzzer -- it's capable of generating feedback just as nuanced as the DualShock 3, from my experience with it.

 

Although the Move controllers shipped with some degree of battery charge, I opted to plug them into my PS3 via the mini-USB ports at their base (the same port as found on the DualShock 3). It took around an hour to fully charge them -- same with the NavCon. Once that was done, the setup process commenced.

 

Setup

 

Calling getting the PlayStation Move up-and-running a "setup process" is like calling starting your car a "startup process" – it's far simpler than the name makes it sound.

It feels great, with a solid build reflective of the engineering that's gone into the DualShock controllers.

 

The Move controllers and NavCon are synched up just like a DualShock pad, by plugging them into your PS3 with a USB-to-mini-USB cable and pressing the PS button on them. (Guess we now know why the PS3 supports seven Bluetooth devices at once, eh?) So, that's a snap!

Plugging in the PS Eye – if you don't have one set up already – is stupid-simple, too. Just place the camera either dead-center above or below your screen, point it straight ahead and plug it into a free USB port on the PS3. Oh, and for PS Move, you need to switch its lens to wide angle mode by turning it clockwise to match the white dot on it with the blue dot on the Eye's housing. Don't worry if you forget this step – you're reminded to do so before every Move game you play.

 

And that's the setup process.

 

 

The Experience

 

Provided you're running the latest PS3 firmware, the Move controller (and NavCon) can be used to navigate the XMB interface right away. This doesn't use the PS Eye to track the Move's orb – just the controller's internal tilt sensors (or the analog stick/D-pad in the case of the NavCon).

 

You have to hold down T on the Move controller in order to flick through the XMB. Doing so with any degree of precision takes a little practice, and if you've trying to scroll through long lists of videos (for example) you'll find yourself aiming the controller at the floor, only to have the list stop scrolling. What I found is that you actually have to use the Move controller for navigating the XMB as if you were "pinching" things. So you "pinch" or "grab" the list in this case, and once you can't scroll any further, release T, point the controller up again and pinch again to scroll more.

 

It's kind of awkward feeling, and really had me wondering why Sony didn't (or hasn't) created a Move-specific menu that runs on top of the XMB.

 

In terms of the play environment – a.k.a. your room – I found that the Move worked well in low light (my usual lighting) and didn't seem to have any problem keeping a rock-solid lock on my position no matter what was behind me, or what I was wearing.

The definition of "too close" or "too far" changed on a game-by-game basis.

 

I did run into a couple of issues, however. The first being the fact that I have a coffee table in front of my couch. This is a problem (as is anything on top of a coffee table) in that, should you wish to play a game that tracks the Move's colorful orb while sitting, a table will prevent the PS Eye from seeing the orb – which is a problem in games like Tumble that have you placing the controller near the floor at times. Something as small as a sake set on my table was enough to create a "blind spot," actually.

 

Standing up should help, right? Well, it did – although pretty much all of the games' calibration screens (you usually have to point the Move controller at the PS Eye like a flashlight and hold the T or Move button) displayed an "ideal position" box for me to stand in, which had me moving roughly eight feet back from my TV. Basically, this is right to the limit of my "play environment" and, again in my case, meant that I couldn't reach down and to the right without bonking my coffee table with the controller. Of course, I tried moving within five feet of the PS Eye – in front of said table – and was told that I was too close.

 

The definition of "too close" or "too far" changed on a game-by-game basis, too. One would say eight feet, another five and yet another 3.3 (one meter). Playing Move games in my den – a small room where I sit maybe four feet from the TV – was hit or miss.

 

This said, when I met the proper line-of-sight and distance needs of the hardware and software, the tracking and accuracy of the Move was astounding. I talk about these things more in my individual game reviews, but highlights for me came in the form of Sports Champions' table tennis (which replicated my every wrist flick perfectly) and archery (grabbing an arrow from my quiver with one Move controller, then touching it to the other acting as a bow and pulling back feels totally natural); and I was blown away by Tumble's super-precise placement of differently shaped blocks, down to complete 1:1 tracking into and out of the screen. It basically feels like you're reaching into your TV (and I wasn't even playing in 3-D).

 

 

The Verdict

Issues with line-of-site and play distance aside, I can't help but declare PlayStation Move a resounding success as a piece of consumer technology and general way of interacting with games. Yes, it's the natural evolution of the Wii Remote, but it trumps Nintendo's creation in every respect, from its accuracy (even MotionPlus can't match it) to the quality of its vibration feedback.

The hardware's great, and I can see it being used in a multitude of really cool ways, but of course it's only as cool as the games that use it. I've mentioned Sports Champions and Tumble, two great games that make excellent showcases for Move's potential. But considering everything on offer, it's hard not to classify Move as anything more than a "cool toy" at launch. The best of Move is worth experiencing, but is it worthy of a day-one purchase – not to mention the full set of two controllers and a NavCon? No.

Fortunately, though, Sony actually seems to have a roadmap for Move that includes support for the hardware in its biggest titles – Killzone 3 and SOCOM 4 to name a couple – as well as patches for existing games, both first- and third-party (RUSE works great with it, as do Heavy Rain and PSN's High Velocity Bowling).

 

I believe that, if you ask me in late 2010 or especially early 2011 whether I think Move is a must-have for PlayStation 3 owners, my answer will have changed to "Yes." Move doesn't seem like a passing fad, but as is often the case with new hardware, those games that tip you from "wait and see" to "purchase" just aren't there from the start.

Playstation 3

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Everything You'll Want to Know About the Playstation Move Should you buy the Playstation Move? What's the best motion game on the Playstation 3? What's the worst? What do you look like playing? Do dogs or cats cause interference? How do I set it up? How much does getting hit with a Move controller hurt?

We've spent an obscene amount of time with the Playstation Move over the course of a week or so, playing games, testing theories, finding the best and the worst in Sony's upcoming motion-sensing peripheral. Tonight at midnight, you're going to be able to read our deep, nuanced coverage of the add-on.

If you have any interest in motion gaming on the Playstation 3, if you're curious about picking up the console add-on, then book mark this and come back at midnight to start reading our exhaustive coverage.

The add-on hits in a few weeks. Are you picking one up?

Playstation 3

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The first (but certainly not last) Dreamcast title to arrive on Xbox Live Arcade is, appropriately enough, the fastest. Major Nelson's latest schedule for the platform has revealed a September 15 release date for Sonic Adventure, which will be available for 800 Microsoft Points ($10). No word yet on the release plans for Sega's other previously announced Dreamcast revival, Crazy Taxi.

We've contacted Sega to find out if the game will arrive on PSN on a similar timetable. We also sent them an email with the subject line "Give us Seaman," followed by a body of text which simply read, "SEEEEEAAAAAAAAMAAAAAAAN.

Xbox 360

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