Listen, E3, we had some good times. We shook like maniacs for your motion controllers. We jammed with the band (and our resident DJ, Stab Master Arson). We skated all over the place. We livebloggedlikecrazy. We basically took your news flow and funneled it into a succinct package of mind-blowing media snacks. But that was then, and this is now. We had to hightail it out of town, because a certain someone needs our special brand of tenderness… and that certain someone is Apple’s WWDC in San Francisco. We’ll miss you E3, but only a little bit.
Seriously guys, gear up for WWDC this coming Monday (June 8th), where some kind of new phone or something might get announced. Here’s the page you’ll want to plant yourselves at (feel free to bookmark), and here’s what time you’ll want to do said planting: 07:00AM – Hawaii 10:00AM – Pacific 11:00AM – Mountain 12:00PM – Central 01:00PM – Eastern 06:00PM – London 07:00PM – Paris 02:00AM – Tokyo (June 9th)
Got a game with a lot of commands, but are sick of supporting the Big Keyboard industry? Meet your rebel input replacement, the Peregrine. Demonstrated to us at E3, the Peregrine is basically an elastic glove with some wires sewn into it at various points. Connecting one of those points to conductive patches on the palm and thumb creates an electrical circuit, which the glove’s brain converts to a keypress. It’s like a glove but with power — a sort of power glove, if you will. The main application is MMOs, where you could touch your thumb and forefinger together to cast a spell in a role-playing game or touch your middle finger to your palm to heal yourself. Or your character, anyway. More impressions and some spec-ops intrigue after the break.
We just sat down for an interview with Sony’s John Koller, who among many other interesting tidbits and factoids (more on those later) assuaged fears that our giant UMD library would be entirely forsaken. While light on details — they’re still figuring it out, he said — there will be a “good will” program by which owners of current disc-based titles will be able to obtain digital copies for use on the PSP Go — “a set number of titles for a set period of time,” to be exact. He couldn’t confirm all games, or at least all your personal collection, would be transferrable — that might have to do with the number of digitized games they’ll have at launch, which will be at least 300 but not the whole back catalog — but despite calling it a short-term program he did say, should you receive a new UMD game later down the line, you should still be able to make the digital transfer. As for price, we’re still looking to confirm something there, but they wouldn’t be putting so much effort into the program if it wasn’t at least for a discount, if not free.
If you happen to like your discs, Koller said UMDs aren’t going by the wayside so long as the PSP is still around, but he expects digital to start taking an increasing share. Looking to the future, he confirmed all first-party titles and most third-party titles (by the developers’ own volition, not a mandate) will be available as digital downloads day and date with the UMD hard copies, and yeah, despite the reduced shipping and manufacturing costs, it’ll be for the same price, too.
Cans are so hot right now; the bigger and gaudier the better, because nothing says “Don’t talk to me” like giant domes covering your ears. Creative’s latest set, Fatal1ty Professional Series Gaming Headset MkII, don’t really have much to offer in the flash category and certainly aren’t excessively sized, but for serious gamers they seem to be a solid option and just the thing to keep your mom from interrupting your session. Shipping next week for $99, they offer an over-ear design with memory-foam surrounds and a sophisticated but not particularly flashy look that says “I want to look cool while wearing these, but I’ll leave the chrome to my CPU fan, thanks.” They sport a detachable boom that has not one but two microphones in it and some apparently fancy-schmantsy processing that can discern your howl of war from your dog’s howl of neglect, meaning your CS teammates hear only the former. Unfortunately we weren’t able to try that out for ourselves, so we’ll have to see how well that pans out in the real world. The set uses the standard jumble of 3.5mm audio jacks to connect to your machine, but a Creative rep was kind enough to disclose plans for a USB version that’ll work sans-soundcard. That model is due sometime next month for a $30 premium.
Walking around the floor of a convention center for days on end, you can forget to do important things–like, say, eating and drinking. In haste, you may do something regrettable to compensate, such as tossing back a few cans of some ungodly promotional energy drink, or eating a handful of something with a name like Gamer Grub.
But actually, the wasabi-flavored version of the stuff isn’t that bad. It tastes like a pretty standard snack mix. Unlike other gamer-targeted foods, it contains no taurine or caffeine, either. Calling Gamer Grub a “performance snack” and using the tagline “boost your game” might be a bit much, beyond the fact that if you don’t eat food, you’ll die–which will almost certainly impede your ability to play video games.
Gamers grub is available in Pizza, PB & J, Chocolate, and, of course, Wasabi flavors. It’s available at Fry’s Electronics.
Microsoft’s Project Natal took a step away from the stage and closer to the living room when Gizmodo’s Matt Buchanan and Mark Wilson took the system for a test drive.
While the preview did consist of some of the same style of tech demos we saw on Monday, the exciting part involved playing Burnout Revenge, an existing 360 game, with the system. The game was able to run even with Natal‘s processing overhead, controlled via an air steering wheel and moving feet forward and backward to represent the gas.
Despite their dedicated efforts to get the system to hiccup, Gizmodo was impressed with the device, commenting on how natural and polished the experience felt. Despite the usual pre-production glitches, Natal seems ready to take on the gaming world whenever it comes out. Video after the jump.
Look, it’s no secret that the Wii is comparatively weak. It always has been, and unless some magical, unicorn-approved firmware update hits in the near future, it always will be. The Big N’s Shigeru Miyamoto sat down at E3 this year with GameDaily and confessed as much, stating that he “would like to use Wii Speak more, but [in Super Mario Bros. Wii], the Wii processor is already being taxed.” He added that this was all “part of being a developer to work with the tools you have to create new and interesting projects,” but it certainly makes us wonder just how much more awesome this console could be with a specifications list fit for this millennium. Ah well, maybe we can actually look forward to native 1080p games from Nintendo next decade… if we’re lucky.
Activision’s being pretty guarded with DJ Heroat the moment. Not only is it available only behind closed doors at its E3 2009 booth, but even then we weren’t able to get our own hands-on time with the game, relegated instead to playing guitar along with someone else on the deck through that Monkey Wrench / Sabotage mashup. We did, however, get a chance to play take it out of the darkly-lit room and get a good feel of its weight and build quality, which we might add is pretty solid. Click on through for our full impressions and a video showing off the DJ vs. guitar mode.
One hands-on with Project Natal would make for a nice story, but it wouldn’t be complete. So we’re giving you two full sets of impressions on Microsoft’s motion-capturing E3 bombshell.
Matt Buchanan tested Project Natal today, as did I. Here is his personal take on the technology right alongside mine. We did not share our independent experiences before pasting the text below. Neither of us were allowed to shoot what was happening on screen—hence the crazy pics of our bodily reactions, and that intensely audible racing-game video.
How Natal Works The test system was an ordinary Xbox 360, connected to small PC and camera that simulates the final Natal rig. There are two cameras—one RGB, for face recognition and display video, and one infrared, for tracking movement and depth. Why infrared? The eye doesn’t see infrared light. And when you combine an infrared camera with an infrared emitter (also part of Natal), a room is flooded with a spectrum of invisible light that works in the dark.
Natal also has its own internal processing system handling an unspecified amount of the heavy lifting behind Natal’s cleaver image and speech recognition. It breaks the human body into 48 points tracked in real time, and it can sense your whole body in Z space, or depth. In fact, on a heat map that measured depth, my hands appeared hotter than my shoulders—because they were closer.
Natal is so smart, in fact, that, if your room is narrowed by a pair of couches, it can signal to a game to narrow the level. It can see about 15′ x 20′ of a room, according to project leader Kudo Tsunoda’s informal estimation.
Breakout Matt: My first taste was talking to the father of Project Natal, Kudo Tsunoda and watching as his simple, small hand gestures were mapped perfectly onto the screen. He started up the ballsmacker demo you might have seen in our liveblog, knocking a swarm of balls into wall with every part of his body.
When Kudo gestured to me try it, I jumped right in and immediately started smacking at balls with my hands and feet and knees and arms and head as one ball exploded into many, like a virus, until I was doing sad white ninja jerking and jumping movements. Kudo didn’t tell me how to “set it up” or what to do. I just did it. You have to realize, Kudo towers over me. I didn’t have to calibrate it to my body size, or stand in a weird way for it to adjust. It just worked. Well, until I broke it at the end—it froze up after a few rounds and had to be rebooted for Mark. Hey, it’s an early tech demo, so don’t read into it. Until that point, it worked remarkably, incredibly well—better than I expected, honestly. The bright fluorescent lights were turned off and on, and Natal didn’t flinch. My real movements translated exactly how I expected them to—the precise position, velocity—90 percent of the time, no matter how ridiculously I moved, and some of the other 10 percent might’ve just been my own bad timing. But the result is a remarkable sense of control. Immersion.
Mark: Microsoft loaded the 3D Breakout demo we saw at their press conference. I stepped up to a white piece of tape right after Matt, and given that I’m 4 inches taller, Natal needed to account for my larger size.
After about 10 seconds, the blue, ghost-like figure filled in. And he was both taller and bigger-handed than Matt’s avatar. Natal noticed that I’m a bigger guy. It made no adjustments for the fact that I’m also better looking.
The first thing I noticed was a slight lag I hadn’t intended. It’s not horrible, but my avatar moved a hair more slowly than I did. That didn’t stop me from reaching up, spiking the imaginary ball at a wall imaginary bricks, and then flailing around to keep up with 2, 3, 4, 5 and more spheres flying at me at once.
My avatar recognized both my pitiful kicks and swipes. And while my avatar never left the ground when I jumped, this turned out to be but an animation limitation within Microsoft’s tech demo. My wireframe preview image and heatmap did leave the ground. Besides, this is nitpicking. On the PS2 I played Nike Kinetic, something a bit similar. And I always wanted to be having fun. But on Natal, even in a stuffy windowless room surrounded by Microsoft execs, I was having fun. (Disregard my stern, focused face in these pictures.)
Burnout Revenge Matt: The Burnout racing-game demo was a little more abstract—in one sense, I almost wished I had a wheel to turn, a pedal to press, because I wanted the feedback. I had trouble getting used to “pressing” the gas, which you do by moving your right foot forward. I threw myself off-balance by taking a ginormous step toward the Frankenstein’s lab of demo equipment along the wall (upon which I could see myself represented in infared, covered in boxes like smallpox). But turning my air steering wheel, I felt completely in control. A lot of that was the software—it registered even the smallest pivots of my elbows that sent my forearms right or left—but the way it responded exactly how I expected it to is what made it feel so natural. Which is the real key here. It feels natural.
After I hit full speed on a straightaway, I tried to do a 180. I crashed into a wall and died. Normally, that’d make me bad. But I couldn’t stop smiling that I’d held the future of gaming control in my hands—and it was simply air.
Mark: As soon as Matt crashed, I greedily jumped in, asking him if it was OK but not waiting for him to answer. I wanted to play Natal more, and I’ve played a ton of Burnout.
Burnout showcases a few important points for Microsoft. First, it’s a real game that’s been on the 360. So Natal doesn’t weigh down on the processors so hard that you can’t play games. Second, it requires fine motor control.
I raised my hands in the air, mining a steering wheel. I hadn’t given the system any time to scan my body after kicking Matt out, but I stepped by foot forward, signaling the gas all the same. The car accelerated. I twisted my arms. The car turned just the right amount.
Microsoft had clearly tweaked the Burnout code a bit, forcing the car to feel a bit more like a powerful sedan than a street illegal beast out of some Fast and Furious sequel. And I’m guessing that Natal’s ever so slight control delay was masked by the feeling of a looser-driving steering wheel that we find in more standard cars.
So I floor it, growing confident as I wave through traffic and slowly build speed. I reach maximum velocity, throw my foot back to break, cut the wheel and toss the car into a spin. Yes. This feels right. Just right.
Holy shit.
But Natal can’t work this well. It just CAN’T. I need to break it, teach this Microsoft prototype a little humility. What if I stand on my tip toes and steer eight feet in the air?
The car handles fine.
What if I kneel on the ground and steer?
Yup, it still works, save for a moment when my knee shifted and I tricked the machine—a fair mistake, even by my highly ridiculous dork standards.
Closing Thoughts Matt: Project Natal is the vision of gaming that’s danced through people’s heads for decades—gaming without the abstraction of controllers, using your body and natural movements—which came more sharply into focus when Nintendo announced the Wii a few years ago. I haven’t been quite this blown away by a tech demo in a long time. It looked neat onstage at Microsoft’s keynote. Seeing it, feeling it in person, makes me want to believe that this what the future of gaming looks like—no buttons, no joysticks, no wands. The only thing left to get rid of is the screen, and even that’ll happen soon enough.
Mark: 2010…or maybe even 2011…is just too long to wait. I want Natal now.
We had a hunch that 3DV Systems’ technology — which we actually toyed with back at CES 2008 — had something to do with Microsoft’s newly unveiled Project Natal motion tracking solution, and today details have trickled in to us confirming as much. As the story goes, 3DV Systems was initially hoping to have the ZCam in the manufacturing process by the tail end of 2008, but Microsoft swooped in and acquired the outfit just weeks after it blew minds in January. At the time, not much thought was given to the pickup; now, however, we’re treated to a bona fide ZCam brochure which details the actual specifications behind the Xbox 360’s newest friend. Granted, we have every reason to believe that Natal has advanced significantly from what you’ll see in the gallery below, but it’s still a tasty nugget of behind-the-scenes information. Of note, the former 3DV Systems VP of Business Development was quoted as saying that the target retail price of the ZCam was $100, though it still had aways to go as of early 2008.
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