Move vs. Kinect: In their own words

Pt.1: Sony and Microsoft make their case...

Do you wiggle or do you waggle?

It's becoming the gaming dust-up of 2010; the Kennedy vs Nixon of the console wars. (If Xbox's sales battle with PlayStation is as important as the election of the leader of the free world. Which, of course, it is.)


On the one hand (or two) is PlayStation Move. The Waggler. Sony's selling it on the basis of being a revolution in responsiveness; the thinking man's wrist accompaniment.

Its detractors claim the 'remote' games controller horse bolted so long ago, Nintendo's already re-visited the stables twice just to pick up its spare things.

In the green corner*, Microsoft's Kinect. The Wiggler. Who needs analogue control? Not us! Right? Right!?

The Xbox camera controller flatters to frustrate - combining one of the most exciting consumer hardware concepts in history with one of the most insipid launch line-ups ever.


(*We're aware we're muddling metaphors here. But otherwise we'd have had to do another one of those cloying 'hands-off/no hands' Kinect gags you're no doubt already sick off. Alright? Good. 'Green corner' it is.)

But how do you know which to spend your hard earned on? ("Neither!" says the cynical voice at the back. We're ignoring you).

Because we've grilled Sony and Microsoft on both of them, that's how. Below these very words, each party offers the fully unedited reasons why their motion controller is the best thing since the sliced D-pad.

First up, it's Sony's hardware design guru Dr. Richard Marks - followed by Microsoft Kinect champion Kudo Tsunoda (click through here for that).

It's on. It's the final countdown. FIGHT!

(We interviewed Richard and Kudo separately and have no evidence that they've ever met, let alone tussled. But still. FIGHT!)

Dr. Richard Marks, Sony

Why should hardcore gamers rush out and buy Move?
I know it is tough because the Move is great as a casual device - it tracks really fast and easily and it is intuitive. But it does have this whole other dimension where it is responsive and precise that it could be used in a way that a core gamer would appreciate.


He would like to have a sword in his hand and reach out and chop in a way that would matter in the game, or a sports game. When you can get better at games with Move - and what you do with it matters [over a traditional pad] - it is more interesting to the core audience.

Of course, RTS games we've already talked about, those are core experiences. First-person shooters are already doing things with Move - that is a very core genre. All these new things we've showed; reaching into a 3D world, directly controlling what is happening in the 3D world, creating, manipulating, stretching, crushing, doing that kind of thing.

The game I want to see is the most [with Move] is one where I'm standing up and a whole horde of zombies are attacking me. I have in one hand the ability to pick them up and throw them at each other with some kind of levitation force, and in the other hand I have a weapon, an axe, a sword - I can choose what I want.

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I can throw it at them, pull them towards me and chop their heads off, I can switch to a fireball spell and affect an area like that. I want to feel like that when I'm controlling. We've seen that kind of capability, it takes some work to build that into a game, of course, but that's what I want to play.

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