Back in my EVE: Valkyrie hands-on preview, I mentioned the disconnect that can occur with the Oculus Rift and ambulation or other limb movement, given that once youre outside of a cockpit or driving seat, the interaction is no longer really 1-to-1.
We've seen a few Kickstarter projects attempt to take on this problem (such as the Omni), and now Yei Technology have thrown their hat into the ring with a mocap body harness that they're calling the PrioVR.
The main crowdfunding campaign may have ended some time ago, but that hasn’t stopped gamers around the world from throwing more money at Star Citizen. It was announced via Twitter that Cloud Imperium had raised over $10 million in total thanks to last minute purchases of rare ships and subscriptions to exclusive insider information before it goes out to the community at large. In a video post on the Roberts Space Industries YouTube channel, studio head Chris Roberts thanked everybody who had helped Star Citizen to become the most well-funded entertainment-based crowdfunded project ever, as well as giving everybody a look at the motion capture technology that the studio will be buying.
The Cloud Imperium team is currently gearing up for a redesign of the website to go live in just over 2 weeks, with a 24-hour livestream to mark the occasion by providing a behind-the-scene look at the Space Sim title. Those that watch will also get a first look at the Avenger spacecraft, which was mentioned for the first time in the latest blog update on the website. In the meantime, the team posted a new piece of concept art for a futuristic Moscow, which you can feast your eyes upon and embiggen below.
The first interactive “module” for Star Citizen backers, the hanger, will be released this August, with the Alpha multiplayer dogfighting module currently aiming for a November release. For more information about Star Citizen, you can read our round-up from the end of the crowdfunding campaign here.
Nolan North recently expressed huge admiration for the way Naughty Dog have conducted their motion capture and approach to voice acting, having actors record their lines on a sound stage whilst acting out scenes for full mo-cap. It's an approach which North suggests Ubisoft might be wise to adopt for Assassin's Creed.Click here to read more...
Hindsight can be a vicious and fickle bitch- so here at Dealspwn, we like to subject the hottest gaming properties to an in depth analysis after the hype and honeymoon period have died down. Playstation Move, Halo Reach and Black Ops haven't escaped our critical retroactive gaze... but a little hindsight is absolutely crucial for a brand new concept like Kinect. A number of important issues and limitations have arisen after a two weeks of testing, so consider this an important supplement to our full review. Does the novelty wear off? Is it really worth your money at this stage? Let's find out!
As I stated in the full review, a wave of the hand whisks you away from the dashboard into the Kinect Hub: a selection of large inviting panels that can be activated by hovering the cursor over them for a period of time. This was undeniably good fun during the honeymoon period... but after a fortnight, it's imperative to discuss this feature in greater detail. The hub only lets you play a disc, deck out your avatar and engage in some housekeeping apps... but what if you want to quickly browse the marketplace between gaming sessions? Or look at your games library? Or do anything beyond the simplest of activities? You'll have to quit back to the dashboard and pick up a regular controller. It's a basic flowbreaking flaw that feels incredibly bizarre as you'd rightly expect Kinect to be integrated into every aspect of day-to-day operation.
The same is true for voice control. Rather than being able to use vocal commands as a timesaving device, you can only interact with options that are already on the screen. It's profoundly bewildering that you can't use it to leap from menu to menu with merry abandon- and it nerfs the incredibly powerful tool into little more than an entertaining novelty.
Microsoft's segregation of hub and dashboard represents nothing less than a complete failure to integrate Kinect into the core Xbox experience. It's a basic and unfortunate example of software failing to utilise the excellent hardware to a fraction of its potential- which I fear will become a familiar theme in future Kinect game reviews. Subsequent updates and patches will hopefully start to merge Kinect functionality into the dashboard- but for now, it's an annoying oversight that rankles after a only couple of weeks. Get it fixed, Microsoft.Click here to discover whether two weeks has killed Kinect's novelty...