في الأونة الآخيرة قامت شركة Sony العالمية بوضع الإسم النهائي لجهاز التحكم الإستشعار الخاص بها PlayStation Move . حيث ستزود للمستخدمين بثلاث باقات الأولى باقة تحتوي على جهاز المستشعر فقط أو جهاز المستشعر بالأضافة إلى عين البلاي ستيشن (الكاميرا) وبالطبع شريط للألعاب أيضاً، أما الباقه الأخيره لها فستكون فيها كل شيء بما فيها جهاز الألعاب. ستكون Move و الكاميرا أقل من 100 دولار أمريكي وموعد الأصدار رسميا سيكون في فصل الخريف القادم لعام 2010. اللعبه التي كانت تعرض خلال المؤتمر هي Sports Champions ومن خلال الاسم يمكن معرفة الكثير من الألعاب الرياضيه العديده .
PlayStation Move motion controller launched at GDC, starter kit to be under $100 with game: No surprise here: Sony just officially announced the PlayStation Move motion controller at GDC 2010, calling it the "next generation of motion gaming" because it's so precise -- latency is about the same as the DualShock 3. As expected, it uses the PlayStation Eye camera to track the controller, and Sony says it becomes an "extension of your body." The plan is not only to engage casual gamers, but to use the precision of the controller to create "new experiences for core gamers"
many of the demo videos we saw involved using a controller video in each hand, and there were quote a few demos of action / RPG games. We also saw a demo of Move Party, which uses the camera to do augmented reality gaming and video chat. The demos are pretty impressive -- Sony's not kidding when it says the Move is incredibly precise. There's also going to be a secondary "subcontroller" with an analog stick for shooters -- you can play all the way through SOCOM4 with just the Move and the sub-controller. (Yes, it's just like the Wii Nunchuk, only wireless.)
بالأضافة كانت هنالك لعبه خاصه لمبارزة السيوف وكانت تتطلب من اللاعب مستشعرين بنفس الوقت حتى تقاتل بالسيف وبنفس الوقت كما لو أنك تحمل درع (رائع) واحد من المميزات التي ظهرت فيها عين الكاميرا أنه يمكنها أن تستشعر بالجسم وتراقب كل تحركاتك الخاص به . شركة Sony لم تبين للجميع ما إذا كان جهاز التحكم الأستشعاري سيباع قطعه واحده فقط ، فالمعروف أن لعبة المبارزة بالسيوف كانت تتطلب الأثنين فلذالك لربما سيتطلب من البعض الأمر شراء الأثنين مثل نظام الـ WiiMote المعروف . كما أن واحده من الألعاب التي تم عرضها كانت Motion Fighters وفي الحقيقه هي لعبه قتال الشوارع حيث كان الأمر ممتع للغايه فلقد كانت تتطلب كل أجزاء جسمك للحركه . هنالك عدد من الألعاب كانت تتطلب كل أكسسوارات الجديده ، كما أن النتائج كانت ممتازه فالتحكم الأستشعاري متوافق بشكلا تام مع كاميرا شركة سوني. كما أن البعض قد تسأل عن سبب تغير ألوان الكرات في بعض الصور عنها ، والسبب في ذلك .. أن بداخل الكرة سيكون هناك ثلاثة ألوان بعدد كبير من الألوان وكل لون يظهر ، يعتمد كلياً على حسب طبيعة اللعبة.
You'll be able to get Move in three ways: in a bundle with a PS3, standalone, and in a starter kit targeted at "under $100" with the PS Eye, a controller, and a game. That's all the pricing info we have right now, but it certainly sounds aggressive -- Sony says they're treating this like a major console launch, so expect to see this everywhere when it launches around the holidays. Video after the break.
Update: The European PlayStation Blog says some games will come bundled with Move as well.
Update: The European PlayStation Blog says some games will come bundled with Move as well.
PlayStation Move first hands-on : At last, we've felt Sony's long awaited motion controller, now at last officially known as "PlayStation Move," in our unworthy, sweaty hands. We have a bunch of videos on the way, but for now you can revel in our first close-ups of the controllers in the gallery below. Here are some of our initial thoughts:
* The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we're guessing that's due to Sony's continued love of rechargeable batteries.
* The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we're not sure yet about the subcontroller.
* We hate to say this about "pre-alpha" software, but we're feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we've had on the Wii, both in precision and refresh rate of the aiming cursor.
* The gladiator game is about as fun as it looks, we'll have video after the break momentarily. Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn't possible with PlayStation Move, just that it's not this.
* The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There's an aspect of the controller that feels a little cheap, but at the same time we wouldn't call it fragile.
* As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It's hard to see this as the preferred hardcore setup, but we're told it's configurable, so we'll try and see what else is on offer.
* The system seemed to have a bit of trouble understanding the configuration of our body in a swordfighting stance: even though we selected "left handed," it was putting our sword arm forward instead of our shield. Right-handers didn't seem to have similar problems, and we're sure this will be ironed out in time, but it certainly shows that the controllers aren't magical in their space-detection prowess.
* As would be expected, you're supposed to stand relatively center on the TV, and at a certain optimal distance. The system is forgiving, but there's a sweet spot that users will undoubtedly have to learn.
* Lag is less prominent on Socom 4, and we'd say we're pretty accurate with the controller already, though the framerate choppiness of this pre-alpha build obviously hampers that a bit. We did get a slight feel of being in "scene to scene" shootouts instead of a free-roaming FPS, perhaps a design choice to mitigate the limited camera movement offered by the controller, but we'll have to see more levels to know for sure.
Update: We added in a longer video -- are you ready for three minutes of nonstop excitement?
Update, final edition: We've got a new video with close-up walkthroughs of the controllers and some in-depth gameplay of Socom 4.
* The controllers are light. Much more akin to the DualShock3 than the Wiimote in heft, and we're guessing that's due to Sony's continued love of rechargeable batteries.
* The main controller does have some subtle vibration (not DualShock or Wiimote level, but present), but we're not sure yet about the subcontroller.
* We hate to say this about "pre-alpha" software, but we're feeling lag. An on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to shooting experiences we've had on the Wii, both in precision and refresh rate of the aiming cursor.
* The gladiator game is about as fun as it looks, we'll have video after the break momentarily. Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics. Not that it isn't possible with PlayStation Move, just that it's not this.
* The lightness of the controllers means we might be feeling less of that Wiimote fatigue, always a good thing! There's an aspect of the controller that feels a little cheap, but at the same time we wouldn't call it fragile.
* As far as we can tell, the control scheme for Socom 4 is quite similar to dual-controller shooter setups on the Wii, with the camera moving based on your aiming cursor hitting the edge. It's hard to see this as the preferred hardcore setup, but we're told it's configurable, so we'll try and see what else is on offer.
* The system seemed to have a bit of trouble understanding the configuration of our body in a swordfighting stance: even though we selected "left handed," it was putting our sword arm forward instead of our shield. Right-handers didn't seem to have similar problems, and we're sure this will be ironed out in time, but it certainly shows that the controllers aren't magical in their space-detection prowess.
* As would be expected, you're supposed to stand relatively center on the TV, and at a certain optimal distance. The system is forgiving, but there's a sweet spot that users will undoubtedly have to learn.
* Lag is less prominent on Socom 4, and we'd say we're pretty accurate with the controller already, though the framerate choppiness of this pre-alpha build obviously hampers that a bit. We did get a slight feel of being in "scene to scene" shootouts instead of a free-roaming FPS, perhaps a design choice to mitigate the limited camera movement offered by the controller, but we'll have to see more levels to know for sure.
Update: We added in a longer video -- are you ready for three minutes of nonstop excitement?
Update, final edition: We've got a new video with close-up walkthroughs of the controllers and some in-depth gameplay of Socom 4.

























