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PlayStation Eye

Review: Commander Cherry's Puzzled Journey

Aug 14 // Jed Whitaker
Commander Cherry's Puzzled Journey (PS4, Xbox One [reviewed])Developer: Grandé GamesPublisher: Grandé GamesRelease Date: August 11, 2015 (PS4), August 14, 2015 (Xbox One)MSRP: $13.99 Think of the most basic indie platformer you've ever played with minimal graphics and okay at best platforming mechanics, because that is what Commander Cherry's Puzzled Journey is, only worse.  Commander Cherry has to get from one side of the ten available levels to the other, using snapshots of your body taken with the Xbox One Kinect or the Playstation Eye as platforms. When posing for pictures you'll have to position yourself so the edges of your body touch red circles causing them to light up, thus making them collectible for Commander Cherry. These yellow dots must be collected to allow advancement to the next part of the level and granting you a rating of yo, yoga, or yogawesome depending on how well you performed, then rinse and repeat for what felt like a billion times. Here's the thing about capturing your body in crazy poses: in theory it sounds great, but in practice the functionality blows. The Kinect was picking up like half my arms, half my face, and half my legs. On top of that, the detection wasn't that great, often times leaving wide areas of the room behind me in the picture, instead of cropping me out. So don't be fooled by Commander Cherry's original trailer, it certainly doesn't work as well as I was led to believe it was; foolish me. [embed]304686:59976:0[/embed] As far as the actual platforming goes it could be better. Early on you're asked to press a button that shows you all what all the controls are, only you can't do two of the functions yet: double jump and laser. You can only double jump if you have a power-up that turns your weak mustache into a long wizard-like beard, but the game doesn't tell you that as the control screen just says "Hold A to double jump" which isn't even how you double jump once you have the ability! The laser is granted to you in later levels allowing you to cut through your snapshots of yourself, which helps a great deal and should have been available from the start. Speaking of available from the start, double jump should have been as well. The platforming isn't exactly smooth, and most of the time I only found myself able to make it through sections when I had the power-up. The double jump power-up is lost upon falling to your death or hitting the weird eyeball grass and oranges that shoot flames, much like the super mushroom power-up in Super Mario Bros. The big difference between this and Super Mario Bros. is the added double jump ability; getting hit as Mario makes you smaller and harder to hit versus in Commander Cherry it just causes you to lose functionality and makes the game harder. Because of this I started to purposefully kill myself three times in a row when I lost the double jump ability, as it causes a power-up to spawn for you. Nothing says "this might not be a great idea" like someone playing your game and killing themselves deliberately to make your game even remotely possible let alone enjoyable. I'm clearly not in shape, at all -- though Seaman once told me round is indeed a shape -- but I didn't have much trouble posing to complete the platforming puzzles. Poses start with just making basic platforms to guide your character across, but eventually add other mechanics, like avoiding touching grass-like eyeballs, blocking firebreath from oranges, and bodies that move when you have Commander Cherry jump on them. The problem is it gets tedious when sometimes you're asked to make up to six poses for one section while holding the controller in your hand and contorting your body in all different positions. It just wasn't fun, and eventually I had to take a break as my knees, and back started to ache a bit. Later on I figured out I could just play while sitting in my chair closer to the camera, and totally cheesed my way through the final levels with no shame.  All the levels look pretty similar, just bland textureless polygons, and what music there was was pretty forgettable, just like the rest of the game. With only ten levels you'd think Commander Cherry's Puzzled Journey was over far too soon, but it was quite the opposite; I couldn't wait for this yoga-like Hell to be over. Knowing the game was made by only two people makes me feel a bit like a yogasshole by saying this game is yogawful, but this is one cherry pit I couldn't wait to spit out. [This review is based on a retail build of the game provided by the publisher.]
Review: Commander Cherry photo
"A game that captures pictures of you when you pose to build levels for your character to platform on? This is gonna be a blast," I thought naively as I excitedly volunteered to review Commander Cherry's Puzzled Journey, "Finally something I can use my Kinect for!" Note to self: Never, ever, ever volunteer to review a Kinect game again, no matter how cool it might look.

Kinect photo

This game looks like one of the best uses of Kinect or PS Eye I've seen yet

Bonus: You get to take selfies!
Nov 19
// Brett Makedonski
Console camera peripherals are often neat in theory, but fall flat in practice. Turns out that very few people actually want to use the damned things to try to control their games. But, what if they were only used to control...
PS4 living room shows photo
PS4 living room shows

Twitch cracking down on PS4 living room broadcasts

Only if they break Twitch's Terms of Service, of course
Nov 25
// Brett Zeidler
The PlayStation 4 brought with it an unprecedented ease of streaming with the DualShock 4's share button, and when a massive wave of new users is mixed with ease-of-use there's a whole slew of new problems to watch out for. P...
Playroom photo

Playroom will be pre-installed on all PlayStation 4s

Set your friends on fire
Aug 20
// Darren Nakamura
Sony's PlayStation Eye support seemed to wane as the PlayStation 3 aged, but armed with the new features in the PlayStation 4's controller, it looks like the camera will be attempting a comeback, hoping to stay more relevant ...

Xbox One price point photo
Xbox One price point

Activision: Microsoft must prove Xbox One's value

The ball is in Microsoft's court according to Activision Publishing head Eric Hirshberg
Jun 26
// Steven Hansen
Sony cut the PlayStation 4's camera leading up to E3 to help drive their console's price point to a cool $399. Meanwhile, the Xbox One has consumers subsidizing the Kinect with its $499 price point and weaker specs. According...
Daylight photo

Daylight uses PlayStation Eye to photograph you scared

At least it can't see you mess your pants
Jun 12
// Jayson Napolitano
Daylight is the psychological horror title developed by Zombie Studios (and published by Atlus) that will be hitting PlayStation 4 and PC in 2014. After some hands-on time, I can honestly say that the game really did manage t...
PlayStation 4 Eye photo
PlayStation 4 Eye

PlayStation 4 Eye: Applications of PS4's twin cameras

How Sony's Kinect-like camera works
Feb 21
// Kyle MacGregor
Something Sony didn't go into great lengths to explain yesterday evening was the PlayStation 4 Eye. Today, Destructoid sat down with SCE Worldwide Studios President Shuhei Yoshida, who revealed some new information regar...
PS4 controller photos photo
Open your eyes -- wider!
After the DualShock 4 leaks got out, I didn't give the new controller much of a look when it was shown off tonight during Sony's PlayStation conference. That might have been a mistake, though -- upon seeing these freshly-supp...

PS4 controller photo
PS4 controller

More details on the PlayStation 4 Eye and DualShock 4

Plus the official specs
Feb 20
// Jordan Devore
Following the PS4 press conference earlier today, Sony has sent out a press release with specifics on the DualShock 4 controller and the PlayStation 4 Eye camera. The light bar on the back of the new gamepad can change patter...

Wonderbook: Book of Spells out November 13

Sep 07
// Hamza CTZ Aziz
Wonderbook: Book of Spells will be out on November 13 for $39.99, just in time for Black Friday shopping madness. There will also be a bundle version available for $79.99 that will come with the game, Wonderbook peripheral, ...

E3: Sony announces Wonderbook for the PlayStation 3

Jun 04
// Chad Concelmo
Using the PlayStation Eye, the Wonderbook makes books come to life! Imagine reading a page about a dragon -- with Wonderbook, the dragon will fly off the page and, I don't know, set the curtains in your living room on fire? N...

No More Heroes: Heroes' Paradise coming in Sextilis 2011

May 19
// Jonathan Holmes
For those that aren't familiar with the original ten month Roman calendar (which starred March as the first month of the year), let me translate for you. "Sextilis" is the ancient Roman way of saying "August". What I'm trying...

Free Yoostar 2 DLC lets you snog the royals

May 13
// Conrad Zimmerman
There's new downloadable content available for Yoostar 2: In the Movies in the Xbox Marketplace which allows players to replace Prince William and/or Kate Middleton in the first public kiss following their royal wedding....

EyePet sequel coming to PS3 later this year

Apr 08
// Conrad Zimmerman
Over on the PlayStation Blog, it has been announced that EyePet & Friends is currently being developed for a 2011 release on the PlayStation 3. New features for the game will include support for PlayStation Move and ...

PlayStation Move Heroes getting bundled with Move

Jan 31
// Nick Chester
Considering you need a Move controller to play the upcoming PlayStation Move Heroes, it makes sense it would be bundled with Sony's motion controller, right? Well it is… at least at Toys R' Us. The retailer has the exc...

This is madness: Hands-on with Yoostar 2

Jan 27
// Neranjan 'Venom' Bissoon
Recently Jon Carnage and I had the chance to check out Yoostar 2, a wild game that will put you into movies using Kinect for 360 and the PlayStation Eye for PlayStation 3.  Yoostar 2 uses the sensors of the Kinect and P...

First living room impressions: PlayStation Move

Sep 01 // Nick Chester
Warning! Warning! Warning! Get used to this image -- it's the screen you'll see immediately upon booting up any game that utilizes PlayStation Move. Remember, knocking over a lamp and then smacking a dude in the face is bad. Setting up the controllers As I had only been handed Move controllers already set up for demonstration purposes, I was particularly curious to find out what the setup process would be like in my home. As it turns out, it’s an absolute breeze. It’s a three-step affair to get your controllers paired with the console, and you’re probably already familiar with it -- you simply connect the device to the PS3 console using a USB cable, and then press the “PS” button on the controller. The device is instantly paired with the system (by default, the first Move controller you connect is “Controller 7”), and then you’re free to remove the cable. Because Move requires the use of a PlayStation Eye camera, you’ll want to plug that in if you haven’t already. It plugs right into a USB port on the PlayStation 3; you’d have to be dense to not be able to figure this out. Of course, there’s an odd little issue I have here, and it’s that all of the PS3’s USB ports are located on the front of the console. This means you’ll have to wrap the wire around to the front, leaving an unsightly cord always visible. Given that the slim PS3 was introduced last year (likely well after Sony’s internal R&D had finalized how Move would ultimately work), it’s mind-boggling that there isn’t a single USB port on the back of the console. A bit nit-picky? For sure, but considering how stylish Sony’s products tend to be, it’s likely most gamers will want to keep these cords hidden.Once the controllers are linked to the console and the PS Eye camera is connected, you’re ready to start playing games and navigating the XrossMediaBar. The latter is actually surprisingly intuitive, and one of the “features” of Move I surprised myself by liking so much. To navigate menus, you simply pull and hold the T button (the trigger on the underside of the wand), and slightly move your wrist side to side or up and down. On paper, it doesn’t sound noteworthy, but it actually feels really great to use; I'm finding that I prefer this style of navigation over using an analog stick. You'll find that many games utilize this style of navigation for menus, too. The calibration danceMost software that supports Move will recognize your controller setup, and won’t let you proceed if the game requires the motion controller or the camera and they aren’t detected. You will have to calibrate the controller, and the oddest thing is that how you do this is slightly different for every game. Most titles begin by having you point the bulb on the Move controller directly at the PS Eye while holding down the “Move” button (it’s a squiggly line you’ll become familiar with in time) on the face of the controller. The bulb cycles through colors before settling on one and completing the calibration. But beyond this, many games require other types of calibration, or handle this setup differently. Sports Champions (Sony’s flagship answer to Wii Sports that you can purchase bundled with a Move controller) is of note. Before playing any of the games (and each and every time you begin one), you'll have to hold the controller in three places -- at your side, at your shoulder, and near where a belt buckle would sit -- and then press the Move button. The first time I had to do this, I let out a sigh of exasperation. Was I really expected to do this every single time? The answer, I found, was yes. But after a few games, it became second nature; I’ve mastered the "Sports Champions Calibration Dance," and you will, too. It should be noted that my mastery of the skill may only come in handy with Sports Champions -- that's the only game I played that required this. While it’s not a major concern, I do hope that how the controller is calibrated becomes standardized. Some games ask you to point at the Eye and hold the Move button; others ask you to pull the T trigger. Others, like Sports Champions, wanted me to hold both at once. Another even wanted me to press and hold select, which sits on the side of the controller. The issue isn’t so much that it’s difficult to do any of these things (admittedly, getting to that select button was a bit tricky); it’s that I found myself second-guessing what I was supposed to be doing each time. Just when I got comfortable pressing the Move button to calibrate, I was asked to pull the trigger. Fortunately, it’s likely that as more and more software is designed, developers will settle on a standard. How do the controllers feel?No sense in pretending otherwise -- it’s easiest to compare to the Move and Navigation controllers to the Wii Remote and Nunchuk. It’s an easy point of reference, as most of you have some experience with Nintendo’s controller, the success of which is likely why Move exists. It's a wand, it's a remote, it's... thing with a bulb on it To that end, the Move controller itself is slightly longer than the Wii Remote, mostly because of that big rubbery ball that sits on top of it. But unlike the Wii Remote -- which appears to be designed to mimic the look and feel of a television remote control -- Sony has gone with what I feel is a sleeker, more elegant design. The black controller has curves; it's bigger at the top and bottom, thinner in the middle. In your hand, this actually does feel better than holding a Wii Remote; it provides a better, more comfortable grip. For a person with average-sized hands, the forefinger and the thumb will sit perfectly on the trigger and Move buttons, respectively. Considering all of the games I played mostly required only those buttons, that’s exactly where you’ll want them. The other buttons, however, don’t fare so well. The iconic square, triangle, X, and circle buttons that surround the Move button feel a bit too small. And because they’re not placed in the classic diamond shape I’ve become accustomed to, when I did need to push them -- infrequently, mind you -- I had to look down before making my choice. With time, it’s likely I’ll become more confident in my choices, but it should be mentioned that it’s hardly an issue, as the buttons aren’t often used. The start and select buttons on the controller are probably its biggest issue. They’re off on the sides of the device, just above the set of buttons on the controller’s face. They’re also flush with the plastic housing, which means you can’t really feel them with your thumb when trying to push them. It also requires a bit of a stretch with your finger -- holding it right-handed, it’s nearly impossible to get to the select button (on the left side of the controller) without some serious finger gymnastics (and vice versa for lefties). Fortunately, it seems most developers realized this, as most games will allow you to select menus and such using the Move and trigger buttons. Pausing games, however, can be a bit tricky... "See you later, Navigator!" The Navigation controller features a single analog stick, as well as a D-pad, two triggers, and two face buttons, circle and X. It’s not curved like the Wii Nunchuk, and therefore didn’t feel quite as comfortable in my hand. The lack of curvature isn’t a deal breaker; the controller still feels nice in your palm, and the buttons that count (the two triggers on the back) sit in the right places. It has to be mentioned that not all games require you to use the Navigation controller; the bulk of the games I tested only required one Move controller to play. You also don’t need to buy one if you already have a DualShock 3, which you can hold and use in its place. The pricey $29.99 controller is, however, way easier to use and grip than holding a DualShock with a single hand. Whether that comfort is worth thirty dollars to you will become clear after you try to play few hours of Heavy Rain (which is being updated for Move support) with a DualShock in one hand.OMG! Is it better than the Wii!?!?This is the big question for many gamers: how does it compare to the Wii’s motion controls? Because, let’s face it, the Move plus a Navigation controller looks a hell of a like the Remote and Nunchuk configuration. But is it “better”? The answer to that comes down to two things -- the technology and the software. It works, it works well, and it does some fancy tricksThe first -- the technology -- is easy to answer. Without question, Sony’s Move is head and shoulders above what Nintendo is currently offering, including Wii MotionPlus, in terms of both functionality and accuracy. If you want the details, the Move Wikipedia entry gets down and dirty with what’s inside this thing; I won’t bother boring you with that. But here’s what you should know -- it works, and it works well. When calibrated properly (which is a snap, as mentioned above), the one-to-one motion really works as advertised. Move can also detect slight wrist motions, including minor twists. In addition, Move can detect motion in 3D space, which means it will be able to tell how close you are to the screen. This comes in handy in games like Tumble, where you’re required to reach in (or pull out) to gently place blocks on a platform. While most of the Move software suggests you stand anywhere between six to eight feet from the PS Eye, I found that I had no problems if I stood or sat even closer. Move also seems to work just as well with lights on or lights off, probably because of the blindingly bright (and admittedly distracting) bulb.Pairing Move with Eye also allows for some pretty cool augmented reality scenarios. These play out particularly well in games like EyePet and the multiplayer-centric Start the Party. By sitting in front of the camera and holding the Move controller, the game will map an object onto the on-screen Move controller. Seeing yourself on television holding a sword or a paintbrush is both surreal and, embarrassingly, a bit exhilarating. What it can ultimately add to the gaming experience remains to be seem. EyePet, which has an adorably furry virtual creature prancing around on your living room's carpet, is an interesting example. Whether these kinds of experiences can be extended beyond casual games for something meatier, only time will tell. Some of how well Move worked came down to the software. I had few problems with games like Tumble, and even Sports Champions (across all sports) functioned as advertised. Kung Fu Rider, however, didn’t seem quite as accurate. In this quirky game, players race down a hill on an office chair (and later, other ridiculous items with wheels) by pointing the Move controller at the screen. A quick shake will give you some speed, and tilting the remote left and right will steer you. Flicking the controller up to jump seemed to be the issue; oftentimes the on-screen character would hop at the slightest upward movement, including the aforementioned shaking to get speed. In a game that required split-second accuracy, I found this to be a bit frustrating. It's all about the gamesThe software question is a difficult one to answer. Sony had only provided me with about ten titles, most of which will be available at launch. They ranged from the quirky (the aforementioned Kung Fu Rider) to the expected (Sports Champions, Ubisoft’s Racquet Sports) to the novel (EyePet). I also spent a good amount of time with existing games like EA Sports’ Tiger Woods PGA Tour 11 and Quantic Dream’s Heavy Rain, both of which are being patched and updated to work with Move. Of the handful of games I played, none of them were “bad,” per se. It helped that the Move controller, in almost all instances, simply worked like you'd expect. With a few exceptions, there’s not much I’ve played so far that makes it stand apart from many of Nintendo’s third-party offerings. That is to say, there weren’t many games that took the motion controls in truly original directions. Start the Party, for instance, is a collection of typical motion-controlled party games, albeit with some neat fancy augmented-reality stuff. Tiger Woods 11 also works nicely with the updated Move support, but didn’t feel drastically different from EA’s Tiger Woods offering on the Wii that uses MotionPlus. That’s not to say there isn’t stuff here that doesn’t show promise and potential for innovation. Sports Champions does some very cool stuff using two Move controllers, like giving you one-to-one controls of both a sword and a shield in the game’s “Gladiator” mode. And Tumble, while also being an amazingly fun single and multiplayer block-stacking game, does an amazing job of showing off how well the Move tech works when moving in a 3D space. It should also go without saying that all of the games I played simply looked better from a technical standpoint than anything on the Wii. There’s no arguing that Sony’s console trumps Nintendo’s in the visual department, with all of the games running in crisp, sharp high definition. While for many, this high-definition visual bump won’t matter, it definitely could be an advantage for folks frustrated with the Wii’s visual fidelity (or lack thereof). The bottom line is that it’s too early to tell what the library of games that will support Move will ultimately look like. For a launch, Sony has a solid (but not mind-blowing) lineup of games, with a number of big-name third-parties throwing support behind the controller. For those looking for “hardcore” experiences the Wii may be lacking, Move updates for Resident Evil 5 and Heavy Rain may give us a glimpse at a motion-controlled future. But topping the current Wii library -- with its massive back catalog, hefty third-party support, and high-quality first-party titles -- is a colossal summit that Sony is going to have a hell of a time climbing. Bottom line Out of the gate, Sony is pairing its powerhouse console with some of the most impressive motion-control technology the market has seen. It's got a decent lineup of software that ranges from casual-centric titles to impressive tech demos, along with some updates to already established games, so it should appeal to a wide audience. It's clear that Sony -- with this outstanding technology -- has the bones to be a fighter that can hold its own in the motion-control space. Whether it has the brains is mostly up to developers; whether it has the stamina is up to consumers. PlayStation Move is hits North American retail shelves on September 19. Closer to release, we'll have a full launch guide, along with a more detailed look at the games that will be available.

When Sony announced that it would be releasing a motion controller for the PlayStation 3, no one was shocked. The success of the Wii had virtually guaranteed that Nintendo's competitors would start scrambling to enter the mot...


Kung-Fu Live attempts to steal Natal's thunder on PS3

May 26
// Jim Sterling
Microsoft is jizzing itself over Project Natal, with its claims that the human body is the only controller you need. Unfortunately for Microsoft, however, Sony was already doing that nonsense with the PlayStation Eye, and a n...

New Vtoid Channel: Girls play videogames, confirmed

Mar 18
// Rey Gutierrez
If you haven't noticed, the mean, green robot himself Mr. Destructoid and yours truly have launched a brand new video site. We've given it a fancy name and everything -- check it out now: Video.Destructoid. It's so yummy, ju...

This morning, Sony announced that it has pushed back the launch of the PlayStation “Motion Controller,” originally set for this spring, to the fall of 2010. Of course, this news surprises no one, because spring is...


New details on PS3's motion control make it sound less sucky

Jun 20
// Matthew Razak
Sony has finally given a bit more backbone to their new motion controllers that will be working with the Playstation Eye. Enough in fact that it is starting to sound much more like a viable gaming platform than a half-assed a...

Put some pants on: PS3 Eye Camera going for $23 at Amazon

Oct 29
// Dale North
At first, the PS3 Eye and the silly little PlayStation Network apps seemed cool, but they weren't cool enough for the $39.99 price tag. And then Eye of Judgement came along. And then SingStar PS3. Still tempted, but you're st...

Sony's answer to the Avatar is the EyePet

Aug 20
// Brad Nicholson
I know what you were thinking when you were on the john this morning in-between the crossword puzzle and the Sports section in the newspaper. You were thinking, “Hey, I really need something other than Home to satisfy m...

PlayStation Eye bundle comes with nifty PSN software

Jun 03
// Dale North
I visited my friend's house last week, and he had just purchased all of the PlayStation Network PS Eye software. Granted, most of these "fancy screensavers" can't really be considered games, but I have found myself ...

PlayStation Network Update: Christmas edition

Dec 21
// Dale North
This week's PlayStation Store update is pretty big, and it includes several new games, videos, and free add-on downloads. There's four downloadable games this week, and two of them require the PlayStation Eye. Trials of Topoq...

PlayStation Eye's EyeCreate software does stop-motion and time lapse

Oct 12
// Dale North
Yesterday we heard some new details on the upcoming Sony PlayStation Eye device, including a bit about the free downloadable editing/capture software called EyeCreate. The PlayStation Blog has been updated today with a few e...

More details on the PlayStation Eye: EyeCreate Software, replaces headset, price

Oct 11
// Dale North
The PlayStation Blog drops more info on the upcoming PS3 peripheral called PlayStation Eye. We already know that the camera comes packed in with the $69.99 Eye of Judgement bundle, but it will also be available as a stand-alo...

Scissors required: Sony's Eye of Judgment bundle pack

Sep 30
// Nick Chester
Get your scissors out for this one, folks: Sony has revealed the bundle package for the upcoming PlayStation 3 card-battle title, Eye of Judgment. The bundle will be packaged in that demonic plastic that requires scissors, yo...

Trails of Topoq may cause marble madness

Sep 04
// Dale North
Games Radar has a video clip of their experiences with the first Playstation Network title that uses the upcoming PlayStation Eye peripheral. Trails of Topoq lets players use bodily movements to push along a ball (marble...

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