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GDC 10: Zipper does Move control right, SOCOM 4 hands-on photo

It can take years for studios to create a Wii remote responsive game. It took Zipper Interactive around six weeks of serious development to drop in fluid PS Move controls in their simulation shooter SOCOM 4: US Navy SEALS.

“I would say that there was obviously more time here and there, but the core work was done in 6-8 weeks,” game creative director Ed Byrne told me at GDC. “We had one engineer and he, Mike, implemented all of the basic technology to get it running and then exposed the tool to the design team.

He and one of our designers have been jamming on it and they’ve essentially got to this stage where it feels pretty good.”

Byrne and I spoke over SOCOM 4’s pounding pyrotechnics in a darkened, sheeted-off lounge room reserved for game demos. The objective of our meeting wasn’t to talk shop -- it was for me to get an idea of what the PS Move brings to SOCOM 4 and then put my hands on the device in combination with the game.

I was thrust onto a worn dirt road, torn from travel. A crumbling eastern town’s buildings line the horizon. On the right shanty houses, broken and beaten like the road the protagonist and his four well-equipped AI SEAL companions are plodding along.

On the left side stood a battered two-story warehouse with rust-covered makeshift walkways. Degenerated cement barriers are pointed towards it -- obvious makers for an upcoming firefight. When I took my character and slammed him into the first of the permanent barriers the bullets started rushing in.

The PS Move controls are simple and satisfying. A swing of the wand moves the reticule and pans the over-the-shoulder camera. The large PS button in the center zooms the camera in for tight shots. The trigger underneath it fires weapons.

The digital stick on the sub-controller, which I held in my right hand, moves the character. One of its triggers brings up the squad tactics mode that allows you to order the AI around to locations.

When the nameless, unarmored thugs started marching from the building I ordered my two squads, yellow and blue, to other barriers around me. Using this mode slows down time for moments and monochrome becomes the dominant colors, washing out the dirt and the nasty abodes. Only the squads retain their natural look.

The orders are basic, reminiscent of the PSP versions of the game from the past. But there is an interesting wrinkle: you can plot paths for the AI, having them move from barrier to barrier while you focus on whatever and move around freely.

With the PS Move, plotting these courses felt natural. Byrne echoed my gut reaction while I fiddled with the mode. A large third-person RTS reticule, almost like the grenade reticule in Gears of War, pops up allowing you to place characters with ease. The D-pad on the sub-controller allows for quick-swapping between the squads.

From behind the barrier I was able to stop and pop each foe with simple flicks of the digital stick and the brutal and smooth 1:1 accuracy of the PS Move. Byrne made special note of the smoothing during the session as I realized that the reticule wasn’t responding annoyingly to the slightest jitters of my hand.

“What we wanted to do was make sure that we had very high-fidelity movement in broad sweeps,” Byrne told me. “But it was imperative that we don’t have a lot of jitter when the reticule comes to rest. So Mike put in a lot of algorithms to make sure that when you need it to move it moves and when you want it to stop it stops.

That smoothing aspect is really good. It allows you to really get a bead on a guy but be very particular about where you hit them.”

After the firefight the demo became a blur. The squad and I kept pushing forward down the road, stopping behind barriers to put down more enemies as they shot out of their own cover. Our session ended as I called in an airstrike with a button on a gaggle of thugs unaware of our approach.

I described the PS Move controls in conjunction with SOCOM 4 as “baller” after the session, and I continue to do so. Moving the character, issuing orders, and dumping bullets into bodies was simple and satisfying. I wasn’t left wanting for more control or even a controller -- but, then again, I still haven’t played with simulation shooter with a Dual Shock.

If I were to pretend that I did have a Dual Shock in my hands during the demo, then I would have been able to switch to the PS Move somewhat on the fly. According to Byrne, Zipper Interactive has plans to allow both methods of control within the same session.

“Currently we’re intending that. We’ll have to see how it goes. We’re looking at just being able to detect that when you turn off the PS Move and pick up a Dual Shock be able to keep going.

But there’s no difference in the game other than the controls when you’re using the Move. We didn’t want to have to retune things or move the difficulty up and down.”

As Byrne confirmed to me, the game isn’t being dumbed down when the PS Move is being used. You can tell. The enemies react naturally and swiftly and you will still get punished with projectiles if you don’t take a methodical approach to the combat.

As for further integration of the PS Move? Byrne tells me that the game won’t have any specific sections created for use with the motion controller but future DLC might.

“That is a great idea. Now that we have it implemented, the design team is busy wrapping up and tuning SOCOM 4, but moving forward there’s a ton of possibilities we’re looking at going forward.”

SOCOM 4
hits this Fall and should come to stores with PS Move and Dual Shock support.

LAUNCH GALLERY (5 IMAGES)
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75 comments | showing # 1 to 50
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next 50 comments

Nolan South's Avatar - Comment posted on 03/13/2010 22:30
Nolan South
It seems that the Wii has won this generation; not only did it sell the most, it forced it's competitors to adapt
Dv8thwonder's Avatar - Comment posted on 03/13/2010 22:39
Dv8thwonder
The PS3 Has become a house of cards.
TewDee's Avatar - Comment posted on 03/13/2010 22:39
TewDee
@hardock spiffy - It's not an FPS.
Matthew Blake's Avatar - Comment posted on 03/13/2010 22:39
Matthew Blake
So the Move is actually really awesome? Huh, well I'll be.
Loogibot's Avatar - Comment posted on 03/13/2010 22:46
Loogibot
@hardock spiffy
You're basing a game's quality on its collective score in Metacritic? Tsk tsk.
The Spleen's Avatar - Comment posted on 03/13/2010 22:46
The Spleen
Great write-up Brad. I'm glad you took the time to talk to the Zipper guy(s) about Move's integration; so many other "journalists" only seem to play the demo and draw their own conclusions. It's nice to read an actual interview and the individual thoughts associated with the experience.

By the way - it only makes sense that a man as powerful as yourself is a lefty, anything else would be too predictable.
Jarmel's Avatar - Comment posted on 03/13/2010 22:53
Jarmel
Every video I've seen, the game and controls look like shit. So until I play this or see someone play this game even remotely on the same level as a controller, I'm writing this off.
RenegadePanda's Avatar - Comment posted on 03/13/2010 23:00
RenegadePanda
Motion controls in SOCOM just sounds like a terrible idea.

Now if they just integrated the camera and recognized hand gestures, I'd nerd the hell out over that. I'd have to learn military gestures first. But still, I like that kind of thing.

And make my teammates jump out of the way every time I yell 'fire in the hole.' This would amuse me.
Nolan South's Avatar - Comment posted on 03/13/2010 23:04
Nolan South
I just watched SOCOM 4 gameplay on YouTube and HOLY SHIT, DAT CAMERA ANGLE. It's like a thirds person shooter for the PSX
HEL105's Avatar - Comment posted on 03/13/2010 23:18
HEL105
Nice to see something that I'd actually call positive, about the new wave of motion controls. I haven't been a fan of SOCOM in the past, but I'd be willing to at least give this one a try. Even with teh waggle.
Mr Andy Dixon's Avatar - Comment posted on 03/13/2010 23:25
Mr Andy Dixon
Looks like they made it work pretty well. Definitely one I'll keep my eye on.
Netnavi's Avatar - Comment posted on 03/13/2010 23:48
Netnavi
Good now I can finally play Resident Evil 5 the correct way. With motion controls.
Not being sarcastic. RE 4 on Wii was great and I like that we get to have more control options in games.
RenegadePanda's Avatar - Comment posted on 03/13/2010 23:55
RenegadePanda
@x1251

Christ X, do you ever shut that mouth of yours? I didn't even mention Natal. God forbid I suggest another way to implement shit. Fuck off already, will you? I don't need some dipshit telling me how to write my fucking comments. Where the hell did you get Natal out of my comment? I said a camera...as in, you know, the EyeToy. You're just determined to be the biggest fucking prick on this website and you'll make shit up to get there. Good for you. Did I judge the game? No. Did I judge Zipper? No. Did I judge a motherfucking thing? NO.

Get the stick out of your ass and shut up.
pokota's Avatar - Comment posted on 03/14/2010 00:06
pokota
This is what I've been looking for, thank you for the review. It's good to see someone who hadn't made up their mind before they got their hands on the controllers. I'm still not interested at this point, but all information is useful.

I know the Move is mostly meant to entice casual players to consider the PS3, but if developers really can create core games that make good use of motion controls, then it can only be a positive. Sony has some fantastic development teams working with the PS3, so I don't think it's a stretch to believe the Move will be simply a complimenting factor at worst.
rsquad's Avatar - Comment posted on 03/14/2010 00:14
rsquad
Ok, here we go:

<Post about Sony/Motion Control>

:Comment Section:

Miscellaneous Fan-nerd:

A. It's Sony
B. It's Motion Control
C. It's Sony + Motion Control

therefore...

D. It automatically sucks, and is inherently evil because it's Sony.

I can see this logic being applied to every post regarding the Move henceforth, by every blithering idiot who has never even held the device.

Alas, this behavior will continue perpetually by every asshole with an opinion and an internet connection.

I digress.

Motion controls (be it Natal or Move) could be fantastic if implemented correctly and not treated as the new norm. As long as it they remain optional it opens up a whole new way to experience a game. I swear, gamers, by the fucking day, become more and more cynical just for the sake of it.
Crunshii's Avatar - Comment posted on 03/14/2010 00:15
Crunshii
wow nice thanks Brad! this is great news. I know there is allot going with the PS3 Eye toy and Move working together to bring complete accuracy control on a game as Socom 4. I am not really an FPS person but if I can get the feel for actually shooting then this might change my perspective and I might just get it to blow Yojim's beard off once and for all.
father33's Avatar - Comment posted on 03/14/2010 00:27
father33
smooth move.
Chronic Logic's Avatar - Comment posted on 03/14/2010 01:02
Chronic Logic
Pfft, game looks like shit.
Y0j1mb0's Avatar - Comment posted on 03/14/2010 01:10
Y0j1mb0
With or without MOVE, I'm getting SOCOM 4. Thanks for the preview Brad.
pl0x kthanxbai's Avatar - Comment posted on 03/14/2010 01:22
pl0x kthanxbai
awww x1251


your not very goodat trolling are ya?


looks ok but i dont think itll make me change my mind about motin controllers
Crunshii's Avatar - Comment posted on 03/14/2010 01:25
Crunshii
Yimbo 20 bucks I can blow yur beard away without killing u on Socom 4!
Black Nexus's Avatar - Comment posted on 03/14/2010 01:41
Black Nexus
It's socom so I'm getting it.
Sebastian Baba's Avatar - Comment posted on 03/14/2010 01:58
Sebastian Baba
X1251

I am disappoint.
fundando's Avatar - Comment posted on 03/14/2010 03:05
fundando
all I know is that I want a No more heroes and nmh2 port for the ps3. My wii died the weekend after I bought NMH2 and left me very sad.
Mr Andy Dixon's Avatar - Comment posted on 03/14/2010 04:14
Mr Andy Dixon
@x1251

Who the fuck is Chester?
Justice's Avatar - Comment posted on 03/14/2010 04:28
Justice
Well thanks Brad, you've got me pumped for this. My wallet doesn't like you!
ArrestedDeveloper's Avatar - Comment posted on 03/14/2010 05:37
ArrestedDeveloper
What a waste of time. Who in their right mind would want to use motion controls in a game that is famous for it's online play.
Mr Wrighty 987's Avatar - Comment posted on 03/14/2010 05:44
Mr Wrighty 987
Great Preview Brad but i'm still no sold on motion controls.
Sir playedallot's Avatar - Comment posted on 03/14/2010 06:53
Sir playedallot
implement move controls = 6 weeks
develophe a PS3 game = 4-6 years
PhazonYoshi's Avatar - Comment posted on 03/14/2010 07:46
PhazonYoshi
@Arrested; Motion Controls aren't synonymous with inaccuracy. It could work, give it a chance.
Mattchewie's Avatar - Comment posted on 03/14/2010 08:09
Mattchewie
People make me giggle. Way to already cast aside MOVE (even though its getting positive press) just because Nintendo released a "flawed" product?

If Sony uses a bit of MS tactics, not innovating but making "better", then we might actually have what we thought the Wii control scheme would actually be.
Sexualchocolate's Avatar - Comment posted on 03/14/2010 08:42
Sexualchocolate
I'm loving how this sounds/looks.

Great write up!

Move or no move, socom will be mine.

And multiplayer light gun type action for the motherfucking win! Hell yes. I cannot wait.
BlackDove's Avatar - Comment posted on 03/14/2010 09:19
BlackDove
There's a video on gametrailers of the conference where they show on stage a dude playing it.

Waaaaaaaay better than a gamepad for SOCOM. Way more accurate and easier to do.

Dude was pulling headshots like no-one's business.
Max-'s Avatar - Comment posted on 03/14/2010 09:53
Max-
A new SOCOM game made by Zipper, this can only mean great things! Now hopefully games-wise with the PS Move controls, Sony succeeds where Nintendo failed and by that I mean not so much shovelware waggle bullshit that somehow managed to get the Nintendo Seal of Quality, not that the seal means anything these days anyway.
lastdual's Avatar - Comment posted on 03/14/2010 10:32
lastdual
This game needs more brown. Brown and gray. It's just too colorful right now.

Aside from the fugly visuals, this should be interesting. Since it will allow for both control schemes, we'll get to see right off the bat whether the Move is worth it for people like us.

In any competitive game, the hardcore will flock to the control scheme that is not the most *fun*, but the most *effective*. If players wielding Sony's wand are cleaning up online, then it will gain a following. If the opposite is true, then the Move will remain an embarrassing imitation of the Wii, and just sit around collecting dust.
gooniegoogoo2's Avatar - Comment posted on 03/14/2010 14:10
gooniegoogoo2
Given my experience with MAG........i am hoping that ZIPPER and SONY have the forethought to pack-in a headset wtih SOCOM 4 like they did with the original titles.

So disappointed by MAG......Im hoping that ZIPPER doesn't screw their prize series of SOCOM.
Corak's Avatar - Comment posted on 03/14/2010 17:31
Corak
Still not interested. I'll keep my standard controllers for the time being.
fetusmilk's Avatar - Comment posted on 03/14/2010 20:39
fetusmilk
im liking the PS3 Move more and more(i liked ARC better). its nothing like the wii-mote. i dont think people understand how it works

wii uses accelerometers to simulate movement. and the LED for tracking.

with the Move you ARE doing the movements.

---example---
to swing simon belmonts whip with the Move you swing it like a "real" whip.

with the wii you would maybe active the accelerometers switches by jerking the controller up and down. or maybe left right to swing.

---boxing---
with the Move. you do an uppercut or a jab. the eye tracks the globe on the controller to match your movements in the game.

with the wii. move the wii-mote in certain directions(up than down, or left than right) to activate certain moves.

there is a HUGE difference. people need to realize this.
Nevaq's Avatar - Comment posted on 03/15/2010 04:34
Nevaq
But ahh, fetusmilk, WM+ does not simply run from the accelerometer. This basically adds the IR sensors to the bottom as well as the top so the remote can be tracked accurately. The old accelerometer motion control games for the Wii are a bit sad in that regard (not the pointer games though, like MP3, cuz they're awshum). But games like WSR and Red Steel 2 are quite similar in operation to Move.

Accelerometer Motion Control = Bad
Pointer Control = Good
WM+ = Good
Move = Good
fetusmilk's Avatar - Comment posted on 03/15/2010 08:14
fetusmilk
as ok, was quite sure how the wii motion + worked so i didnt mention it. whats inside it anyway? is it more accell.?
fetusmilk's Avatar - Comment posted on 03/15/2010 09:23
fetusmilk
"*wasnt quite sure"
mussix's Avatar - Comment posted on 04/18/2010 03:54
mussix
very thoughful Article. My view here, it is a social problem with no answer, because it is inevitable because we are getting further and further into digital age.
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jullia
The bulk of a zipper consists of two strips of fabric tape, each affixed to one of the two pieces to be joined, carrying from tens to hundreds of specially shaped metal or plastic teeth. These teeth can be either individual or shaped from a continuous coil, and are also referred to as elements. The slider, operated by hand, moves along the rows of teeth. Inside the slider is a Y-shaped channel that meshes together or separates the opposing rows of teeth, depending on the direction of the slider's movement.
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jullia's Avatar - Comment posted on 06/17/2010 08:08
jullia
An early device superficially similar to the zipper, "an Automatic, Continuous Clothing Closure", was patented in the United States by Elias Howe in 1851. Unlike the zipper, Howe's invention had no slider; instead a series of clasps slid freely along both edges to be joined, with each clasp holding the two sides together at whichever pair of points along them it was located. The clasps were joined together by a string, which, when pulled taut, caused the clasps to be evenly spaced along the closure, thus holding the two edges together. Pulling in the other direction caused the clasps to become bunched up at one end, by which means the device was opened.
The true zipper was the product of a series of incremental improvements over more than twenty years, by inventors and engineers associated with a sequence of companies that were the progenitors of Talon, Inc. This process began with a version called the "clasp locker", invented by American born inventor Whitcomb L. Judson of Chicago (previously of Minneapolis and New York City) in Akron, Ohio, and for which a patent (No. 504,038) was first applied on Nov. 7, 1891. It culminated in 1914 with Gideon Sundbäck's invention of the "Hookless Fastener No. 2", the first version of the zipper without any major design flaws and essentially indistinguishable from modern zippers.
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jullia's Avatar - Comment posted on 06/17/2010 08:14
jullia
Gideon Sundbäck, a Swedish-born engineer, joined the company, then called the Automatic Hook and Eye Company, in Hoboken, in 1906. At that time the company's product, still based on hooks and eyes, was called the "C-curity Fastener". Sundbäck developed an improved version of the C-curity, called the "Plako", but it too had a strong tendency to pull apart, and wasn't any more successful than the previous versions. Sundbäck finally solved the pulling-apart problem in 1913, with his invention of the first version not based on the hook-and-eye principle, the "Hookless Fastener No. 1".
That version, however, had a tendency to wear out quickly, and again was not a commercial success. Finally, in 1914 Sundbäck developed a version based on interlocking teeth, the "Hookless No. 2", which was the modern metal zipper in all its essentials. In this fastener each tooth is punched to have a dimple on its bottom and a nib or conical projection on its top. The nib atop one tooth engages in the matching dimple in the bottom of the tooth that follows it on the other side as the two strips of teeth are brought together through the two Y channels of the slider. The teeth are crimped tightly to a strong fabric cord that is the selvage edge of the cloth tape that attaches the zipper to the garment, with the teeth on one side offset by half a tooth's height from those on the other side's tape. They are held so tightly to the cord and tape that once meshed there is not enough play to let them pull apart - - a tooth cannot rise up off the nib below it enough to break free, and its nib on top cannot drop out of the dimple in the tooth above it. The classic zipper was made of a brass alloy, a metal that has low friction and is long-wearing.
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jullia's Avatar - Comment posted on 06/17/2010 08:17
jullia
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jullia's Avatar - Comment posted on 06/17/2010 08:20
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MadameZora's Avatar - Comment posted on 06/27/2010 13:55
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MadameZora's Avatar - Comment posted on 06/27/2010 13:58
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svibes's Avatar - Comment posted on 07/07/2010 10:52
svibes
not a major socom fan but willing to give this a try i mean its not call of duty but we will see
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