A year removed from the PlayStation Move's launch, one should expect that tech demos and minigame compilations would be out of the door to make way for the kind of genuinely rich experiences that were promised.
Carnival Island is a compilation of minigames that demonstrate the technology of the PlayStation Move.
Oh well. Same time next year?

Carnival Island (PlayStation Move)
Developer: Magic Pixel Games
Publisher: Sony Computer Entertainment
Released: November 15, 2011
MSRP: $39.99
Carnival Island has a name that really does say it all. One look at the cover, with its illustrations of vapid funfair chicanery, lets you know exactly what you're getting. Following on from titles like Carnival Games, which have permeated the Wii's library since 2007, Carnival Island aims to do nothing different while providing its range of familiar festival-based motion exercises.
The contrived "story mode" will see players exploring the tiniest carnival in the world as they play games and bring life back to an empty fair. Broken into four distinct realms, the titular island provides various stalls that contain a series of themed games. Each game has a set of nine challenges. If you successfully complete one challenge, you'll bring an animal to life, which will act as a mascot and cheer for you during games. If you complete two challenges, you'll unlock the next stage of the minigame you're currently playing.
For example, coin toss is a simple game in which you flip coins onto markers and score points. Completing a challenge, such as scoring a certain amount of points, will unlock a cartoon zoo creature which will sit on the screen and make gibberish noises while you play. If you complete a secondary challenge, such as getting one coin each on every score marker, you'll unlock the next coin-themed game, Nom Nom, which puts an extra spin on the coin toss format by introducing a mechanical yeti that will spit out extra coins when you hit flashing markers.

This is the structure the entire game follows. Each stall contains multiple variants of its specific game, with varying degrees of difficulty, and every map location has up to two stalls each. There's some decent variety in the games, with some variations that border on clever (piloting frogs onto lily pads is a particularly interesting idea), but nevertheless many of the games feel incredibly similar to each other in terms of input. There are only so many ways you can throw balls, hoops and coins, so the entire game starts to feel rather mundane and old pretty quickly, save for the occasionally interesting game variant.
Extras include spending tickets earned in games to unlock costume pieces for one's avatar, but since the island is actually little more than a series of animated menus, there's barely any point. The player's character is barely seen and is never directly controlled, so outfitting him or her seems rather pointless. There are also balloons to buy and a "hall of mirrors" in which players distort images of themselves as seen by the PlayStation Eye, but again the entertainment value here is shallow at best, and hardly unique to this experience.
Despite boasting over 35 games, Carnival Island can be beaten in about two hours, with players more than able to see everything the game has to offer within that time. As well as the main story mode, up to four players can compete in the various attractions using multiple or single Move controllers. Still, the games are not engaging or unique enough to really encourage spending too much time on the island.

As a launch title, Carnival Island might have been an interesting demonstration of how precise the PlayStation Move is. It's certainly an excellent showcase for the technology and how accurate its mimickry of player movement is. The catch is that we know what the PlayStation Move can do, and we know how accurate it is by now. With its bunch of mindless minigames and saccharine carnival aesthetic, Carnival Island is nothing we haven't seen before. It's quick to show everything it has, and it shows very little of value; there's simply not much point in a game like this anymore.
Those players who don't have any minigame compilations but need something to shut their kids up might find worth in Carnival Island, as it's at least good at being a shallow selection of hackneyed diversions. Anybody who has played any other motion-based carnival adventure, however, will find nothing remarkable at play with this one -- not unless they really want to see animated raccoons screaming incomprehensible drivel at them.
Actually, hell, if that doesn't work, try the PS3 version of Child of Eden, which is just as good but WAY prettier.
Or you could use your FUCKING BRAIN and come up with a GOOD, ORIGINAL CONCEPT.
If it's an aiming game, I don't want the Move anywhere near it. I've played RE5, Dead Space: Extraction, and a ton of others, and NONE of them are anywhere near as accurate as the Wii Remote's line-of-sight IR method of aiming.
Motion in the Move is much better, but aiming sucks.
He wrote the Destructoid review for the game, he said the Wii version was better. I don't want to start any argument or anything as I really liked the game when I played in the Wii, but a port of a Wii game that came out almost 3 years ago isn't really a proof of superior technology.
I do like move, I was in awe at those development videos, and I know that it's hands down the best motion controls on the market, but It needs more than being an alternative control scheme in shooters. I want a move, but all of the games that catch my interest are games that I already played years ago on Wii. That said Sorcery does look neat.
But really, there hasn't much to convince me to buy Move at all. At least Kinect at this point has a couple games that make very good use of the technology.
Really? That's weird, that's the exact opposite of my experience with it. I'm not going to argue with your own experience, I'm just surprised to see you say that.
@Jimmy
Fair enough, but I think you and I have different expectations for it. I'm completely uninterested in Move-exclusive games. I don't look for the Move to outdo the Wii under similar conditions. I look for the Move to provide an alternative control scheme that introduces a new experience and a deeper level of interaction with the games I was already playing. Because of that, the Move has been a complete success in the last year, for me.
"but It needs more than being an alternative control scheme in shooters."
Theres where we're going to fundamentally differ, then, because that's all I need it for, and it does that perfectly. I'm a happy Mover.
Just kidding, but I'll be trying to find parallels between call of duty and every other game that gets bad scores until everyone hates me even more. Not really
@Jim
90% sounds like your being pretty forgiving.
They sell millions?
*gets Carnival Island*
Jim ....FUUUUUUUUUUUUUUUUUUUUU------
So this game basically has an audience of Dale and nobody else.
I wonder why this one exists.