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The top three PlayStation Move moments

By: Moses Abaortae

  |   November 26th, 2012   |  
PS Move Sharpshooter

Unsure about the Move, so were we, until we used them in these sequences. They may be few and far between but they are worth experiencing.

So with over 15-million PlayStation Moves sold worldwide, thus far, chances are that are a number of gamers who have tried Sony’s motion controller. However, for the core gamer switching from the controller to the Move for first-person shooters is not an option, yet there are three moments that could change that.

These three moments really demonstrate the potential of the Move as a first choice when it comes to certain situations.

3. Starting things off with Resistance 3 and the entire game feels right at home on the Move as long as it working with the Sharpshooter. It seems Insomniac sorted out the calibration to make it as simple and effective as possible, which does wonders when one has to play the game.

It takes a bit of getting used to but before long, the Sharpshooter feels right at home in the player’s hand. No longer does the player have the reticule at the centre of the screen and taking out those pesky chimera on the edge no longer requires the player to centre the screen there, which makes a huge difference.

Chances are that very few have played the game and even fewer have played it with the Sharpshooter but give it a chance, you won’t be disappointed.

2. The on-rails section in Killzone 3 and Ghost Recon: Future Soldier. The Move really comes into its element where player movement is taken out of the equation. When its calibrated well and all the player has to do is aim and shoot, the experience is unparalleled, as the shooting through the Khyber Pass section of Ghost Recon demonstrates. At the same time the bit in Killzone 3 where players have to take down the 100ft plus mech is something else as well.

1. However, the best use of the Move is with Dead Space: Extraction, which was designed exclusively for the motion controller. Calibrating is easy and can be done without having to pause the game, which is a huge plus.

Throw in co-op, the Dead Space feel and one or two particularly harrowing sequences and the Move has a home. The House of the Dead: Overkill, is also a memorable experience but Dead Space was here first so it gets the credit.

However, the Move will only truly be embraced when it gets a game designed specifically for it and although SOCOM 4 was a start, no one seems to have built on it.

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