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I think anyone with any sense knows that was very early (and promising) stuff. Clearly, reading various interviews, etc. it was a loose set of capabilities following a tight script rather than anything remotely robust - i.e. the wrong thing said or gesture would have blown the demo out of the water right away.

I love adventure titles and would really like this approach for something like that - but in the end the same old problem from the first Dungeon adventures persists: how flexible can you make it before you get the response 'I don't understand that?'...

Apart from casual fun titles, I would expect any serious title on this to be years away.

I'm also not sold on this as the primary input. Take driving, sure I can sit and turn my hands in mid air, move my feet, etc. but in the end I'd be better with an actual physical wheel, pedals, etc. no matter how good this gets.

In the end I want the best input mechanism for the job in hand, be it this, a wheel, a mouse, etc. not games shoehorned to weaker approaches.



Try to be reasonable... its easier than you think...