^Get a natal SDK and you have your little and cheap skeletal motion capture solution every studio can use, provided you have a 3d animation developer. Even if you're not going to use motion tracking as an actual gameplay input :)
I don't know squat, of course. Seeing what Braid turned out to be (conceptual, puzzle-based, light on resources, inclusive of any platform within reasonable resource constraints) this just seemed the most probable outcome to me instead of an interface-focused, niche market title.
But I'll be glad every time an author surprises me with a good project, so fingers crossed for whatever it's cooking in the pot - the guy deserves a lot of credit :)







