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The new sensor comes with the console, so it's not an issue of being forced to buy an accessory unless you want to be that guy who says I am paying for it because it adds to the cost of the console.

I'm probably in the minority here, but personally, Kinect 2 is the main feature of the Xbox 3 that has my interest, but not because I love motion control games. Frankly, as far as games went, every single Kinect game I played made me feel like I'd been hoodwinked/bait and switched. If it hadn't been for the fact that the only reason I bought a pair of sensors was for motion capture in Windows, I would have felt ripped off, suckered and swindled. As it were, MS' decision to release the Kinect SDK resulted in a lot of interesting home brew and even professional software in Windows. But as far as the Xbox goes, it was a bust other than as a commercially successful prototype that would ensure the future of the interface beyond the 360.

But as an integrated part of the Xbox interface, Kinect is what could/should distinguish the Xbox 3 from any other console experience. Provided it actually works. I don't really want to hear from any Microsoft apologists here because the lag on Kinect 1 made it an amusing hobby kit experiment that was probably only used by fans who wanted to like it after the initial "neat" luster wore off. It was not accurate enough and not nearly fast enough which can only be overlooked by the reality that it was using inexpensive hardware components in the interest of cost savings to MS.

I have higher hopes and expectations for Kinect 2, but I'm not drinking the Kool Aid.

Developers don't have to use all or even any of the features, but having voice recognition and motion recognition as a standard part of the hardware interface provides a pretty big set of additional tools when it comes to game design and user interface design.