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Forums - Microsoft - Kinect Joy Ride Hands-On Preview

For most of its development, Joy Ride was an avatar racing game played with a normal controller. Somewhere along the line, however, some clever clogs realised that the game was a perfect test bed for Kinect's technological capabilities, so the controller was thrown out the window, and Joy Ride became Kinect Joy Ride. Exciting stuff right? Who wants to use one of those cumbersome controllers when you can use your body to control the game? Right? I won't admit to being particularly excited by the idea, but as I arrived at the Saatchi Gallery for Microsoft's Kinect centric Christmas Showcase, I made a point of leaving my preconceptions at the door.

"It's incredibly responsive!" yells one of Microsoft's enthusiastic PR folk as he throws his hands out in front of him and grips an imaginary steering wheel. The race starts and the track ahead bends sharply to the right. Our man reacts accordingly and turns to the right, prompting the car to make a sharp turn left, sending the vehicle roaring into a wall at top speed. He then proceeds to drive the wrong way around the track for a painful 10 seconds before he was finally able to turn the vehicle around and start heading in the right direction again. Joy Ride is many things, but responsive is clearly not one of them.

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I noticed the same problems myself when I got my hands on (or is it off?) the game. The vehicle was desperate to turn left at every turn, which made navigating the track alarmingly difficult. I was told I would be able to drift by leaning my body as I turned a corner, but the game failed to register my exaggerated movements, and as a result I was denied the ability to drift. Sensing my frustration, somebody intervened and asked that I step backwards from the camera - apparently this would improve responsiveness. It did to an extent, but when you're in mid-race, the last thing you're going to be doing is working out your distance from the camera, and deciding whether you need to realign yourself. Kinect technology is undeniably clever, but Joy Ride is a perfect example of how distressingly finicky it can be.

When the car was behaving, players could turn their attentions toward collecting coins scattered about the track. In addition to busting out fancy tricks by dancing on the bonnet of an airborne car, collecting these coins will fill a boost gauge running along the bottom of the screen. When it has enough juice, you can pull your arms back and then thrust them forward to activate a speed boost. To the game's credit, this was fairly satisfying – it actually worked! Even so, I was so far behind the rest of the pack due to flirting with the barriers the whole way round the track that this boost failed to put me back in the competition in any way. I finished last by a hefty margin.

Of the growing selection of Kinect games I've now seen, Joy Ride has disappointed the most. Perhaps I wasn't doing it right; perhaps it takes time to get used to, but unresponsive controls and a lack of tactile feedback took away everything that's enjoyable about racing games. It was certainly a ride, but even at this late stage of development, there was nothing joyous about it.

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Maybe they should have left it as it was, normal controller scheme for free or a low price...While I think family games and dance games etc will be great on Kinect, Racers doesn't sound like something it can or should persue



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Just what I always said. Kinect will be great for certain games like dancing and fitness games, but racing games just do not fall within that category.

Tough fate for Joy Ride. What was originally meant to be a completely free, really funny racer is now going to be a 50$ rip-off that just sucks.

I think the best Microsoft could do would be to bundle it with Kinect, but also sell it seperately for 250$. Then selnor could claim that Microsoft does not charge 150$ for Kinect, but rather pays you 100$ for taking it. ;)



ArnoldRimmer said:

I think the best Microsoft could do would be to bundle it with Kinect, but also sell it seperately for 250$. Then selnor could claim that Microsoft does not charge 150$ for Kinect, but rather pays you 100$ for taking it. ;)


LOL :)



I think the best Microsoft could do would be to bundle it with Kinect, but also sell it seperately for 250$. Then selnor could claim that Microsoft does not charge 150$ for Kinect, but rather pays you 100$ for taking it. ;)


lawl :P good one



In-Kat-We-Trust Brigade!

"This world is Merciless, and it's also very beautiful"

For All News/Info related to the PlayStation Vita, Come and join us in the Official PSV Thread!

This is pretty much par for the course for Joy Ride, as far as I have read.  They should have left it as a free downloadable game with micro-transactions.



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Even something like Forza w/ Kinect practically plays itself.  I mean the gas and brakes are completely automated, and the turning is assisted.  I think with Kinect it may start to sell well, but once the word spreads to the general public about its major shortcomings, sales will begin to decline.  And does anyone know if they addressed the not picking up black issue?



Needs random disc as a steering wheel support.



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This game should be played using Kinect and the conroller. Kinect for the steering and the controller for acceleration and brakes.



See, this is what I don't like about Kinect's 'no controller' angle.  Unless MS come up with games that actually suit it they're instead going to mangle potentially good games with what is, it has to be said, an inferior control scheme because they want to push Kinect whether it works better or not.

Kinect must be pretty near the bottom of the pile for best controller options for any game that involves driving, and even a pad isn't actually the best option if you're serious, that would be an actual steering wheel and pedals.

I can't believe the Milo & Kate stuff seems to be locked away, which looked very interesting, while titles that in no way should use Kinect are being worked on for release.



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

ArnoldRimmer said:

I think the best Microsoft could do would be to bundle it with Kinect, but also sell it seperately for 250$. Then selnor could claim that Microsoft does not charge 150$ for Kinect, but rather pays you 100$ for taking it. ;)

This site needs an awesome-quote database for times like this.