Originally intended for release alongside the
Wii version last November, the King of Pop’s belated arrival on other platforms has given Ubisoft time to fine-tune
Michael Jackson: The Experience for the PlayStation Move and Kinect, controllers which are still in their infancy. While both versions are tailor-made for their respective motion devices, the former models itself heavily on the Wii release, adopting the same straightforward remote-swinging gameplay, boxed-screen layout adorned with scrolling commands and bright, abstracted dancers placed in the centre. By and large the choreography remains unchanged between versions, and while the visual style shines better thanks to full HD visuals and an additional sprinkling of particle effects, at its core it’s the same experience.
There are, however, a number of new additions. The most notable is that of microphone support, allowing you to unpack your trusty (and possibly dusty) SingStar microphone to display lyrics on-screen to score points. With a few Move controllers and mics synced to the console, the game can assign each player a random device to get the ball rolling, or you can manually choose who does what before playing. As well as creating an all-singing-and-dancing troupe in your living room, you can ditch the motion controllers and play with just microphones only, essentially making it the first karaoke title with Jackson’s esteemed back catalogue.
The PlayStation Eye also catalogues your performance with snapshots and video footage as you play. Finishing a song presents you with five screens and a short clip from pivotal moments of the song, ready to upload to Facebook at the press of a button. Although direct YouTube posting isn’t possible (for copyright reasons), the video file can be saved to the hard drive in a friendly format to be later transferred to a computer. It also comes with various PlayStation Network features, such as online score leaderboards and Trophies, that trigger bonus content to be unlocked when awarded.
While the PlayStation 3 version sticks to the familiar and throws in a few bells and whistles for good measure, the Kinect version is uncharted territory. Touted as as the first hands-free full performance experience, it allows players to dance and sing without holding any kind of device, with the camera tracking the user’s movements and its built-in microphone picking up voice. It will be the second game to use Ubisoft’s Player Projection technology – the first was
Your Shape: Fitness Evolved – which places the player on-screen in real time, albeit shrouded in a colourful glow, alongside moving sets and a reactive crowd.
Of course, removing the controller entirely requires original choreography created specifically for the game, which comes in two flavours to suit the player. ‘Performance’ is closer to the Wii and PS3 versions, with simple, repetitive moves that are easier to observe and repeat, stuck on a set difficulty to ensure it’s straightforward to access for quick play sessions and newcomers. ‘Master’, however, features more advanced moves inspired by the music videos, and while the same series of scrolling commands and backing dancers assist in showing the player what to do, good old-fashioned practise is the only practical way to see results.
Jumping in for the first time and there’s a noticeable degree of lag, not necessary through the technology (on-screen delay has been reduced from
Your Shape, we’ve been told) but because we’re naturally new to the routine. In the same way that Ubisoft’s launch title helped players observe posture during exercises, here it’s immediately obvious when your knees aren’t bent enough or your movement is too stiff. It’s admittedly a little discouraging to see how poor you can dance at first, but the gradual steps on the ‘Performance’ mode ensures that it’s simple to grasp and enjoyable to play, and when watching a person who knows the routine and when exactly the next move is coming up, then the results are impressive on screen and off.
To the developer’s admission, there are a few constraints to the technology. As with all Kinect games there’s a fixed zone to abide to in front of the device – however, due to Player Projection, that area can only support one player at a time. A neat workaround is that multiplayer has other dancers waiting in the wings, all assigned a number that is called to indicate their turn with the next portion of the song. It happens at a moment’s notice, with a mad scramble as players swap over, and that combined with the limited zone of play means you have to be fast and precise to maintain a seamless performance. It’s tricky but fun – however, it should be noted that this Party Mode requires an especially large amount of room to play, especially with three other people.
As with the PS3 version, players can opt for either singing or dancing, choosing defined roles in which they step into the camera’s view at certain points. As well as the built-in microphone, the
Lips mic and even the default Xbox 360 headset is compatible for some Britney Spears-inspired action. Interestingly, not all songs on the disc support dancing; slower tracks such as ‘Heal The World’ and ‘Earth Song’ are strictly voice-only affairs, with the developer saying that strutting your stuff to these slower, more gentle tracks wouldn’t be a fitting gameplay experience. While it’s uncertain whether the same approach has been taken with the PS3 version, we did witness two players clutching Move controllers and adorably holding each other as part of ‘I Just Can’t Stop Loving You’s gentle routine.
With the different technology in mind, the Xbox 360 version’s presentation has been rebuilt from the ground up to revolve around the player’s on-screen presence. Elaborate, fully-rendered stages have been created based on Jackson’s videos; ‘Bad’ is populated with subway columns and scrawled graffiti, ‘Remember The Time’ is adorned with gold slabs and burning torches, while ‘Thriller’ is set in front of a cemetery with a glowing full moon. When singing during these songs, the camera will pull away from the stage and sweep along the crowd, displaying the original music video on projected screens above. Elsewhere,
Your Shape‘s clean interface that wraps around to the user’s body is present throughout the game’s menus, while loading screens feature the signature lit floor panels of ‘Billie Jean’ if you choose to walk around the play area.
Both versions have also
taken note of the Wii version’s shortcomings. There’ll be more bonus material to discover, including high-definition images, clips and a selection of short facts to unlock as you play. The Dancing School will also return, featuring a suite of live-action videos that teach players how to perform real dance moves. The cameras supplied with each peripheral provide a picture-in-picture view so you can examine your timing and positioning as the video plays out, something which automatically makes it a far more valid prospect than the Wii’s attempt. The tracklisting will also feature extra tracks to the Wii outing – such as ‘Blood On The Dance Floor’ – plus there’s the prospect of downloadable content, which has been
confirmed for day-one on PS3 and will be discussed shortly on Xbox 360.
It’s reassuring that Ubisoft has taken the time to create experiences suited to each specific controller. The PS3 release is the most feature-rich and multiplayer friendly, while the Xbox 360 version is very much tailored around Kinect, from the interface to the solo-only dances, and its on-screen feedback will make it the more serious dancing companion out of the two. But true to Ubisoft’s past bestsellers, both are effortlessly easy to jump into, more so thanks to a killer tracklisting that’s both irresistible and universally appealing, making this headlining act for Ubisoft’s dance invasion a seriously tempting prospect come April.
SOURCE
Ubisoft used press reviews of
Michael Jackson: The Experience to improve the PlayStation 3 version, it has been revealed.
International product manager Guillaume Cada told
DS that the game’s delay from November 2010 to April 2011 allowed the studio to use reviews of the
Wii version as feedback.
“For us [the delay] was an occasion to really improve our game, and have the best experience possible for the gamers,” he said.
“For example on the PlayStation 3 version, we used some of the journalists’ feedback during the review [of the Wii version], because the dancing parts had a really good rating, so that was awesome. They said it was really great.”
Cada said that the main criticisms of the game were the lack of bonus content and the simple Dance School, which have been improved for the PS3 release.
“We decided to improve these so now that in the Dance School you see yourself dancing, just like in a mirror, so you can modify your moves,” he said. “So it’s really like a dancing class, with your coach and you in the mirror. So we really wanted to improve that.
“We also had unlockables, now you have Trophies from the PS3. Every time you unlock a Trophy you unlock a visual or video in the Extras and in the Gallery part of the game.”
Michael Jackson: The Experience will be available on Xbox 360 and PlayStation 3 in April. The
Wii version is out now.
SOURCE
© Ubisoft
Following the release of PlayStation Move and Kinect for PS3 and Xbox 360, Ubisoft will be looking to bring its best-selling dance catalogue over from the Wii to HD consoles. The first is
Michael Jackson: The Experience, which on the Xbox 360 has been developed from the ground up with the Kinect’s hands-free input in mind.
DS chats to producer Antoine Vimal Du Monteil about how Player Projection works and what Ubisoft Montreal wanted to include in the game.
What did you want to focus on with this project?
“What I wanted in the game was Michael Jackson, first of all. I wanted him everywhere, in the choreography, in the settings, in the menu, everywhere. It’s a game that the player needs to feel he is in Michael Jackson’s universe. That’s very important. We tried to stay focused around this very basic principle for everything we designed in the game, basically.”
How does the game use Player Projection?
“Basically, the idea is to put the player on stage with the magic, this magic trick of Player Projection. So the player is player-centric, so he performs Michael Jackson’s songs in front of an audience, in settings and stages strongly inspired by the music videos. And the music videos are played as well. Just like in real life in
Michael Jackson: The Experience.”
You’ve used the technology before in Your Shape: Fitness Evolved. Was it a challenge bringing it across to a dance game?
“It’s not that. First of all, it’s an Ubisoft proprietary technology that
Your Shape developed and used in our game. But the concept is applicable in many games, and when we received the mandate of going Michael Jackson Kinect, it was obvious that we needed to use it, because it acts like a magic mirror. If the very basic principle was to put the player in Michael Jackson’s universe, we needed to use this thing, which is incredible.”
How did the technology respond to faster movements and actions compared to a dance game?
“It went really okay, in the speed and in terms of moves. I wouldn’t say it’s a Kinect constraint. The main constraint, right now, is that we can only have only one player at the same time in front of the camera – okay, that’s a constraint. Today it’s a hardware constraint with the Player Projection. We’re going to work on this for the future, I’d say. We’d didn’t have any real issues with the choreographies. Our priority was really to make sure everything in the game, including choreographies, were as faithful as possible to Michael Jackson. In Kinect we can do full body tracking, so we can do this, that’s the cool thing. Our choreographies are really close to what he used to do on stage and in the music videos because we have the full body tracking. Obviously we had to redesign the choreographies to make them accessible, because only Michael can do Michael moves, and they needed to be Kinect-friendly, but the real priority was to make sure they were authentic to him.”
In the future do you think it would be possible to support more than one player?
“In
Michael Jackson: The Experience we used with the constraints at this one time. We can have only one player with Player Projection at the same time in front of the camera. We worked a lot to find cool ideas to make sure that this game would be a cool multiplayer game, and we think it is. It’s really fun to play four people at the same time, even if the constraint is to only have one person in front of the camera, which is why we added this surprise gameplay of who’s going to be next.”
In what other types of games can the Player Projection be applied to?
“I’m not allowed to speak about any other projects. All I can say is that it’s a magic mirror. It works extremely well in
Your Shape, and I believe it works extremely well in Michael Jackson for Kinect, because it’s a fantasy of being on stage performing Michael Jackson songs. How many people will be on stage in the world one day? Very, very few. How many of them will be given the opportunity to sing and dance in front of stages with a reactive audience? Even fewer. That’s what we wanted to offer in our game.”
Was it difficult to reboot the game for Kinect, not just for the controller but in terms of presentation?
“They are just different games. The Wii and the PS3 version are very close because of the Wii remote and the PS Move, whereas Kinect you have full body tracking. Since the beginning we knew they would be different games. In our game, again, the player is at the centre of the experience. He is on stage, as soon as we knew we wanted to put the player on stage, we knew we needed realisation, stage direction, crazy cameras, crazy settings, 3D everywhere. We knew we wanted to provide an incredible experience which would look like a real stage experience in real life, but with the elements and ingredients of the music videos.”
Certain songs can support both dance and microphone, while others are singing only, is that right?
“Yeah. We just wanted to respect what he was doing on stage and in the music videos. For example in ‘Earth Song’ or ‘Heal The World’, which are really slow songs, we wanted to focus on the singing, and in other songs – the main ones, actually 25 out of 30 – you can either sing and dance or just dance if you want. Again, we wanted to be as faithful as possible to his opus.”
What about Xbox Live functionality?
“We really wanted to focus on the main features of the game. So the game is not online – there’s going to be stuff that will be said later – but right now we are focused on the main game. We really wanted to focus on the memorable moments of the game, which are Michael Jackson memorable moments, which are the leaning in ‘Smooth Criminal’, the Moonwalk in ‘Billie Jean’ and those kinds of memorable moments of his career that we wanted to provide in our game for our players, as well as the multi, which is super important for us. The party mode is the key.”