shagg_187 said:
Overall, quite an enjoyable and tiring/exercising game with a few hiccups that could've been easily fixed with better focus testing and QA. Hopefully they do so with future patches.
Try playing it at night. Sounds like it wasn't calibrating right.
I know that I say this a lot, but I've had those reach issues before, and it was due to the wall behind me being too bright thus confusing the Move.
It'd go like this:
I'd calibrate, everything would go fine, then I'd try to hit the heavy bag, and I couldn't do it no matter how far I reached or how hard I swung. The PSeye was tracking the moves fine inside my body, but any time the controller's light went outside of my body, calibration would go poof cause the Move's light source was lost against the bright wall behind me. (Same thing happens with any background light sources like lamps.) If the Move intersects with them, the game gets confused.
Soon as that happens, your guard starts to drift, and you can't connect your punches. (This would explain in part why IGN had so much trouble since it looked like they were playing in a brightly lit white room.)
Once I get rid of the problematic back lighting, the punches connect perfectly.
I've been wondering if they had to go with a monochomatic feed to get the update to 60fps? I think Gladiator Duel tends to be more robust because the move's actually being tracked in color in that game and it's doing a 30fps refresh.