"The LiveMove 2 development tool is the premier solution for recognizing human gestures in games, I am very happy to be able to make this revolutionary tool available to all PLAYSTATION® 3 developers. We eagerly look forward to the new and engaging game experiences developers will create for the PLAYSTATION® 3 with the help of LiveMove." Masayuki Chatani - EVP and CTO, Sony Computer Entertainment Inc. "The Wii console and remote have redefined the game industry, the revolutionary LiveMove 2 development tool takes the remote to the next level and enables Wii developers to capture the heart and soul of many existing and new players." Genyo Takeda - General Manager of Integrated Research & Development Division of Nintendo Co, Ltd. More quotes and testimonials below. Read industry news about AiLive. Clients
Our clients include: 2Kgames, A2M, Activision, CatDaddy, Dropwave, EA, Ghostfire, Her Interactive / Driver-Inter / ND Games, Independent Arts, Machatin, Midway, Namco, Nintendo, Noviy Disk, PAM, Sony Computer Entertainment, Sproing, Visual Impact, Super Villian Studios, Ubisoft, Vivendi and Zoogames.
Selected Wii MotionPlus Games
As co-creator of the Wii MotionPlus, we are absolutely proud of our intimate involvement in making these fantastic MotionPlus games possible!
Selected Reviews of Wii MotionPlus Games
"...is impressive and could be the best thing for hardcore gamers on the Wii..." "What originally could have been accused as a cash-in or pointless sequel instead appears to boast more depth than any game Nintendo's internal teams have made in a couple of years." "...In short bursts these games control splendidly." Kotaku Preview of Wii Sports Resort [June 23, 2009]. Read it here "The new MotionPlus add-on adds a whole new level of realism to golf videogames." 1Up Review of Tiger Woods PGA Tour 10 (Wii) [June 9, 2009]. Read it here "... ultimately the most satisfyingly immersive and altogether entertaining golf simulation that money can buy, period." IGN Review of Tiger Woods PGA Tour 10 (Wii) [June 9, 2009]. Read it here "... it raises the bar in a big way for Nintendo's console." "Nintendo's newest peripheral is changing the game." "Once you get in the zone you'll feel a level of connectivity that other games on the system just don't have." "Once you master it Grand Slam is a thing of beauty and destroys other motion Wii games. Don't skip on the nunchuk or motionplus." IGN Review of Grand Slam Tennis (Wii) [June 8, 2009]. Read it here Selected LiveMove Enabled Games
Shipping games that use one of our runtime libraries include: Mortal Kombat: Armageddon, Happy Dance Collection, Skate It, Top Spin 3, Order up!, Kung Fu Panda: Legendary Warriors, Puppy Luv, Cranium Kabookii, Helix, Nancy Drew: The White Wolf of Icicle Creek, Meine Tierpension Wii, and We Cheer, with many more coming soon!
Selected Reviews of LiveMove Enabled Games
"Flickit controls are exactly as they sound, albeit with more reliable motion detection than the average Wii game provides. To perform an Ollie, simply flick the remote downward; to perform a Nollie, flick it up. Just about any Wii game could pull that off. The other mechanics are where the remote is truly challenged and comes out looking like a star." "Kickflips are performed by tilting the remote lightly (left or right) before making an upward flick. This may sound simple from a developmental point of view, but if that's the case, why do so many games fail in this department? Skate It had little trouble accurately deciphering the remote's position before a flick. The game was even more impressive when performing a 360 Pop Shuv-It (swing the remote in a circle) versus a 360 Flip (tilt the remote before swinging a circle). Again, it sounds simple - but this is one of the few games that remind us that the Wii remote was once (and occasionally still is) a gaming innovation." GameZone review of Skate It [November 2008]. "... The end result is a game that is not as casual friendly as most others on the system, but it when you finally get the hang of the new controls, it can be an extremely rewarding sensation." "Much like its other console brethren Skate It doesn't rely on button combinations like the Tony Hawk series, but instead focuses on the timing of your actions. For the Wii version everything is done with motion, so for example performing an ollie would be as simple as tapping the A button to jump and then flicking the remote to the side. The margin for error is small so if you do not get enough air or your timing is off, the trick will not complete. The concept is simple, but mastering it is what made the original game so enticing for fans of the sport. For the most part this combination works and once you get used to all of its nuances you will be performing complex tricks in no time...." ZTGameDomain review of Skate It [November 2008]. "Controls that work." "...Skate It is all about mastering the controls and surprisingly, it does a nice job utilizing what the Wii has to offer." "I say "surprisingly" because most games on the system fail so miserably. Skate It succeeds because control is tight where it needs to be and forgiving enough so that the gesture-driven controls are reasonably simple to use." G4 TV review of Skate It [November 2008]. "Skate took the video game world by storm by representing the sport via analog stick tricks. This felt so familiar to players that it quickly seemed like this was the way it should have been done all along. Now the franchise is going back to square one with the Wii to craft a control scheme just as natural." "The Wii controller - which is notorious for a level of inaccuracy that muddles player motions into onscreen gibberish - may seem a poor choice to translate the myriad moves in a skater's bag of tricks. However, Skate It is more than up to the task of laying the world at your feet or fingertips (see sidebar for more). Your trick book is filled with moves, and pulling them off - particularly with the remote and nunchuk setup - is relatively easy. Skate It's controls don't suffer from a lost in translation effect, nor are they just a poor substitute for the analog sticks of the other consoles. They represent skating's acrobatics and are much more fulfilling than the usual lazy uses of the Wii remote as either a toy sword or a glorified light gun/laser pointer." Game Informer review of Skate It [November 2008]. "It's the most realistic tennis game on the Wii and great fun to play. If you have even a passing interest in tennis this is worth a look." Official Nintendo Magazine UK review of Top Spin 3 [July 2008, p.73]. "In its short history, the Wii has served up a number of games that have challenged players to flail their arms around in exaggerated motions to accomplish a variety of goals. We Cheer, Namco's new cheerleading game, looks set to trump all of these and become the ultimate in exuberant gestural gameplay. We got a taste of We Cheer's rhythm-and-motion-based action at a recent press event and were pleasantly surprised to find that, in addition to the enormous potential for embarrassment and silliness, We Cheer appears to offer a good bit of fun." GameSpot review of We Cheer [April 2008]. "You'll use motion controls to prepare each ingredient of a menu item. In Order Up!, the gestures aren't unnecessary waggles that would be better input with a button press. They actually make sense. You use the remote like a knife to chop vegetables. Turn it on its side to flip a burger. Shake it up and down to grate cheese. You have the option of using the nunchuk for navigation, but the entire game can be played comfortably with just the remote in one hand." IGN review of Order Up! [August 2008]. "While other Wii games can cause frustration with unpolished controls, Order Up! shines brilliantly..." GamePro review of Order Up! [July 2008]. "Helix is an interesting title that makes good use of what the Wii is capable of." Gamer 2.0 review of Helix. [September 2008]. "Helix is a refreshing entry into the rhythm action genre and, without a doubt, one of the more worthwhile additions to WiiWare...if you enjoy a fun game that tries something different (and succeeds) then we can heartily recommend Helix to you. It is definitely worth the asking price." WiiWare World review of Helix. [August 2008]. "Physically throwing that spear and yanking your foe towards you is immensely satisfying - it's given the franchise a new appeal." Games(TM) review of Mortal Kombat [July 2007, p.122]. "... enacting one of eight gestures - towards-away, up-down, downwards semicircle, etc - instantly summons these ludicrous acts of screen engulfing violence. ... the simplicity of the gestures and, more importantly, the tightness with which the game registers them, allows for instant accessibility." CVG review of Mortal Kombat. "The new motion-controls - a feature we cringed at when first announced - unexpectedly make the game that much more enjoyable." VideoGamer review of Mortal Kombat. "The new gesture based controls seem like a bad idea, and yet in practice they feel responsive and satisfying to perform...." IGN review of Mortal Kombat. Quotes
"The LiveMove 2 development tool is the premier solution for recognizing human gestures in games, I am very happy to be able to make this revolutionary tool available to all PLAYSTATION® 3 developers. We eagerly look forward to the new and engaging game experiences developers will create for the PLAYSTATION® 3 with the help of LiveMove." Masayuki Chatani - EVP and CTO, Sony Computer Entertainment Inc. "This revolutionary tool liberates the imaginations of game creators. We are more than happy to share this collaborative LiveMove tool with independent Wii software developers all over the world. From a cowboy's lasso to a samurai's sword or a chef's cooking utensils, we just can't wait to play the developers' new, 'unexpected' applications." "Nintendo saw the potential in LiveMove last year, and AiLive has done it again, we expect to see a wave of new games that take full advantage of the Wii motion controls based on LiveMove Pro." "The Wii console and remote have redefined the game industry, the revolutionary LiveMove 2 development tool takes the remote to the next level and enables Wii developers to capture the heart and soul of many existing and new players." Genyo Takeda - General Manager of Integrated Research & Development Division of Nintendo Co, Ltd. "Mortal Kombat: Armageddon brings Midway's top-selling and award winning franchise to the Wii expanding the experience to a broader audience with its simple and intuitive gameplay. The new control scheme makes it easy for the novice player or non-gamer to pull off special moves and fatalities just like a master martial artist." Steve Allison - Chief Marketing Officer, Midway. "Using LiveMove we were able to build a game that had a variety of complex moves. AiLive was also very responsive to our support requests during development, and were a very professional company to work with. We're very much looking forward to the new LiveMove 2 product and commend LiveMove on working with Nintendo to push the boundaries for motion interaction." Ed Roman - CEO, Ghostfire Games. "The LiveMove gesture detection is simply phenomenal, the tools are flexible and easy to customize, and their support staff is knowledgeable and responsive. If you are developing for the Nintendo Wii, you owe it to yourself to check out this remarkable piece of software." Jan-Erik Steel - Game Developer, Vicarious Visions, Inc. "I found AiLive to be easy and intuitive to use. It allowed us to integrate motions into our game that would've otherwise taken a significant amount of time to implement on our own." Daryl Pitts - President/Executive Producer, JGI Entertainment / Kung Fu Factory. "Our experience of AiLive was fantastic. This innovative SDK was a dream solution to a complex feature of Wii game development - the inclusion of the innovative Wii-Mote." Baldwin "Bobby" Yen - Game Developer, JGI Entertainment. "Within minutes of installing the SDK our team were up and running. Within a day we had captured all of the player moves, the real-time sampling tools an absolute breeze to work with. A day or so of playing with tweaks, such as tolerances, sampling additional data sets and our work, what should have taken at least a good month if we had not had AiLive, was complete. AiLive allowed us flexibility in our incredibly tight schedule to work on making our game fun for the kids to play - not having to deal with low level libraries. Thank you for such a great product!" Martin Hooley - CEO, Blue Monkey Studios Inc. "It's been just a month since we started using LiveMove Pro, but I can say it has greatly increased productivity because we don't need programmers to implement sophisticated motion controls. One thing that surprised me is the quality of their Japanese support. I didn't have too high expectation at first in this regard, considering AiLive is not a Japanese company, but they did communicate well with us in Japanese even when we were still considering a purchase. Once we bought it, we asked of their support some very technical questions in Japanese, such as the meaning of a specific parameter of a specific function, and received solid answers. So our staff can ask questions in Japanese, without worrying they are from abroad. Also, we are satisfied with their quick response. Almost all inquiries have been answered within a matter of several hours to a half day. I can fully recommend it to other developers in Japan." Yoshitaro Honjo - CEO, DropWave Inc.
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