Martin: Move doesn't "ruin the experience" of SOCOM 4
European SOCOM producer Elliott Martin has reiterated that just because Move has been implemented into SOCOM 4, doesn't mean that you are being forced to use it - nor will it ruin your experience with the game.
Speaking in an interview with Eurogamer's Ellie Gibson, Martin said that he considers himself a hardcore gamer, and he himself is impressed with how Move works with the shooter.
"I would consider myself a hardcore gamer, so I feel I can have an opinion on this," he offered, "but I've seen games in development which would be considered hardcore and which make very good use of the Move implementation - SOCOM being just one of them.
"It doesn't ruin the experience, that's the important thing. It may not be the exact experience certain people want but that's why we're being very careful to not lock it down.
"We're trying to preserve the different playing methods to appease everyone".
Martin also said that you can set the controller's sensitivity setting within the software itself by calibrating it - kind of like you would with your plastic instrument controllers in Rock Band.
"The sensitivity is determined by the calibration you give it, so you can be in a range of situations in your living room and still set up the game to play it how you want," he said.
"When you calibrate the controller in SOCOM, you basically have to define the screen area you're mapping the control to. If you do very small movements the game will amplify that, so that any movement will be a very sudden, fast movement.
If when calibrating you do very exaggerated movements, like if you have a massive telly, then a smaller movement is a much smaller movement on-screen. So it's a very dynamic mapping in that respect, and it's just about setting up what you're comfortable with".
SOCOM 4 is slated for fall.