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Remember console controllers? Those old things you used to make games work? Microsoft is hoping that you'll forget all about them this Christmas, as it's unleashing Kinect, a controller-free motion-gaming peripheral for the Xbox 360. The Kinect sensor bar plus the Kinect Adventures mini-game bundle will set you back £130, or you can buy Kinect bundled with a 4GB Xbox 360 Slim for £250. Is it worth splashing out?
Get up and set up
The Kinect sensor bar is a black, glossy affair that sits under your telly. The bar itself measures around 284 by 70 by 70mm. In case you're having trouble visualising that, just take our word that it's reasonably chunky and, while it'll hardly dominate your AV set-up, it's not the sveltest piece of kit we've ever stuck under our telly.
Set-up is simple. Depending on how old your Xbox is, you'll either have to attach Kinect to your console via USB and hook the sensor up to the mains too, or -- in the case of the new Xbox 360 Slim -- just plug the sensor into a proprietary socket on the back of the console. Cabling for both options is packaged with the sensor bar.
There are three separate cameras housed inside the sensor bar. The central camera is an RGB affair that will identify anyone standing in front of the unit, and it's able to distinguish them from objects in the background -- your sofa, houseplants and so on. Kinect is able to identify 20 separate points of articulation in each person stood in front of it, so it really can build up a fairly accurate picture of where your various limbs are and what they're up to.
The other two cameras flank the RGB camera, and work together to build up a 3D picture of the room and your position within it. The idea is that Kinect knows how close you are to the sensor bar, and that sense of depth lets it judge things like whether your hands are behind your back, or whether you're kicking your legs out in front or behind, for instance.
The standard method of menu navigation is to use your hand as a cursor, selecting from on-screen options by holding your arm still for a few moments. It feels odd a first, but we quickly got used to it.
It's clever stuff, but we should warn you that there's a limit to how sophisticated Kinect can be. It didn't take much effort for us to confuse the sensor, and, during our testing, we noticed numerous glitches and moments of weirdness when the sensor had lost our position or wasn't registering our actions.
Kinect is broadly capable of figuring out where you are and what you're doing, but only broadly -- don't expect to make a virtual cat's cradle or do anything else particularly fiddly with this system. Based on the smattering of launch titles that arrived with our review unit, we predict the best games for Kinect will be those that recognise these technical limitations and ask players to perform easily measurable and basic actions, rather than fiddly manoeuvres.
So that's how Kinect works. But is it fun to play?