In addition to the headset, there's
a simple motion controller that comes with the headset.
Not exact matches
I don't know what the common solution will be once
controllers are replaced with complete
motion capture, but it may be as
simple as...
While a lot of the
simpler motions built into the game like opening doors come off a little cheap, during the more intense action scenes it's a lot more fun and (more importantly) challenging to whip the
controller around in time.
Just like how in Wario Land Shake if you literally shook the
controller like crazy, the controls got all imprecise and didn't work well but if you used a
simple flick and moved the
controller in a gentle up and down
motion, everything worked perfectly.
Nintendo Should have been first, then Microsoft, then Sony, for the
simple fact, Nintendo Released their
motion controller first, Microsoft is doing all
motion - no
controller with Natal, and Sony's is a hybrid of both.
Microsoft's
motion controls are
simple and they can be reliable, but they don't require holding or waving a
controller, which is its best friend and biggest enemy at the same time.
Navigating through the Daydream app store with the headset on was a breeze; it's amazing how much — with the addition of a
simple IMU - based
motion controller — more natural the user - interaction is with the
simple point - and - click interface of Daydream, compared to Gear VR's awkward head - mounted touchpad (or even a gamepad).
It's dead
simple to use, and it comes with a great
motion controller.