Red Steel 2 broke the mold, and proved that motion controls aren't just for the causal crowd. Core games and motion controls can mix, who knew? But sales were sluggish, and the team was confronted with extensive challenges in making real gameplay work with an entirely new input method. Human beings all interpret swing in a slightly different way, which wreaks havoc on the design process. Yikes!
What worked in developing the Red Steel 2 inputs? What didn't? And, what kind of glimpses into the future does the dev team's experience offer us for this kind of input? Come join the game's Creative Director (Jason VandenBerghe) for a frank, detailed, and (with any luck) personally embarrassing discussion on input, muscle memory, human psychology, and game design.
If nothing else, he's sure to swing his cane around convincingly.