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Eurogamer

According to Kipman, the game is running at 30fps. The camera is able to scan your entire body within five frames, so no complicated calibration is required. Within just a few seconds of taking my place in front of the screen, I am playing Burnout with my leg. As promised the car accelerates and brakes depending on whether I'm stepping forwards or backwards. Again, there's only the tiniest bit of lag, and the overall level of responsiveness is highly impressive.

The steering is slightly more complicated. My first instinct is to twist my imaginary steering wheel like a six year-old, but predictably this sends me careering into walls and over cliffs. "Trust in the device," says Kipman, like some kind of Jedi of futuristic invisible technology. He shows how only gentle turns are required to steer the car and soon I'm cruising round corners with ease. It helps that there don't appear to be any other cars on the road, mind.

Would you really want to hold up an imaginary steering wheel for the length of an entire game? It's difficult to know the answer with such a short demo and in such controlled conditions. However, there's no denying this technology works. Twist your imaginary steering wheel left, and the car goes left. Step backwards, and you brake. It's responsive and it's intuitive. And this is just the start, reckons Kipman.

IGN


The first demo I tried was what Microsoft was calling "Burnout Natal." Though it isn't a real game in development, the mixture of Burnout Paradise and the Natal camera was meant to provide proof that you could use the device's technology for practically any genre or software. How quickly I was recognized into the Natal's body identification system (just a few seconds) was surprising, and in a matter of moments I was controlling Burnout paradise with my feet and hands.
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ya lo sé ya lo sé, MS les ha pagado a todos