Game designers create two things: the thing on your screen, and the experience in the room. And the second half of that equation is the most important.
Though the Kinect forces the player to move their reticle a little more deliberately than is entirely comfortable, it’s awfully satisfying to unleash death with a finger-pointing “bang-bang” gesture.
The erratic aiming assist and too-close camera makes many of the levels harder than they should be.
From that simple control scheme, the designers generate one clever puzzle after another.