The Shoot is a relatively family-friendly affair, no risky stuff. The targets you shoot at are literally that, wooden cut out targets which cannot die and along with the sets themselves can be rebuilt and used for another shoot. There are two ways to lose a take -- taking too much damage from enemies or making the director angry. While the former is pretty self-explanatory, the latter could use a little explanation. As you progress through each level you will hear the voice of the film's director, who shouts words of encouragement or otherwise depending on your performance. The voice is accompanied by a graphical representation in the upper right-hand corner of the screen, which features a fat director with a circular gauge. With combos and precision, the director will be appeased and the gauge will fill, but missed combo opportunities and fewer kills will cause the director's satisfaction level to drop. If it reaches zero, you lose a take; after five lost takes, you have to start again.
The levels are fairly straightforward but varied enough to maintain interset. The environments also have a lot of destructive facets and there are plenty of hidden items that trigger explosions and other events that either clear an area of enemies or enable a score multiplier. Attempting to gain high scores in the singleplayer mode can be fun, but the two-player multiplayer mode spices things up a bit with a little friendly competition.
The Shoot's Career mode is the best way to gain up Trophies, as many bronze and silver trophies can be obtained through level progression or by shooting a certainj numbert of enemies or items. A handful of Trophies are also awarded in the game's two other modes, Score Attack and Challenges, which are shorter challenge-based modes.
In this game interesting use is made of the Move controller pushing its capabilities to the limit as a light gun, and the Move's built-in inertial sensors are used to bring tilt and motion gesture controls into the play. For instance, if an enemy throws a stick of dynamite in your direction, you have to lean left or right to avoid it. Similarly, players must perform a full 360 turn, swing the controller around their heads, or point it up or down to initiate certain power-ups like bullet-time, a shockwave blast, or rapid fire.
So yes, the Move works fairly well, though the game did seem to have trouble detecting certain movements if you are seated, and, lke all other Move games, performance is affected by how carefully you calibrate the controller and will determine how accurate the aiming reticule is on the screen, and if you take a temporary halt for more than a couple of minutes, recalibration may be required. Otherwise, however, there seemed to be very little lag between the controller and screen.
Despite its many good points, there are some problems. The load time is very long and the graphics are a little rough round the edges, and frame rate drops are common when certain events are triggered. The soundtrack works well enough, but eventually becomes tiresome. It is also short with only three modes and five levels with four stages each. Completing a level can be done in 30 minutes or less, and unless you're playing competitively with another player, there is little reason to revisit a level.
But again, the biggest problem with The Shoot is its lack of depth, and the gameplay mechanics cannot disguise the fact that the game is shallow. However, the good points outweigh the bad points and the game is certainly playable and just long enough to play without becoming tiresome.