Honestly, if you grew up in the 2010s, you probably have a memory of someone accidentally flinging a Wii remote across a living room while trying to nail the choreography for "Smooth Criminal." It was a chaotic time. Ubisoft was riding the massive wave of Just Dance success, and they decided to give the King of Pop his own dedicated stage. Michael Jackson The Experience wasn't just another rhythm game; it was a bizarre, flashy, and surprisingly difficult tribute that hit shelves just a year and a half after the world lost Michael.
It’s easy to dismiss it now as a dated cash-in. But you’d be wrong.
The game actually holds a weirdly prestigious spot in rhythm gaming history because of how it handled the tech of the time. Whether you played it on the Wii, the Xbox 360 with Kinect, or even the handheld versions on the DS and PSP, the experience varied wildly. It wasn't one game. It was several different development projects under one brand name.
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The Wii Version Was the Real Trendsetter
Most people remember the Wii version. It sold millions. It was basically a modified Just Dance engine, but it felt different because, well, it was Michael. You weren't just moving your arms to generic pop tracks. You were attempting to replicate the most iconic movements in music history.
The Wii version used a "glow" effect on the on-screen dancers. This was a smart move by Ubisoft. By using real dancers filmed against green screens and then stylized with heavy filters, they captured the "essence" of Michael without needing to create a hyper-realistic 3D model that would have looked terrible on the Wii’s limited hardware.
If you remember trying to get a "Perfect" rating on "Thriller," you know the struggle. The motion sensing wasn't 1:1. It was more about timing and the "flick" of the wrist. It felt like magic when it worked and like a broken toy when it didn't.
Why the Kinect Version Was a Different Beast
While the Wii let you cheat by sitting on the couch and just shaking your hand, the Xbox 360 version with Kinect was a nightmare for the uncoordinated. It tracked your entire body. No controllers. Just you, your sweaty living room, and the judgmental eye of the Kinect sensor.
This version was actually technically impressive. It featured "Player Projection," which put your actual silhouette into the game environment. You were dancing with the digital backup dancers. It also included a singing component. If you wanted the high score, you had to belt out "Beat It" while performing the kick-slides. Most of us just ended up out of breath, failing the song halfway through.
The Xbox version also leaned into the "Experience" part of the title. It had "School of MJ" tutorials. These were short videos where professional choreographers—some who had actually worked with Michael—broke down the moves. It tried to be an educational tool, not just a game.
The Handheld Versions Nobody Mentions
The DS and PSP versions of Michael Jackson The Experience are the black sheep of the family. Since you couldn't exactly dance while holding a PSP, Ubisoft turned them into traditional rhythm games.
On the DS, it was all about the stylus. You’d tap, slide, and draw circles on the bottom screen to trigger Michael’s moves on the top screen. It felt more like Elite Beat Agents than a dance game. The PSP version was a "lane" based rhythm game where you pressed buttons in time with the music.
Surprisingly, these handheld versions had some of the best sound quality for the era. They didn't skimp on the master tracks. Hearing "Billie Jean" through those tiny DS speakers was a core memory for a lot of kids on long car rides.
The Setlist Was a Deep Dive
Ubisoft didn't just stick to the Greatest Hits. Sure, you had "Bad" and "Black or White," but they threw in some deeper cuts that surprised fans.
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- "Money" from the HIStory album.
- "Sunset Driver," which was a demo track released on The Ultimate Collection.
- "Speed Demon" from the Bad album.
Including "Sunset Driver" was a huge nod to the hardcore fans. It showed that the developers weren't just looking at Billboard charts; they were looking at the catalog.
The Technical Weirdness of the PlayStation Move
By the time the game hit the PlayStation 3, Sony was pushing the Move controllers. The PS3 version was a hybrid. It used the Move for hand tracking but also supported the PlayStation Eye camera for some body tracking. It was arguably the "definitive" version in terms of visual fidelity. The environments looked lush. The sparkle on the glove actually glimmered.
But it felt late. The hype had cooled down. The Wii had already conquered the casual market, and the PS3 version became more of a collector's item for MJ completists.
Why It Still Holds Up (Sort Of)
If you boot it up today, the first thing you notice is the art direction. The "Experience" wasn't trying to be a documentary. It was a neon-soaked, dream-like interpretation of Michael’s music videos. The "Earth Song" stage is particularly striking—it starts in a forest and transitions into a burned-out landscape as the song builds.
It captured the theatricality.
Modern games like Just Dance 2024 or 2025 have much better tracking, but they lack the soul of a dedicated artist-centric game. There is something special about a game where every single menu sound effect, every background asset, and every gameplay mechanic is tuned to one specific person's aesthetic.
The Controversy and the Legacy
It wasn't all moonwalks and sunshine. At the time, some critics felt the game was a bit exploitative, coming so soon after his death. Others pointed out that the Wii version was technically shallow.
However, the sales figures told a different story. People wanted a way to celebrate the music. For a lot of younger fans, this game was their first real introduction to the full choreography of "Ghost" or "Rock With You." It served as a digital archive of his dance language.
How to Play It Today
If you’re looking to revisit Michael Jackson The Experience, you have a few options.
- The Wii Version: Still the easiest to find. Used copies are everywhere for under twenty bucks. It’s also the most fun for parties because of the low barrier to entry.
- The Xbox 360 Kinect Version: Great if you want a workout, but you need a lot of physical space. The Kinect sensor is notoriously finicky with lighting, so don't try playing in the dark.
- The PS3 Version: Best graphics, but the Move controllers are getting harder to find in good condition.
- Emulation: The Wii and DS versions run quite well on modern PC emulators like Dolphin or DeSmuME. You can even hook up a real Wii remote to your PC if you have a Bluetooth adapter.
Actionable Steps for the Ultimate Playthrough
If you’re pulling this out of the closet or buying a used copy, do it right.
- Calibrate your TV: Modern 4K TVs have significant "input lag" compared to the old CRTs we used in 2010. Put your TV in "Game Mode" before playing. If you don't, your movements will be a fraction of a second behind the music, and you'll miss every beat.
- Clear the Floor: Especially for the Kinect version. The sensor needs to see your feet. If there’s a coffee table in the way, it’ll think your legs are missing and you’ll lose points on the kicks.
- Check the Song Variations: Some versions of the game have different tracks. The "Collector's Edition" on various platforms included "Another Part of Me," which isn't in the base game.
- Don't ignore the Tutorials: If you actually want to learn how to do the "Toe Stand," watch the School of MJ videos. They are surprisingly well-produced and offer genuine dance tips that apply outside of the game.
The game isn't perfect. It’s a product of its time—a time of motion control gimmicks and plastic peripherals. But as a tribute to the most influential performer of the 20th century, it actually did the job. It got people moving. It made you feel, even for just a second, like you could pull off that gravity-defying lean.
Grab a glove, clear some space, and try not to break your TV. That's the real Michael Jackson experience.