Sunday, February 25, 2007

AOL Says PS3 Is #2 Gadget You Should Not Buy

With this being a PlayStation 3 site it is imperative that as journalists we all keep in mind the fact that most of the fans who read this site will likely be PlayStation gamers and fans who are loyal to Sony or enjoy Sony’s gaming experiences. With that said though I must also post the news even if it does not agree with many of our reader’s taste.

This is the case with this latest story as AOL has named the Sony PlayStation 3 the #2 gadget you should not buy and basically avoid at all costs. The article was posted on AOL Money and Finance as AOL put together a list of the top five gadgets you should not buy.

The post by AOL read as follows:

"If you’re a gamer, chances are there’s a Sony PlayStation 3 on your wish list. And while the game system’s initial bugs (games freezing and problems with set up) appear to be fixed thanks to a recent upgrade, there are still a couple of reasons to hold off owning one. Specifically, there are a limited number of new games available and the system carries a steep price tag. Currently, there are only 32 new PS3 games for sale at Sonystyle.com: Six of them are ready for delivery, 13 are on backorder, and 13 can be pre-ordered for when they are finally released. (Many release dates for new titles keep getting pushed back.)

Thursday, February 22, 2007

Sony risks falling out of console battle

THE CONSOLE MARKET is a virtuous circle with three main points, a virtual virtuous triangle. If you don't do well on all three points, you end up out of the market, and Sony is on the verge of just that.

The three points of the triangle are cost, installed base and games. If you don't have two of them, the third will never happen, and if you do have two, the third will come for free. Basically it is a feedback loop, you will excel at all three and ramp up the numbers or you will be in a death spiral quicker than you can say comprehensive Blu-Ray crack. There is no middle ground.

Let's look at these things individually starting with cost, you can use price somewhat interchangeably however. Cost is what a console maker has to shell out to get the box on the shelves, price is what you have to shell out to get it off the shelf.

Cost is the more interesting one of the two mainly because price is artificial, almost every console maker subsidizes the initial cost of a console in order to sell more. The PS3 was stupidly expensive at $600, but even at that, Sony was eating about $200 putting the cost at around $800. They plan to make it up by getting a kickback of $10-15 per game sold, so if the buyer buys 15 or so games over the life of the console, Sony will break even.

As time goes on, parts get cheaper, chips get shrunk, and technology marches on, so the cost to the console makers goes down, which can either be reflected in the price you pay or the profit they make. It usually ends up as a little of both.

That brings us to installed base. The cheaper the consoles are, the more they sell. A $99 Xbox360 would probably have sold 25 times as much as a $400 one in 2006, but I doubt MS would be willing to eat the $420 per unit that it would have taken to do that. If MS sold 10 million units in calendar 2006, a $420 loss per unit would be a hit of just over $ 4 billlion. Not bad, but you probably would be buying $99 games to go with the $99 console to make the numbers work at the accounting department in Redmond.

The first bit of the virtuous circle is that when the installed base, IE the number of units sold climbs, the cost goes down. If you want to make a grand total of 10 Xbox360s, the development costs, tooling, advertising and other costs are going to make each one cost tens of millions of dollars, possibly hundreds.

At a million units, the cost goes down a lot, to the humanly affordable range, and by the time you hit tens of millions of units, the fixed costs go down even more per unit. You can also negotiate better pricing with suppliers, and in general things get cheaper. Take home message, higher the number sold, the cheaper each one is.

So the more MS or Sony sell, the more money they make, or at least the less they lose, and the quicker they can drop the price. The more they drop the price, the more they sell. Conversely the less they sell, the longer it takes to drop costs and the longer they have to eat money on each console. The death spiral comes in when they can't drop prices enough to stop the initial eating of cash. Two $100 bills effectively tacked to each PS3 box times 10 million units is a lot of money.

The only thing that could be worse than the continual loss of $200 per unit is not eventually making up for it in software sales. This where our third point of the circle (yeah, I know) comes in, software. For every game sold, the console maker gets a cut, usually a pretty hefty cut, but the exact amount is a closely guarded secret. When I was writing for the Atari Jaguar, it was about $5 per cartridge, and the grapevine tells me the number now is about $10-15 per disk sold.

This number is highly negotiable, if you are a big name dev house and you are willing to put out your app exclusively for one console, this fee can be negotiated down or even away in rare cases. The little guys, well, they get shafted. In any case, for the sake of argument, I will assume the console makers get $10 per game sold, and zero for big name exclusive games.

One more tidbit to toss at you, I have been told by a bunch of people that dev costs are painful on the new consoles, the 360 and PS3 specifically. If a game for the older XBox1 or PS2 cost $5 million to make, the 360 is about double that or theoretically $10 million. The killer here is that the PS3 dev costs are between 2-3 times that of the 360 and about 5x that of the Xbox1 or PS2. Ouch.

Now, getting back to the feedback part of the circle, if you are a dev, you want to write your game for a large potential audience of paying customers. Assuming you get $20 per game sold, and a game costs $10 million to develop, you need to sell half a million copies to break even. If you don't, well, you won't be in this business for long.

If your new game, Killer Death Robots 999 appeals enough to 10% of the people out there who eventually buy it, you can work out the numbers pretty quickly. If the console has a million units in circulation, you will sell about 100K copies and lose your shirt. If it has 10 million units out there, you stand to make a lot of cash, and at 100 million units, well, call me, I am more than willing to be adopted at this stage in my life.

Basically what it comes down to is the more units a console maker has out on the market, the more willing game companies are going to be to write for it. Even if you make a stinker, if there are 100 million consoles out there, you will probably make a profit, there are a percentage of people who will buy anything. Conversely, if you make the best game in the world that everyone buys, if there are 100K consoles out there, you will still not make any net profit.

There is a big mushy middle ground here, and that has to do with how much effort you expend on each version of a game written for multiple platforms. If the 360 has 10 million units and the PS3 1 million, you can do the math. Write it for the 360 and spend $10 million, but only port it to the PS3 if you can do the port for under $1 million.

This is where a lot of the death spiral side of things comes in. If you don't have enough consoles out there, people will not write games for your super 31337 system, or at best do a crappy port to it. This means the console with the most units will get the better games. It will sell more units allowing them to lower costs, make up the money they initially ate faster, and in general be happy camper.

The company with the lower number of units gets the shaft. They become less and less desirable to write for, and less and less desirable to buy, and less able to lower costs. Higher costs means fewer sales means worse games. Negative feedback, and it hurts.

One note here is that there does not have to be a winner and a loser, there can be multiple winners or losers. If all of the consoles reach a critical mass, they will all win. If none sell enough, they will all lose, so don't assume that one winner means another loser.

Surgeons should play computer games - US Study

Playing video games appears to help surgeons with skills that truly count: how well they operate using a precise technique, a study said on Monday.

There was a strong correlation between video game skills and a surgeon's capabilities performing laparoscopic surgery in the study published in the February issue of Archives of Surgery.

Laparoscopy and related surgeries involve manipulating instruments through a small incision or body opening where the surgeon's movements are guided by watching a television screen.

Video game skills translated into higher scores on a day-and-half-long surgical skills test, and the correlation was much higher than the surgeon's length of training or prior experience in laparoscopic surgery, the study said.

Out of 33 surgeons from Beth Israel Medical Center in New York that participated in the study, the nine doctors who had at some point played video games at least three hours per week made 37 percent fewer errors, performed 27 percent faster, and scored 42 percent better in the test of surgical skills than the 15 surgeons who had never played video games before.

"It was surprising that past commercial video game play was such a strong predictor of advanced surgical skills," said Iowa State University psychology professor Douglas Gentile, one of the study's authors.

It supports previous research that video games can improve "fine motor skills, eye-hand coordination, visual attention, depth perception and computer competency," the study said.

"Video games may be a practical teaching tool to help train surgeons," senior author Dr. James Rosser of Beth Israel said.

While surgeons may benefit from playing video games, the study did not give parents a pass if their children play the games for hours on end.

A 2004 survey by Gentile found 94 percent of U.S. adolescents play video games for an average of nine hours a week. Game-playing has been linked to aggressiveness, poor school grades and can become a substitute for exercise.

"Parents should not see this study as beneficial if their child is playing video games for over an hour a day," Gentile said. "Spending that much time playing video games is not going to help their child's chances of getting into medical school."

source

Surgeons should play computer games - US Study

Playing video games appears to help surgeons with skills that truly count: how well they operate using a precise technique, a study said on Monday.

There was a strong correlation between video game skills and a surgeon's capabilities performing laparoscopic surgery in the study published in the February issue of Archives of Surgery.

Laparoscopy and related surgeries involve manipulating instruments through a small incision or body opening where the surgeon's movements are guided by watching a television screen.

Video game skills translated into higher scores on a day-and-half-long surgical skills test, and the correlation was much higher than the surgeon's length of training or prior experience in laparoscopic surgery, the study said.

Out of 33 surgeons from Beth Israel Medical Center in New York that participated in the study, the nine doctors who had at some point played video games at least three hours per week made 37 percent fewer errors, performed 27 percent faster, and scored 42 percent better in the test of surgical skills than the 15 surgeons who had never played video games before.

"It was surprising that past commercial video game play was such a strong predictor of advanced surgical skills," said Iowa State University psychology professor Douglas Gentile, one of the study's authors.

It supports previous research that video games can improve "fine motor skills, eye-hand coordination, visual attention, depth perception and computer competency," the study said.

"Video games may be a practical teaching tool to help train surgeons," senior author Dr. James Rosser of Beth Israel said.

While surgeons may benefit from playing video games, the study did not give parents a pass if their children play the games for hours on end.

A 2004 survey by Gentile found 94 percent of U.S. adolescents play video games for an average of nine hours a week. Game-playing has been linked to aggressiveness, poor school grades and can become a substitute for exercise.

"Parents should not see this study as beneficial if their child is playing video games for over an hour a day," Gentile said. "Spending that much time playing video games is not going to help their child's chances of getting into medical school."

Wednesday, February 21, 2007

WII-KLY UPDATE: FOUR NEW CLASSIC GAMES ANNOUNCED FOR WII SHOP CHANNEL

Today Nintendo adds four new classic games to the popular Wii™ video game system's Wii Shop Channel. The games go live at 9 a.m. Pacific time. Nintendo adds new games to the channel every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:

Donkey Kong™ Country (Super NES®, 1-2 players, 800 Wii Points): Donkey Kong Country is an incredible island adventure, and the first game to feature Donkey Kong's sidekick, Diddy Kong®. Challenged by the crazed tribe of reptilian Kremlings, the Kongs face their cunning adversaries armed with lightning-quick moves, chest-pounding muscle and awesome aerial acrobatics. The duo also gets help from a host of friends and family, from Funky Kong™, Cranky Kong™ and Candy Kong™ to Rambi™ the rhino, Expresso™ the ostrich, Enguarde™ the swordfish, Squawks the parrot and Winky the frog. This game has more than 30 levels, plus dozens of hidden caves and secret rooms - more than 100 areas in all. Help the Kongs recover their stolen banana hoard!

The Legend of Kage (NES®, 1-2 players, 500 Wii Points): This classic ninja-action game first appeared in arcades in 1985 and became instantly popular. As the Iga ninja named "Kage," players embark on an action-packed quest as they move toward a magic castle where the Princess "Kiri" is held captive by "Yohshirou Yukikusa." To stay alive, players move vertically and horizontally through forest and castle environments and execute massive jumps, all the while using throwing-star knives and a sword to take down hordes of enemies.

New Adventure Island (TurboGrafx16, 1 player, 600 Wii Points): On peaceful Adventure Island, the islanders are celebrating the wedding of Master Higgins and Tina, the "Miss Island Queen." Suddenly, the celebration is interrupted by the appearance of Baron Bronsky and his henchmen, who kidnap Tina and the island children. Master Higgins must set out to rescue the children and his beloved Tina in this side-scrolling action game. Throw hatchets and boomerangs, hop on skateboards and guide Master Higgins safely to the goal in each area. New Adventure Island consists of seven exciting stages. Each stage is split into four areas, with a boss waiting at the end of the final area. Defeat all the bosses and release the kidnapped children. And waiting in the castle of the final stage - the wicked Baron Bronsky. Help Master Higgins defeat him and reclaim his bride.

Streets of Rage™ (Sega Genesis, 1-2 players, 800 Wii Points): The city was once a happy, peaceful place...until one day, a powerful secret criminal organization took over. This vicious syndicate soon had control of the government and even the police force. The city has become a center of violence and crime where no one is safe. Amid this turmoil, a group of determined young police officers has sworn to clean up the city. Among them are Adam Hunter, Axel Stone and Blaze Fielding. They've decided to put their lives on the line and take back their city through their special hand-to-hand combat abilities. They are willing to risk anything, even their lives, on the Streets of Rage.

The Future of Console Gaming

Console Wars, its the most stupid thing on the face of the planet...so is the fanboy-ism that it creates. I, first and foremost, am a gamer and I love to play fun games. I cannot understand people who can only have want one console just because its so and so's console (apart from people who don't have money to buy all of 'em). There are awesome games on all platforms, which is why I try to get all of them to enjoy them.

So here's the problem with this (apart from creating jackasses trolling on forums): How can we, as an industry, grow if games are divided by platforms? How can gamers know of the variety and pure "awesomeness" of games being released if they only have one console to play it on? Yes, I know that multi platform games are one possible solution for this but I am of the belief that if a developers concentrate on making a game for a single platform their game will be better than if developing for multiple platforms. This way developers don't have to worry if "this feature" will work on X console or if they can have certain effects or not. Anyways, there is a solution to this problem that will benefit most of the industry: One "format".

A few weeks ago David Jaffe (Creative Director of Sony Santa Monica) told 1up that he sees one console platform in the next 10 years. This sparked a lot of controversy among gamers and industry analysts. Today Next Generation posted a feature on how the industry could do a universal console and concluded that it would be very hard to decide a standard without forming a video game standards commission, where developers can get together and decide what needs to be done. While Next Generation has a point I don't think that it would be that hard to create a universal console. Everyone just needs to cooperate to make this happen.

Here's how I see it. Imagine video games as a movie format; if you buy a DVD movie from any store, by any major studio, and it can play on ANYTHING that can play DVDs. What we have to do, as Next Generation clearly indicated, is decide how to standardize the hardware and its requirements to play games (CPU, GPU, RAM, etc.). Once that is decided the current console manufacturers can make their on versions of the "Video Game Player" with the minimum requirements (that it plays games, has online and a buddy list). So how are manufacturers going to make money off the same thing? Software and Features. Take, for example, Microsoft and their LIVE service. Microsoft can make a "Video Game Player" model that includes everything that you need to enjoy games and play online, but it also has a User Interface that is easy to use and Media features that can connect your player to a Windows Vista machine and do all sorts of stuff. Not only that, but they can also have LIVE subscriptions (for an added cost) and build upon the required features to make it an even more attractive and desired player. Then Nintendo can make a bare bones player that only plays games and is the cheapest of all. Sony can then also make their version to satisfy their customers likes and dislikes and add it to the Sony brand of products like their DVD players. One game disc, multiple consoles to play it on.

Do you like Sony's controller better over Microsoft's, but you have the Microsoft player? No worries! Controllers can be connected to any console just like a universal remote. The benefits to this are endless. You give the customer more choices but they can still enjoy all games released no matter what player they buy. There will be better experiences with games because of this as well. Developers need only to concentrate on the required specs to develop their games. The rest of the time they're dreaming up and perfecting new and fascinating concepts. This also deflates the rising costs of developing multi platform games plus the developers and publishers have 3 times the amount of gamers buying the game because of the universal player.

This may seem like a crazy dream but it can happen. The Games Industry can benefit so much from doing this. Sony, Microsoft and Nintendo must realize that this is a necessary evolution if we want to expand even more. Its good for business, developers, publishers, and especially gamers.

Sunday, February 18, 2007

Genji: Days of the Blade

Combat: The active weapon switching is not really active weapon switiching. It won't let you switch weapons in the midst of a combo or if it does, you have to really set it up, which I have not been able to do so, so far. In DMC3, you could interrupt one weapons animation by replacing it with another weapon and going from there. That led to some creative combos but the same is not true for Genji. However, there is a slight fix and that comes from being able to switch actively between four characters. You could start a combo and finish it off by switching to another character. For instance, start Yo****sune's basic combo and end it off with a strike that hurls the enemy straight up, switch to any one of the four characters and catch the enemy as they are falling down. One creative switch is using Buson, who twirls his spear above his head and you can catch the enemy in that as he comes down.

The Kamui gauge from the first game also makes a return but it has been neutered somewhat in this game. In the first game, when you activated Kamui, everything around you slowed down and incoming attacks could be dodged and countered by pressing the buttons that flashed on screen. You had a set time limit for the thing. In this version of the game when you enter Kamui, you and all the fighters around you enter a separate plane and from there you have to do some rhythm based button pressing if you want to get rid of all of them. If you successfully pull this off and clear the whole room full of enemies, you'll get a lot of Mashogane, which can be used to upgrade your weapons.

As for the weapons, you get four of them per character. You're alloted four slots for weapons in the menu for each character so that's what I'm going off of when I say that.

Camera: It sucks and is horrendously bad moreso then any other action or survival horror game I have played. They alleviate this somewhat by giving you an onscreen diagram of the place you are fighting in, which shows your position and the position of any enemies that surround you. Keep an eye on that and you won't get blindsided by any enemies. During actual combat inside a fairly confined area, this can prove to be the one thing that saves your life.

Story: Pretty good actually. Not as good as Onimusha 4 so far but it's better then Onimusha 3 and 1. I've never heard any of the English voice actors before though. They are either Japanese people who speak with British accents or actual British voice actors. Some crazy accents going on in this game. You also get to revisit some of the stages from Genji 1 like Gojo Bridge and Magyoji Temple. I'm at the end of this sequence currently with a boss fight against the main antagonist from the first game pending. Magyoji Temple especially, looks beautiful.

RPG aspects: You can upgrade weapons, health and your Kamui gauge but I didn't see a slot for upgrading armor like there was in the first game. I'll miss that aspect since you could buy different looking armor for the characters in that game which would change their appearances either slightly or drastically.

Graphics: They're pretty, better then Gears of War and the flame effects in the beginning are better then any other game that is out right now. Well, maybe Lost Planet comes close with its explosions. I haven't even gotten to the biggest graphical showcase of the game yet which everybody says is the fleet battle where you have to jump from ship to ship. The FMV seems to stutter in some instances though. Usually this is right at the beginning of the FMV and then it's fine but it's still an issue they should have hammered out.

Finally, I like the game. It definately seems to have been a victim of the PS3's hype and sticker price. It's a lot better then the reputation it has been given.

 

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