Showing posts with label hardware. Show all posts
Showing posts with label hardware. Show all posts

Friday, June 29, 2012

How Are Consoles and Handhelds Selling in Japan?




Japanese hardware numbers have been released chronicling how things have been selling both overall, as well as in the last six months. These figures and the details surrounding them have been translated and provided by Andriasang.


The story is a fairly predictable one. The Nintendo DS has dominated the handheld market, with PSP coming in second. In the realm of the console, Nintendo Wii has been the strongest seller this generation, with PlayStation 3 coming in second. You can see the total number of each current generation console and handheld sold in Japan below.



  • Nintendo DS - 32,855,741 sold since December 02, 2004

  • PlayStation Portable - 18,737,441 sold since December 12, 2004

  • Nintendo Wii - 12,433,321 sold since December 02, 2006

  • PlayStation 3 - 8,112,613 sold since November 11, 2006

  • Nintendo 3DS - 6,355,287 sold since February 26, 2011

  • Microsoft Xbox 360 - 1,554,547 sold since December 10, 2005

  • PlayStation Vita - 756,451 sold since December 17, 2011


In the last six months, Nintendo 3DS has by far been the best-selling handheld, with PlayStation 3 selling the most consoles.







Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

Sunday, May 20, 2012

SEGA: A Soothsayer of the Games Industry




It’s a popular catch-cry for Dreamcast enthusiasts and full-blown SEGA fans alike. It’s the last solace for those who still grieve SEGA’s absence from the hardware arms race. It keeps SEGA fans warm when alternate futures and parallel universes no longer sun them. It’s an emotional place where what-could-have-beens become what-should-have-beens long before they were.

With more and more of SEGA’s endeavours coming full circle in recent times, it’s hard to deny that the fallen hardware giant was right about gaming’s trajectory all those years ago. Come with us on a journey through time, and we’ll see just how ahead of the curve the company truly was.

TV on a Console

Nintendo has ruled the handheld roost for as long as there’s been a roost, but that didn’t stop the Boys in Blue from giving it a red hot go. Enter the Game Gear, replete with a backlit colour display and TV Tuner.

Yeah, that's right, TV on a console, and a portable one at that.

It wasn’t until 18 years later that we’d watch the idiot box on an Xbox, with Netflix hitting the 360 in 2008. Another three before we’d again see on a portable gaming device, when Netflix finally launched on 3DS last year. To this day, you can hook up your hypothetical Game Gear to cable, satellite, your VCR/DVD combo – everything except actual television, because those bastards went digital. Which means you can’t leave the house to watch TV for four hours. Oh well.

Home Away From Home

While Nintendo was busy figuring out how to put Game Boy games on the Super Nintendo, Sega made a way to bring the home experience to a handheld. The SEGA Nomad allowed players to boot up their Mega Drive and Genesis cartridges outdoors*.

*For two hours.

As brief as the experience may be, it quite literally brought the home console experience to a handheld a whole 16 years before the Vita did. And it’s still the only handheld that allows you to play the way it was meant to be played: with six face buttons and diagonals.

Now here’s the real kicker: SEGA originally intended the Game Gear’s successor to feature a touchscreen interface, but shelved the idea because it was too expensive.

Thanks for the Memory

Now it’s an industry standard, but by 1997, SEGA remained the only console manufacturer nickel-and-diming you for the ability to save games.


Coincidentally, they were also the only console manufacturer not making any money.

I am of course referring to internal backup memory. SEGA pioneered its inclusion with the Mega CD in 1991, and carried the torch with the SEGA Saturn in 1994.

Unfortunately SEGA backed down (instead of backing up) with the Dreamcast in 1998, presumably because it made more business sense to sell memory separately. But that didn’t stop SEGA from innovating.

The Visual Memory Unit for the Dreamcast not only functioned as a memory card; it also functioned as a second screen, and a means of continuing your game outdoors. It wasn’t quite ‘Transfarring’ and it didn’t let you drive virtual golf balls on the living room floor, but it threw some neat concepts into the mix. My brother and I would raise Chao in the car then race them in when we got home.

Mine lost :(

You could call plays in an NFL game without the other players seeing. You could bring your high scores to Naomi arcade machines, and take them back to your Dreamcast later. Some of these things you can’t even do anymore.

What you can do now, though, is save full games and media libraries on your 320 GB PS3 hard drive. Internal memory – who’da thunk it?

Motion Sickness

“You are the controller.” The Kinect marketing team must have taken a few tips from Sega’s training video:


Ladies and gentlemen, I bring you the Activator: the world’s first full-body control system! Give your thumbs a pat on the back and throw your controllers out the window, because they’re officially retired, forever.

Sure, the Wii and Kinect have seen a *little* more success in the motion-controlled gaming sphere, but it’s interesting to note: shoehorning motion control into traditional game types didn’t work then and it still doesn’t work now.

It doesn’t end there, though. Introducing the SEGA Fishing Controller, the fully functional ancestor of the Wii Remote:

Fish!

Designed for realistic virtual fishing experiences on the Dreamcast, the Fishing Controller was equipped with a motion sensor that could detect vertical and horizontal motions. was famously playable with the reel and rod, translating real-life movement into swordplay on the screen.

marked yet another of SEGA’s motion-controlled endeavours, this time with maraca controllers and a sensor bar. It’s little wonder the Latin Pop sensation would return to Nintendo’s Wii eight years later.

Ay, caramba!

Perhaps stranger than and sword-fishing combined was the phenomenon known as . – starring Seaman, a carp with a human head –was a voice-activated virtual pet simulator narrated by Leonard Nimoy. Players would converse with Seaman through the microphone attachment, and Seaman would reply, through imitation initially, but ultimately with insulting remarks as his vocabulary increased. If the player didn’t check in on Seaman every day, there was a high chance he would die.


Stranger things have happened. Wait a minute, no they haven't!

Seaman’s most obvious successor was , which replaced a lot of weirdness with a lot of cuteness, but it also touched on the other half of the Kinect equation: voice activated gaming.

Welcome to the Net Level

SEGA’s biggest contribution to the future of video games was undoubtedly in the online gaming space. Both as hardware manufacturers and software developers, SEGA was the primary force behind console-based online gaming platforms as we now know them.

Sega: the poster child of early 90s marketing.

The dryly-named Sega Net Work System was SEGA’s first foray into online gaming. The network service debuted in Japan on November 3rd 1990, along with the MegaModem and cartridge (literally “Game Library”).

High Definition Graphics AND Online Multiplayer?! Get out of town!

Players would attach the MegaModem to the back of their Mega Drives, download games from the , and play them with each other over a dial-up connection – all for a monthly fee of ¥800. Only 17 games used the MegaModem, and some of those weren’t even games ( for the win!), but still, that’s pretty damn impressive for 1990. Unfortunately the price was too prohibitive for the MegaModem to reach critical mass (¥12,800 with the ), and plans were scrapped for its US counterpart, the Tele-Genesis.

SEGA’s next project was the SEGA Channel service, which launched in December 1994. Sega struck a deal with Time Warner Cable and TCI, offering 50 different titles a month on demand, plus demos, cheats and even unreleased content; all for a $25 activation fee plus a monthly subscription fee of around $15.

The interface took more than a few cues from Toejam & Earl.

The SEGA Channel delivered games to over 250,000 subscribers over regular coaxial cable. Games would download to the Genesis’ volatile RAM, meaning that they were erased from the system’s memory each time the console was powered off. No matter, though – games could be downloaded again in under a minute. It’s little wonder the service won ’s “Best of What’s New” award in 1994. The service continued until July 31, 1998, well into the next generation of consoles. Many cable operators had to clean their broadcast signal and equipment to ensure the SEGA Channel could be received, so the very fact that you’re enjoying broadband internet right now could well be thanks to SEGA.

SEGA continued its online gaming push with the NetLink, a 28.8kbps dial-up modem for the Saturn. Netlink’s browser was designed with the Saturn controller in mind, but players could use a keyboard and mouse as well. Despite a limited offering of just five titles, the list of NetLink-compatible games read like a who’s who of online multiplayer: , , , , and . An online-ready console launched with these five titles could have taken the world by storm.

Systems functional. Mechs: online.

The Dreamcast was the world’s first online-ready console, launching with a built-in modem. Sonic Team’s was the first Dreamcast title to showcase its online capabilities, and was eventually packed in with the console for this very purpose. Unfortunately, SEGANet was not ready until a year later, but SEGA’s online service did launch in style, sporting the likes of , , and . They were soon followed by the first console MMO, which still has private servers to this day.

Sega WOWed us with the first ever console MMO.

Other titles are still playable online, including and . Today you would struggle to find a major game release that doesn’t feature online multiplayer in some capacity. A console without online capabilities is now inconceivable. Love it or hate it, you have SEGA to thank (or blame) for this future.

Microsoft went on to follow SegaNet’s blueprint, repeating some of the same mistakes while making a few more. They launched Xbox Live on November 15, 2002 – exactly one year after the Xbox – and took a further two years to put out an online multiplayer game worth playing: . Even as I write this, Microsoft has announced plans to sell the Xbox 360 at $99 with a two-year subscription to Xbox Live Gold. This is highly reminiscent of SEGA’s Dreamcast offer, essentially giving the console away in exchange for a two-year SegaNet subscription. What started out as SEGA’s experiment could well become the bread and butter of the industry.

The Cost of Creativity

When you look back on all this forward-thinking, it’s easy to forget the high price of ignoring present market realities. The Game Boy’s display was black and green so it wouldn’t eat six AA batteries in less than four hours. The PlayStation’s lack of internal memory made it cheaper to manufacture, all the while earning Sony a mint on memory cards. Unfortunately for SEGA, offering future tech in the present is expensive, and I would chalk up a majority of Sega’s commercial failures to prohibitive price tags with minimal returns. This is in stark contrast to the company’s ancient rival, Nintendo, which is historically quite content to sit on emerging technologies until they become affordable, and by extension, profitable. If SEGA was still in the hardware game, it wouldn’t be a stretch to imagine it releasing a Wii with 1:1 motion in 2006, or a Kinect with the dedicated CPU and a copy of packed in. And you know what? It wouldn’t be hard to imagine the company failing either.

Sega does what Nintendon’t – it’s Science.

It is little wonder SEGA was the prime mover for video games for so long: with teams AM1 through to AM7 during the 1990s, surely SEGA burned through an insane amount of money in research and development alone. Like a dog digging holes in the backyard, SEGA leapt from the Mega CD to the 32X to the Saturn within the span of three years. This did nothing to build up consumer confidence in the SEGA brand, but in retrospect, it’s hard not to admire the excitement for the medium that SEGA so clearly shared with its fans, and demonstrated with its business decisions. Its devil-may-care attitude towards game development in the Saturn and Dreamcast eras is something that we simply do not see outside of the indie scene today. The Dreamcast read like a love letter to gaming itself. But love doesn’t pay the bills – on 31 January 2001, SEGA bowed out of the hardware game altogether. There is a certain strangeness, living in a future that SEGA saw two decades ago. Even stranger for Sega, a retired prize fighter sitting on the sidelines. Watching Nintendo grapple with the internet; watching Sony outfit handhelds like Swiss Army knives; watching Microsoft struggle to make full body control viable; and being able to say, “been there, done that.”



Source : http://www.ign.com/articles/2012/05/20/sega-a-soothsayer-of-the-games-industry

Tuesday, May 8, 2012

A Nintendo Love Letter With 30,000 Dominoes In Today's Nugget From The Net Ads By Google » Blog Tags Today's Most Popular Videos »





You might fancy yourself a Nintendo fanboy or fangirl, but is your love for the hardware manufacturer and game maker strong enough that you're willing to set up 30,000 dominoes to demonstrate it? YouTube user ShanesDominoez just raised the bar for fan-created tributes with this elaborate domino setup.

The setup was actually a two-person effort, as ShanesDominoez admits to collaborating with fellow YouTuber, Dieckdomino. I think we can all agree that their efforts are commendable. They even managed to work in some actual game cases and Wii remotes alongside the falling dominoes!


Source : http://www.g4tv.com/thefeed/blog/post/723561/a-nintendo-love-letter-with-30000-dominoes-in-todays-nugget-from-the-net/

Monday, May 7, 2012

Microsoft confirms $99 Xbox 360



Microsoft is making it cheaper than ever to get an Xbox 360, as the console maker today confirmed a deal that will sell the 4GB Kinect-equipped Xbox 360 hardware bundle for $99 if customers commit to a two-year Xbox Live Gold subscription at a cost of $15 per month.

The deal would cost less up front, but consumers will wind up spending more in the long run. If purchased separately at today's standard prices, the console and two-year Xbox Live subscription would cost $420. If purchased under this promotion, the total cost at the end of the two years would come out to $460.

The offer is currently only available at the 21 Microsoft Store retail locations in the US. There is also an early termination fee for those who want out of the contract, with the penalty starting at $250 in the first three months of the contract and scaling down to $12 in the 23rd month.

The Xbox 360 hasn't received a price cut to its entry-level configuration since September of 2008, when the hard-drive-less Xbox 360 Arcade was dropped to $199. However, when the redesigned Xbox 360 was launched in 2010, previous bundles of the hardware were dropped by $50, putting the discontinued Xbox 360 Arcade at $149 for a brief time.

For more on the offer, check out Microsoft's offer page.


Source : http://gamespot.com/news/microsoft-confirms-99-xbox-360-6375386

Tuesday, May 1, 2012

Mortal Kombat Vita Review




As Ultimate Marvel vs. Capcom 3 proved at the system's launch, the Vita can be a very capable home for fighting games. The system's gorgeous screen and impressive hardware make for a handheld that can stand up next to what the consoles have to offer. NetherRealm's Mortal Kombat reboot is the latest fighting game to get the Vita treatment, and luckily stands as a great port of last year's viciously violent fighter.




 

In terms of sheer content, Mortal Kombat on Vita offers a ton of features both new and old. The entire original game that released on consoles last year is here, complete with the full challenge tower and story mode. Additionally, all four DLC characters are now available from the get-go, along with God of War's Kratos, who was a special character in the PlayStation 3 version of the game. If that wasn't enough, the Vita version also adds in another bonus challenge tower accessible from the menu, with challenges that capitalize both on the DLC characters as well as the Vita's touchscreen and motion controls.

Mortal Kombat on Vita brings all of the brutal combat, huge character roster, and bloody fatalities from last year's game to the system. The fast and frantic pace and combo-based mechanics are a blast to play, and the brutal X-ray moves return from the console version. While the AI can be exceptionally cheap at times leading to some real moments of frustration, the game still plays very well. Last year's story mode also returns with no changes made, following Raiden and his band of Earthrealm warriors as they attempt to change the past by fighting through the events of the first three Mortal Kombat games. The story is pretty cheesy and is filled with some over the top voice work and writing, but is a pretty fun take that MK fans will dig.


Mortal Kombat's vicious X-Ray moves return in fine form.

Control is an area where previous fighters have faltered on handhelds, and where Mortal Kombat on Vita shines. The game controls extremely well, and once unwieldy fatalities have been given the touchscreen treatment and are much easier to pull off. Simple directional swipes replace d-pad presses and face buttons aren't required when using the touchscreen. If you'd like to still use the more traditional button-based control scheme for fatalities, you absolutely can.

Another great element added to the mix is a brand new challenge tower. The new tower is a completely separate group of original challenges, quite a few of which take advantage of what the Vita has to offer from a hardware perspective. Using the accelerometer and touchscreen, you'll be doing everything from juggling fighters in the air with missile fire and wiping away view obstructing blood from the screen to shaking the Vita to defuse bombs and stagger enemies.

The bonus challenge tower includes two new modes, as well – Test Your Slice and Test Your Balance. Test Your Slice is a Fruit Ninja-style mini-game that has you slashing across the touchscreen, dismembering body parts to rack up high scores, while the more difficult Test Your Balance mode requires you to tilt your Vita to balance your character and keep them from falling in a deadly pit, all while severed body parts are being thrown at you. Of the two, Test Your Slice was a lot more fun, but neither of them really seemed to add much outside of self-contained, gimmicky experiences.


 
The bonus challenge tower offers a ton of great new missions.

However, there are still plenty of challenges that play out more traditionally, featuring the game's four previously DLC-only characters for the first time in the challenge tower. The new tower will require you to use Skarlet, Kenshi, Rain, and Freddy Krueger quite often, on top of the aforementioned Vita hardware abilities.

Playing through the challenge tower is definitely addictive and extremely tough, but feels rewarding as you burn your way through it. As you complete the tower and you're your way through the game's other modes, you'll earn Koins that can be spent in the Krypt on new costumes, art, and other unlockables. You'll even get some new art and costumes from the DLC characters, which were previously unavailable in the original release. Overall, the new challenge tower is a blast, offering varied gameplay and some really fun, albeit very difficult moments littered throughout.


Some of the challenge tower missions can get pretty weird.

Graphically, Mortal Kombat on Vita runs at an impressively smooth 60 frames per second with very few bouts of slowdown. The original console experience ran at a similar clip, so being able to bring that and the smooth animations to a handheld format is a notable feat by the developers. However, there were a few consolations that happened in order to ensure the fast framerate, namely in the image quality of the character models. While the game looks great in motion, a closer look reveals that the characters look jagged, blocky, and not as detailed as their console counterparts. However, the grievance is a small one, and watching the game in motion is fantastic, as it successfully captures the fast pace and action of the original game.

The game supports both Wi-Fi and Ad-Hoc play. While there were a couple of performance hiccups in play sessions over Wi-Fi, Ad-Hoc worked swimmingly and both managed to maintain fluid framerates throughout.



Source : http://vita.ign.com