New Poll: Which Modern Video Game Console(s) do you Own?

This article was written on September 19, 2009 by CyberNet.

It’s hard to believe, but this November the Xbox 360 will turn 4-years old, and the Wii and PS3 will turn 3-years old. These consoles mark what’s considered to be the seventh generation of video game consoles, and generally consoles are revamped every 4-7 years. That means in the next 1-4 years a new generation of consoles will likely begin to emerge.

This generation of consoles is pretty interesting each of them seem to focus on something different than the other two:

  • Xbox 360: This was the first one to market, and it heavily capitalized on online gameplay. In fact they did such a good job with it that they have actually been able to charge users for an Xbox Live account if they want to play online.
  • Playstation 3: Initially the PS3 was pretty expensive, but the price has dropped rather significantly over the last few years. Almost everyone I know who bought this did not pick it up solely because it was a video game system… the big focus here is that it also plays Blu-ray videos. Heck, most of the people I know don’t even use the PS3 to play games at all. They just bought it because it’s considered to be the best Blu-ray player available since it is also updateable. If Sony had lost the format war it would have really screwed over their console sales.
  • Nintendo Wii: This is more of a family/party console. This was actually the first 7th-gen console I had bought, and for most people the fun factor will start to wear off. Nintendo was smart and priced this below the competition initially which, in addition to their interactive controllers, really helped skyrocket sales. I attribute almost all of the Wii’s popularity to word-of-mouth… because this is the console people seem to talk about the most.

As of right now I own the Xbox 360 and the Wii, but I don’t really play the Wii anymore. I just find playing online with my friends a lot more enjoyable than what’s offered on the Wii.

So now the big question is what consoles do you own? We’ll follow up this poll asking which console you play the most, but right now I’m just curious which one(s) you actually have in your household. Go ahead and vote below, or in the sidebar where you can also track the poll’s progress.

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PlayStation Move ad pulls no motion-controlled punches against Wii, Project Natal

Sony’s VP of Realistic Movements Kevin Butler (boy, does that guy have a large business card) is at it again, this time in a video ad for the PlayStation Move. He’s back from the future to thank us all for the success of the motion control device, and make a few jabs towards Nintendo and Microsoft for their efforts. Here’s a few choice quotes.

  • “Because real boxers don’t hit like this [flails arms exasperatingly]”
  • “It’s also got what we in the future call buttons, which turn out to be pretty important to those handful of millions of people who enjoy playing shooters, platformers, well, anything that doesn’t involve catching a big red ball.”
  • “C’mon, who wants to pretend their hand is a gun. What is this, third grade? Pew, pew, pew.”

Check out the futuristic — or now-eristic, rather — commercial after the break. And if you ask, sorry, we still wouldn’t bet on Kansas City in six.

Continue reading PlayStation Move ad pulls no motion-controlled punches against Wii, Project Natal

PlayStation Move ad pulls no motion-controlled punches against Wii, Project Natal originally appeared on Engadget on Wed, 17 Mar 2010 18:52:00 EST. Please see our terms for use of feeds.

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81 Places I’d Love to See the PlayStation Move [PhotoshopContest]

Who knew that the PS Move would be so fun to stick into out-of-context situations? Because man, the results of this week’s Photoshop Contest are some of the best ever.

First Place—Patrick Barlow
Second Place—Kevin Bannon
Third Place—Kirk Dunne

Pogoplug now streaming to Xbox 360 and PS3, handling offsite backups

It’s been a long and painful four months since Pogoplug introduced its second generation NAS-ifier, but those who’ve been holding out for additional functionality can finally buy in. In an effort to cater to these so-called “gamers,” the company has enabled its device to stream multimedia content directly to Xbox 360 and PlayStation 3 game consoles; users will be able to access, share and stream media directly to their console from any local or remotely located Pogoplug, and if all goes well, your console should actually see the drives connected to the Pogoplug and the contents of other shared Pogoplugs automatically. In related news, the unit is also now capable of pushing out offsite backups through a new version of Active Copy (shown above), so all that’s left to do is hop online and suck down that tasty firmware update that should be waiting. Enjoy!

Continue reading Pogoplug now streaming to Xbox 360 and PS3, handling offsite backups

Pogoplug now streaming to Xbox 360 and PS3, handling offsite backups originally appeared on Engadget on Tue, 16 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.

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PlayStation Move requires only 2MB of RAM, developers breathe sigh of relief

While it’s a crying shame that Sony’s PlayStation Move won’t have full four-player support, at least the technology is efficient; our buddies at Joystiq are reporting that the camera-and-wand based motion control game system will only minimally impact game performance. Quizzing Sony’s David Coombes, they found out that the advanced image processing required to make sense of your wild, flailing movements will take only 1-2 MB of RAM. Of course, when you consider that the PS3 has only 256MB of fast XDR memory to begin with, that 2MB isn’t as “insignificant” as Sony would have you believe, but coupled with the company’s claim that the whole shebang takes “under a frame” of the Cell CPU’s processing time, we’re inclined to think it won’t be much of an issue for the end user. Assuming they fix that nasty lag, of course. Check out our full PlayStation Move guide for more details.

PlayStation Move requires only 2MB of RAM, developers breathe sigh of relief originally appeared on Engadget on Sat, 13 Mar 2010 05:28:00 EST. Please see our terms for use of feeds.

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PlayStation Move will offer limited four player support

So you do your research, you read up on everything important about the PS3’s new Move controller, and you consider yourself well prepared for a future of wild merrymaking and multiplayer gaming parties. And then you find out you can’t use four full sets of controllers with your console. As it turns out, the PS3’s Bluetooth module is only fit to address up to seven wireless devices at a time, which poses something of a puzzler when you consider that you need a pair of Move controllers (or a Move plus a sub-controller) to get your money’s worth and four times two is, well, a number greater than seven. Perturbed by this, Gizmodo contacted Sony for an official response and the news gets even worse:

“Four PlayStation Move controllers can connect to a PS3 at one time (or two PlayStation Move Controllers and 2 PlayStation Move sub-controllers).”

That basically means you can have the full Move experience with only one friend, or you can share out the wands and have that tiny bit less fun with a quartet. Not a problem for the misanthropes out there — or most people really — but an important limitation to be aware of, nonetheless.

PlayStation Move will offer limited four player support originally appeared on Engadget on Fri, 12 Mar 2010 03:54:00 EST. Please see our terms for use of feeds.

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NPD: Xbox 360 wins US sales war in a downbeat February

The cosmos must clearly have approved of Microsoft’s actions over this past month, as today we’re hearing the Xbox 360 broke out of its competitive sales funk to claim the title of “month’s best-selling console” … for the first time in two years. Redmond’s own Aaron Greenberg describes it as the best February in the console’s history, with 422,000 units sold outshining the consistently popular Wii (397,900) and the resurgent PS3 (360,100 consoles shifted, which was a 30 percent improvement year-on-year). In spite of the happy campers in Redmond and Tokyo, the overall numbers for the games industry were down 15 percent on 2009’s revenues, indicating our collective gaming appetite is starting to dry up. Good thing we’ve got all those motion-sensing accessories coming up to reignite our fire.

NPD: Xbox 360 wins US sales war in a downbeat February originally appeared on Engadget on Fri, 12 Mar 2010 03:16:00 EST. Please see our terms for use of feeds.

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Mental Math: The PlayStation Move Experience Is Going to Be Expensive [Playstation Move]

Sony barely mentioned pricing with their PlayStation Move motion controller, only noting that the combo pricing with PlayStation Eye and a game will cost less than $100. But by our back-of-the-envelope calculations, the experience is going to be really expensive.

Our previous look was with the Wii MotionPlus, which clocked in at $80 per person to be fully equipped. That was $40 for the Wiimote, $20 for the Nunchuck and another $20 for the MotionPlus dongle. Now, you can get a WiiMote + MotionPlus bundle for $50, bringing the 1 person cost down to $70, factoring in the Nunchuck. For four people, assuming you didn’t trash the bundled WiiMote and Nunchuck from your Wii console purchase, the cost would be $230.

What about the PlayStation Move?

For the full PlayStation Move experience, each player needs two PlayStation Moves and a sub-controller. The reason why you need two Moves AND a sub-controller is because the sub-controller doesn’t support motion gaming at all, and the Move doesn’t have that analog stick you find on the sub. Some games will require Move + sub, some will require two Moves. You also need one PlayStation Eye that services all four players. Let’s price these components out, hypothetically.

Oh but wait, how many Moves does the PlayStation support?

Sony just confirmed for us that the PS3 will be able to support at most four Move controllers at once, or, two Move controllers and two sub-controllers. So four people will be able to play simultaneously if they only use one Move each, or two people if you’re playing with a Move and a sub.

Suppose you started off by purchasing the PlayStation Move + Eye bundle—the one that Sony says will be priced at less than $100. This is a fair entry point to the experience, seeing as not many PS3 owners have the PlayStation Eye to start out with, since there aren’t very many supported games. Let’s price that bundle at $80. The Eye by itself is $40, so we’ll say that the Move is $50, by itself. Here’s why.

We price the Move at $50 in order to be in line with the Wiimote + MotionPlus bundle, because Nintendo’s controllers have somewhat equivalent tech to Sony’s Move. (The Move actually has more advanced tech, with the LED ball on the end and better motion tracking, but to the end user, the experience is similar.) $55 is also the price of a DualShock 3, to compare the price to a controller Sony already sells. So $80 for the first bundle, which is logically cheaper than buying everything separately, plus you have a game in there for free.

To have a “full” experience, you need just one PlayStation Eye, but two Moves and a sub-controller per player. And since the sub-controller doesn’t have motion (but does have wireless), we’ll price it at $30. The first player gets set up with the Eye and the Move bundle for $80. He still needs another Move and a sub-controller, which is an additional $80. That’s $160. Every subsequent player only needs two Moves and a sub, which is $130, in our thought experiment. That’s a total of $550 for all four players. Holy shit. The second player needs one too, so it’s $130. That’s a total of $290.

These are all hypothetical numbers, conjured up because they’re reasonable and in line with pricing we’ve seen before from Sony, which prices higher than Nintendo. But, if we wanted to try this with more aggressive pricing that’s in-line with what Nintendo has, we can price the Move at $40 and the sub-controller at $20. That also brings down the bundle price to $70. Using these numbers, you have $430 for the total price for four players $230 for the total price.

What does this mean? Since Sony confirmed to us that you can have at most four Moves or two Moves and two subs connected at once, it changes the landscape a bit. Because the hardware limitation caps the amount of controllers you need to buy, you can get away with spending less and still getting the “maximum” amount of enjoyment that any given developer intended you to have.

Well, even if you factor in the low end pricing, you’re still going to have to pay more for controllers than you are for the actual console itself. This is true of both the PS3 (base console price: $300) and the Wii (base console price: $200), but the PS3’s is so much more expensive than the Wii’s. It’s a good thing that Sony is making it possible for you to play at least some normal games with the Move and the sub-controller combo, because imagine having to buy regular DualShock 3 controllers on top of this.

But, a-ha! Natal! Even if the base price of Microsoft’s Xbox 360 add-on is priced somewhere upwards of $100, that’s all you’ll ever need to buy for motion gaming. You can add on a second, third or fourth player (though maybe Microsoft will limit it to two) to your motion gaming with no additional cost! Microsoft isn’t going to charge you money for your limbs, as much as they probably would like to. But if they did, that would be the first and last acceptable use of the cliche about charging an arm and a leg for something.

Update: Reader Josh reminds us that the PlayStation 3 only supports 7 Bluetooth devices simultaneously. If this is true, then we’ll theoretically never hit that ceiling of eight devices (two Moves per person, times four people). But, are the Moves any different from the standard PS3 controllers? Can it theoretically support more than 7? Has the PS3 Slim upped this number any? Interesting questions that we’re looking into.

Update 2: Corrected text to reflect the fact that the system supports only four PS3 move controllers simultaneously. That’s either four Move controllers or two Moves and two sub controllers.

Heavy Rain: A Peek Into the Future of Movies and Games [Entertain Me]

Even if you don’t own a PlayStation 3, Heavy Rain is a game you should know because it re-imagines both videogames and movies, combining them into a new genre of Choose Your Own Adventure digital narrative. (Very minor spoilers ahead.)

This is not to say Heavy Rain is perfect, but think of this piece as less a review than a critical discussion of a new work. How about we start from the beginning?

Heavy Rain is by a French company named Quantic Dream. Unless you’re a hardcore gamer, there’s no way you’ve heard of them. Before Heavy Rain, they’d made a game that was so plagued by budgets and launch schedules that its narrative lost basic cohesion—yet Sony has most likely sunk millions of dollars (be it in indirect support) into Quantic Dream to create a unique, PlayStation-exclusive IP.

Why? There’s no other development studio on the planet like them.

Quantic Dream creates a game that’s equal parts video game and movie. And I don’t mean that it’s a game peppered with a few, slightly congruous extended cutscenes, like Metal Gear Solid 4 or any Square Enix RPG.

Heavy Rain, and its predecessor Indigo Prophecy (also known as Fahrenheit), are highly directed pieces of media, deploying fixed cameras to tell the story of a scene as your character walks through, nuanced motion capture to add realism to both jumping through windows and merely turning off a sink, and choices that stem from real actions and dialogue that will change the course of the story you see unfold.

What’s this mean? If a person cries in Heavy Rain, you will most probably feel for them as you would any fictional character in any photographic media. These games aren’t Grand Theft Auto, with humans filling the landscape as silly, bleeding sheep-like diversions. Heavy Rain‘s writing is melodramatic to say the least, but its basic presentation of character is on par with any well-directed drama.

Heavy Rain may chronicle a serial child murderer through the perspective of four characters—an overweight private eye, a young FBI agent, a sexy photographer and a depressed father—it may take you through high speed chases and fight sequences that rival any action flick—it may have all the twists of any good yarn—but it opens with a father waiting for his son to come home.

The father walks through his house, exploring his life, completing mundane tasks and thinking aloud at any time with the tap of a trigger button.

Much of Heavy Rain explores the mundane, some of which fills in backstory, other of which just puts you in the shows of another’s life—like The Sims for someone 30 or over.

However, there is something to be learned in all this shaving and cooking. You’re mastering button combinations, strange holds and releases and analog stick maneuvers that you’ll need when things don’t go so well for Dad and his family. To drink a carton of milk, for instance, you’ll want to move the analog stick in the shape of a fishook…but slowly! Too fast and the realtime animation might make you spill on your face. Shaving works similarly.

Eventually, this same motion, coupled with a properly timed X or square button press could be the difference of life and death. And if your character dies during the course of the game, their story merely ends.

I know why Quantic Dream uses these quick time button mashing events. They want to make the gamer literally feel like they’re really controlling a character. And no matter how coordinated you are, knowing you’ll need to hit a random button at the right time is always stressful—allegedly mapping the stress your character feels in, say, ducking a swinging crowbar to your psyche as you press down on the controller.

And herein lies Heavy Rain‘s greatest flaw.

I want to choose whether or not my character shoots an innocent man for information. I’d like to decide the best way to hide a body without getting caught. And yeah, when and if I kiss the girl—that should be my call, too.

Knowing a scene can end so many ways to make a story branch so many ways feels like, well, it feels like something very important in the future of storytelling and gaming alike.

But when these decisions, my decisions, are impeded, not just by my gaming skill, but by the nature of the Dual Shock itself, it rips me from the story and reminds me that this is just another game filled with characters that aren’t real.

A simple shake of the controller, that was the difference between life and death for two of my characters. I shook the controller, timing it just right. They both died.

Sure, that could be the end of their story—people die, and that’s one potential outcome that I witnessed. But while I find the ability to affect choices interesting, if my gaming prowess is put to the test—even when that Dual Shock is working fine—I don’t want my heroine to perish because I missed hitting X when prompted. I want her to perish because I stupidly told her to go into a deserted house where a murderer was waiting, or because I told her to fight the guy off with a banana instead of a meat clever.

It’s a key question that future entities like Heavy Rain will need to answer better than they are now: How much of a story’s outcome is based on the story, and how much is based upon player skill? But I have the distinct feeling—as intense as it is to jiggle an analog stick to unhook a bra clasp—we’ll realize that watching two people make whoopie is a lot more exciting than making a lame minigame out of it.

And just as we have for millennia, we’ll watch a story unfold in front of us, passively, just with a bit more choice and replay value.

If titles like Heavy Rain show us anything, it’s that, yes, technology is unlocking new ways to tell a story. While most video games focus on a very linear plot, modeling themselves after movies and theater, they have the great potential to allow the audience to explore parts of a story that could have happened, altering fiction to better emulate real life and challenging the construct of a story as we know it—all well allowing the viewer to feel like they’re somehow involved beyond mere spectating. Fiction evolves from a series of events to a series of choices, much like life.

All my critiquing aside, you should absolutely play Heavy Rain. The PlayStation 3 title, available now, blurs the boundaries of media, offers an extremely entertaining 10 hours (or more if you replay chapters for different outcomes) and, for just a few moments over the course of the game, renders characters that are spitting images for real people. (And the rest of the time, the game still looks damn good.)

Oh, and one of the characters has these virtual reality glasses that are really cool.

Dolby issues Axon SDK to bring surround sound to online console / Mac gamers

Dolby’s Axon surround sound technology isn’t exactly new (it’s already used on a number of PC titles), but to date, it has yet to make a stand in the online console and Mac gaming sectors. All that changes today at GDC, with the aural company introducing an Axon software development kit that will make it possible for Xbox 360, PlayStation 3 and OS X titles to integrate the technology. According to the company, this here solution provides improved audio chain processing (noise suppression and echo suppression), surround sound voice chat over stereo headsets, 5.1 playback and support for any stereo headset. We’re told that the ports should be available for devs starting in April, though only time will tell how long it takes for your Xbox Live experience to go from haunting to all-encompassing.

Continue reading Dolby issues Axon SDK to bring surround sound to online console / Mac gamers

Dolby issues Axon SDK to bring surround sound to online console / Mac gamers originally appeared on Engadget on Thu, 11 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.

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