Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Tuesday, August 26, 2008

New Wii Games Look Promising


Just as news hit that the Nintendo Wii has become the first of the big three gaming consoles in Canada to sell one-million units, I had the opportunity to check out some of the latest games for the console.

Guys will love the new Star Wars game, where players can duel one another with lightsabers by waving the Wii Remote about. The game reminds me of the look and feel of the old Streetfighter and Mortal Kombat games. Rather than just pushing buttons, however, players need to physically move their hands about to take a swipe at their opponents in battle.

Wario Land: Shake It!, featuring Super Mario's Mr. Hyde-ish alter-ego, includes lots of jumping, brick-breaking, and money grabbing. A neat feature in this game is the ability to shake the actual Wii remote to accomplish tasks, like jiggling an enemy until money bags come out of him! Signs throughout the game hint at what buttons to press on the Wii Remote to accomplish certain moves: such as hitting "2" and the "right" navigation button to built momentum and break a massive brick.

Rayman Raving Rabids TV Party is apparently the third installment of the game for the Wii console (already!?) What sets this one apart, however, is its use of the Wii Balance Board, available and used with Wii Fit. One function includes sitting on the Balance Board, with the Wii Remote in one hand and the Nunchuk in the other. Then, move side to side to manuevre your Rabbid Rabbit around poles while he rides an upside-down cow (yes, a cow!), and tilt back to go faster. The concept is similar to Wii skiing or snowboarding, but it adds a neat dimension to the experience by actually getting you off your feet and onto your butt!

The most family friendly of the new games, however, is Wii Music, which is actually nothing like Rock Band or Guitar Hero, despite prior beliefs. Select from a number of popular songs or nursery rhymes (Matt from Nintendo says that the game will include about 50 tunes upon launch), then select the instrument of your choice from more than 60 selections. Use the term "instrument" lightly, though: along with the standard piano, electric guitar, and violin, you can also sing, play to the tune of dog barks, and even beat-box! Practice the desired instrument for a bit, then jam with your friends as each of you takes a desired portion of the tune (melody and harmony are great starters, followed by more difficult background parts, like percussion). While you can push a button to see the proper musical notes appear on the screen, it's still difficult to determine exactly how you should strum your Wii Remote as a guitar, or manipulate the violin with the Nunchuk and Remote. Any wind-based instrument requires that you simply place the edge of the Remote up to your mouth, then move your head up and down to control volume, and press buttons in tune with the song. Whether you're a musician or a young child, the results upon the first try are hilarious, and it'll bring some laughs to parties. Parents beware, though. If you think baby rattles can cause a racket, wait until you get 4 kids together in a Wii Music jam session!

While these games will satisfy Wii gamers during the holiday season, many are likely on the edge of their seats for the upcoming MotionPlus controller attachment that provides 3D-like motion simulation that sees your on-screen character responding to real-time to wrist or arm movements; not just general body movements. The first game to be compatible with it is the highly-anticipated Wii Sports Resort, which is scheduled for availability next spring.

Aforementioned games that aren't yet on store shelves (with the exception of Wii Sports Resort) should be hitting stores in time for this holiday season.

While it's not for the Wii, I was thoroughly impressed with an upcoming recipe "game" for the Nintendo DS. It has about 250 recipes, combined with detailed written, video, and verbal instructions. Once you select a recipe that you'd like to make, step-by-step instructions are provided on screen and dictated by a virtual chef. If you're told to perform a task that you aren't certain how to do (e.g. deveining shrimp), just hit the "more details" button and you'll receive detailed written instructions, or in some cases a video, that demonstrates what you need to do. You can input ingredients to get dish ideas, alter the serving amount, and even create digital shopping lists so that you know what's needed for the desired recipe. If you decide to make substitutions to recipes, you can log them in a notepad. For someone like me that often cooks with a laptop and recipe Website page on the kitchen counter, I find this to be a really neat idea!
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Wednesday, July 16, 2008

Gaming Market Heats Up as Players Duke it Out in Online Video


With E3 Expo currently taking place in California, it's prime-time for the gaming industry. And all three major console manufacturers have made some really promising announcements.

While Nintendo is extending its focus on family-friendly and physically active games, both Microsoft and Sony are duking it out in the online video arena. Both companies will be offering movies and TV shows for rental and purchase through their respective consoles and online counterparts. Microsoft has even kicked things up a notch further to partner with movie rental company Netflix. But which service is more enticing?

The answer is both for U.S. consumers, but neither for Canadians. Why? Because neither movie offering has been extended to Canada...yet, at least. While a spokesperson for PlayStation Canada implied that Canadians would be able to enjoy the feature eventually, Microsoft would only state that the partnership with Netflix doesn't extend to Canada. Indeed, to my knowledge, the Netflix video service in and of itself isn't available here, so that would definitely have to happen before Canucks could even dream of using it through their Xbox 360s.

Nevertheless, here's a run down of both services:

Sony's PlayStation 3 video download service will offer:
  • Almost 300 full-length movies and more than 1,200 TV episodes from major studios like 20th Century Fox and Sony Pictures Entertainment; as well as exclusive content, like a Sony-produced anime series

  • Rentals from US$2.99-$5.99 each that must be viewed within 14 days. Once playback begins, the viewer has 24 hours to watch it; and purchasable videos for US$9.99-$14.99

  • The ability to transfer to and view videos on a PlayStation Portable (PSP)

  • Full integration with the PlayStation Network

  • Instant video playback

  • A searchable database
Microsoft Xbox 360's video download service will offer:
  • Access to Netflix's library of more than 10,000 movies and TV episodes

  • Instant video playback

  • Requires a Netflix subscription (starts at $8.99/mo.)

  • Ability to fast forward, rewind, and pause video using the Xbox 360 controller or media remote

  • Individual "Queues" where players can store selected movies and TV shows for later playback

  • No additional cost per video

In addition to competing with one another, both services will also be competing with existing Canadian video download services from the likes of Bell and Apple TV. With either gaming console already positioned as part of a customer's home theatre system, and customers already actively visiting their respective online marketplaces for content like video games and movie trailers, Sony and Microsoft could very well have greater appeal in this area.

Meanwhile, Nintendo remains in a league of its own, focusing on creating 3D-like motion with a new MotionPlus attachment for the Wii Remote; and enticing new gaming titles that involve everything from beach and resort sports, to animal-populated virtual worlds where players can chat with one another and bid on friend's possessions.

Gaming certainly has come a long way from the days of two rectangular-shaped "paddles" and a dot we once called a ball.

[Photo: by Frank Lenk].

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Monday, July 7, 2008

Gaming Console Race Continues

The race for top ranks in the gaming console arena is beginning to look a lot like the situation in flat-panel TV; with just a few manufacturers constantly jockeying for top spot (granted there are only three main players in this race, versus many in flat-panel TV!) While Nintendo's Wii has consistently been number-one in Japan, Reuters reports that Sony's PlayStation 3 is slowly closing in on the family-friendly console. While Nintendo was outselling Sony at a ratio of 6-to-1, the gap has now closed to just 1.7-to-1!

This is somewhat surprising, especially given the widely successful launch of the Wii Fit fitness game that has undoubtedly seen a rejuvenated interest in the still-hot Wii console. However, the PS3, which attracts a completely different audience of hard-core, traditional gamers, has also seen some pretty enticing new game introductions as well. Arguably the most popular recent releases include Metal Gear Solid 4 and Tom Clancy's Rainbow Six Vegas. Another factor to consider is Blu-ray having won the high-definition DVD format war: the PS3 has a built-in Blu-ray player, which is certainly an appealing secondary function for its price.

In April of this year, The NPD Group reported that the Wii was the top-selling console in Canada. While the Wii has managed to entice an entirely new group of gamers, the other two consoles certainly have a stronghold on the core group of gamers. It will be interesting to see how each of the three main consoles (Sony PlayStation 3, Nintendo Wii, and Microsoft Xbox) fare by the end of the year; especially after the busy holiday shopping season.

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Wednesday, May 28, 2008

Front Projection: Will it Ever Hit Mainstream?


I was inspired to examine the front projection category after my recent trip to Tokyo, Japan. Does the average consumer really understand what a front projector is, and what's more, are they really interested in having one in their living rooms? An even more important question is whether or not issues of ambient light can effectively be combated such that front projection becomes a viable option in the main living room.

Personally, I think that front projection is a technology that should be used with a flat-panel TV. I'll use my 40" or 50" plasma/LCD to watch sitcoms and the like; but pull down the screen and fire up the projector when I'm ready to watch a movie, or I have a large group of friends over to play Wii bowling, or catch the Superbowl or NHL play-offs. Of course that set-up needs to be in a really dark room (or the screen needs to employ technology good enough to combat light issues, or I'm willing to sacrifice in picture quality). Not to mention that price considerations come into play: I don't know about you, but the price of a flat-panel, projector and screen, along with surround sound equipment, not to mention the labour rate for a qualified installer, is slightly above my budget!

Nevertheless, when you take the cost of the average movie ticket these days into consideration, combined with the number of movies an avid movie-goer might see in a year (and overpriced popcorn and candy consumed), a front projection system in the home just might be a worthwhile option.

See the full article on our sister Website at www.marketnews.ca/news_detail.asp?nid=3769, and feel free to leave your comments!

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Wednesday, May 21, 2008

Move Over Richard Simmons & Jane Fonda....Here Comes Wii Fit!



Have you ever heard the phrase "I'll start working out tomorrow?" Whether these five words have been uttered from your own mouth, or that of a friend or family member, chances are you've heard them at least once or twice. And chances are just as likely that the person never followed through because he was too busy, too tired, too lazy, not motivated...the list of excuses could go on forever. Enter Wii Fit, a fun, fitness game that lets you exercise without ever leaving the home, or living room.

The game can be likened to a workout DVD, except the on-screen trainer isn't just a passive participant: he/she can monitor what you're doing and the progress you're making by measuring data like body mass index, weight, and even the amount of pressure you're placing onto one side of your body. This is accomplished through a battery-operated Balance Board that syncs with the Wii console and game, and can sense when you make contact with it.

I spent the night with Wii Fit, and had loads of fun while enjoying every activity in four categories: aerobics, yoga, and strength and balance training. First, I was put through a series of tests to determine my "Wii Fit age", and asked my real age and height. The game also provided my weight and body mass index, then asked me to set a goal: how many pounds do I want to lose and by when? I selected five pounds in two weeks, but was warned that this might be pushing it, so I changed it to just three. If you're shy and don't want others in the home to know your stats, you can easily protect them with a four-digit password.

A male and female trainer is available: I selected the male, and although he was extremely encouraging and provided some great tips as I tried out each exercise, it was eerily creepy that his mouth did not move when he spoke! In some strange way, however, this also adds to the charm of the game itself, which is full of cutesy screen scenes and audio prompts, as is characteristic with most Wii games.

If you think you can slack off with this game, think again. The trainer observes your every move. If you stop he'll ask "hey, are you still there?" I gave up my failed attempts at push-ups and the side plank, and he pointedly declared at the end of the session that he knew I took a break, but told me not to worry because things would get easier. Gee, thanks for making me feel guilty!

As you go through each activity, points accumulate within a Wii Bank, and are automatically cashed in to unlock new, more advanced activities. In my span of about an hour-and-a-half of game play, I had already unlocked three new fitness moves in areas like yoga and strength training. What I also loved was that the game sensed when I had been playing for an hour and prompted me to take a break and hydrate myself with some water.

In addition to the standard exercise moves, there are also some fun games, like skiing (as you can see in action via our video with Olympic Freestyle Mogul Skiier Kristi Richards); tight rope walking (for balance training), hula hooping (this one's loads of fun), and even head-butting soccer balls that are thrown at you!

In addition to the fun nature of each activity, I also appreciate the attention to detail in the game. Keep an eye out for your friends in any activity: they'll be doing things like throwing hula hoops and soccer balls at you, doing step activities in a class, and even running alongside you in a race. During the quick run activity (you stand behind the Balance Board and simply jog in place), you'll head out on a dirt road, with grass, trees, and a nice summer scene surrounding you. What's even neater is the distinct "crunch, crunch" sound of your feet hitting the pavement as you jog. You couldn't simulate this experience better indoors, even with equipment like a treadmill or elliptical machine.

In my eyes, Wii Fit, which became available in Canada today for $89.95, only scratches the surface of the potential for fitness video games. I'd like to be able to cash in my points to purchase new workout gear for my Mii character, or perhaps even to upgrade to a more advanced trainer or newer gym facility. How about being able to select custom music for my workouts? I see a whole new opportunity for Wii-branded fitness accessories, like freeweights and perhaps even special sensored shoes that one can wear and use within a room to take the activities one step further. The possibilities are endless, but the starting point is pretty darned good in my eyes. If, like me, you've said over and over that you want to tone and get fit, but simply never got around to doing it, Wii Fit is a great motivator. I can only hope that the novelty doesn't wear off . So far, I'm headed toward my two-week goal, and determined to accomplish it. Stay tuned! And for more information, visit http://www.getupandplay.ca/.

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Tuesday, April 15, 2008

Rock Band Motley Crue Releases Single Through Rock Band, The Game

Video game makers everywhere just carved another notch in their belts. Popular rock band Motley Crue announced that it would use the video game Rock Band as the launchpad for its new single, marking the first time that a song has been released through a video game.

Rock Band consists of a "mock" guitar and drum set, along with a microphone. Players can simulate actually playing in a rock band by hitting buttons or the coloured drums in time with musical bars that slide down the screen. As you strike the notes correctly, the tune continues to play. If too many notes are missed, you'll get boo'ed off stage! (If you've never seen Rock Band in action, just search for it on YouTube.com and you're bound to find hundreds upon hundreds of user-generated videos of kids and adults playing the game). Rock Band comes with a number of tunes pre-loaded, but game players can log into online accounts using the PlayStation 3 or Xbox 360 and download additional songs. Motley Crue's new single Saints of Los Angeles will be one of those options, which means that customers can learn to "play" the song while they're hearing it for the first time.

This is yet another way that the music industry is fighting to remain profitable in the ever-changing distribution landscape. If the kids won't buy CDs and are trying to download music for free, how else can you get their attention? In this case, the answer is through a means that we already know they actively engage in: video games!

When you think about it, it's sort of sad that someone will frown upon paying $0.99 to download a song through a legitimate Website, yet they'll purchase that same song to play on Rock Band without breaking a sweat. Is there something wrong with this? Probably not. It's just the way the industry is going. People want to do more with their music simply because they can, whether it be to transfer it to other devices, stream it through the PC, or yes, simulate actually playing it through a fun video game. Ahh, technology.

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Thursday, March 27, 2008

Try and Buy


The "try and buy" policy has always made a lot of sense to me. A few years ago, knowing that I was (and still am!) a big proponent for satellite radio, an industry member wanted to pick my brain on how providers could attract more customers. My advice? Let people try the service for free for a month or two. It'll cost a pretty penny, but I'll bet a huge percentage of them would sign up after having become used to some of the neat features.

This instance is just one example of "trying and buying", but there are even simpler methods that exist: take active product demos in store or the ever-popular "get the first 3 months free" promotions, for example. But it's even evident in things like test driving cars, taste-testing wedding cake, and age-old return policies that let you bring something back if you "aren't satisfied".

As of late, I've seen some really, clear-cut evidence that getting a product into a customer's hands can not only sway someone toward a particular model or brand, but can also convince someone to buy something that he never would have purchased otherwise. This is especially true when it comes to the ever-growing gaming industry.

A female friend of mine is the last person I'd peg as a "gamer". Recently, she moved into a new place, and her boyfriend lent her his PlayStation 3 to use for entertainment until she got her cable TV and Internet set up. She figured "why not" and gave some game demos a whirl. A few weeks later, the PS3 is back at her boyfriend's place (to her dismay), and she's purchased her own Xbox 360 (after doing some research to find out which console would best suit her newly found "gaming" needs). I'm still blown away that the gal who often said guys who sat around and played video games were "dumb and lazy" is now battling her way through magical lands and dancing into her own revolution. Meanwhile, a colleague of mine had a Nintendo Wii at home on-loan from a friend for a couple of weeks. They played some games simply because it was there, but never would have thought to buy one. After bowling, golf, and a few rounds of tennis, a brand spanking new Wii has now found its home in his.

Of course not everyone will have access to a friend or family member that can lend him products to try out, nor will they see a gaming console (or other product) fall into their lap for a week. But if anything, this reinforces the fact that, not only should a person always be able to try something out before forking over dough to buy it; but we should never "knock it 'til we try it". You never know what might pique your interest.

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Thursday, March 20, 2008

Second Life? I Barely Have Time for the First One!

I attended a course on social media yesterday, and came upon some interesting discoveries. The notion of "social" media, for anyone who isn't familiar with it, refers to the fact that the consumption of media today follows a more interactive path than the standard one-to-one experience. Sure, it can be argued that this was always the case, but the stakes have certainly changed.

Think about it: "back in the day", you could read a newspaper or magazine article and if you wanted to comment on something, you'd have to pull out a pad of paper and a pen (or a computer), compose your letter to the editor, fit it into an envelope, stick on a 35-cent stamp, and chuck it into the mailbox. Even just a few years ago, you could certainly send an e-mail to the publisher, but a quick hit of the "delete" button meant that your commentary was likely never heard by anyone but the recipient. Today, via blogs like this one and Website commenting features, one is able to give his two cents at the drop of a hat for literally the world to see! When it comes to TV, the viewing experience used to be 100% passive. Nowadays, we're constantly prompted to call (or text!) in a vote, questions, or even join in a game to win prizes...right from your couch!

The entire nature of media has changed. "Texting" has replaced what was known as "normal" conversation for the younger generation; and, taking things a step further, "virtual" worlds are constantly colliding with our real one. Part of the discussion yesterday was about Second Life, a virtual, online "world" where people can create avatars (likenesses) of themselves, and basically live a second life. Companies have built buildings and stores in Second Life; people buy and sell things with real money, join together for conferences, and pretty much do anything they can do in real life (and more). Supposedly people have made millions running "virtual" businesses in Second Life. Needless to say, we were all wide-eyed in awe that anyone would have the time to live a second life, and asked ourselves why would they even want to?

I took a step back and tried to think with an open mind. If computers and portable devices are replacing books and newspapers, and interactive TV is taking over the old passive, TV-viewing experience, what are virtual worlds replacing? Second Life is like a video game, and people use video games, and other similar activities, to somewhat escape from the real world, right? Then it dawned on me. Virtual worlds are like movies where you're the star. It's your own, interactive movie experience. But why would people want to control the outcome of a story? I'm not sure, but they obviously do: this got me thinking back to the old Choose Your Own Adventure series of books that let the reader flip to page X if he wanted the character to do one thing, or flip to page Y for an alternate course of action. This notion of control, and being involved in the media you're engaging in, has obviously been around longer than we realize.

Would I participate in a virtual world? Probably not. But then again, I did love those Choose Your Own Adventure books when I was a kid because, to some degree, I could control the story.

There's always an underlying fear that all this "social" media could lead to a very anti-social community as people communicate more with their computers and less with real people. But then again, maybe this is just a different way of communicating, and not a way to replace the old methods.

Wednesday, March 5, 2008

Bully: When Does a Video Game Cross a Line?

Ever since video games became more than just two dots on a screen that you paddle back and forth, people have cried out that they're too violent, send the wrong message, or make kids lazy. The last two points are debatable, but game-makers will have to plead no contest to the violence factor, which is rampant in many of the most popular games today. But at what point does a game go too far?

Reports flooding the 'net claim that a group of teachers acround the world are requesting that a new video game, called Bully: Scholarship Edition, be banned from stores. According to the Globe & Mail, the game includes all of the teen angst and self-confidence issues that are often found in the high school scene, complete with fights (including shoved heads in toilets!), naked photos for laughs, and the like.

Let me start by saying that I've seen (or heard of ) some pretty violent video games involving everything from chain-sawed killings, to ripping someone's insides out, biting off heads, and even picking up prostitutes and stealing cars. When it comes to teens and pre-teens, I've always felt that, as long as they understand the difference between fiction and reality, these games are simply for the purpose of having "fun", enjoying comraderie, and perfecting hand/eye co-ordination. But when a game involves realistic situations tailored to a young crowd (the game is rated Teen for those 13 and up), a red flag goes up in even my typically open-minded head.

What's more, the game is apparently a sequel to the already-available Bully, which also caused a stir when it was released a few years ago, although it still managed to make its way to store shelves.

It's very unlikely that a kid will find himself in a lone dungeon with some weird creatures dressed in metal, so separating that fiction from reality should be a fairly easy task for any sane-minded kid. And being a gangster that pulls people out of cars and has random shooting sprees on the streets is pretty far-fetched as well (again, for any sane kid). I don't believe that participating in games like this will affect a child's mindset in the slightest. But when you're looking at a real world environment that's just like his, especially if the kid playing the game is typically on the receiving end of such bullying in real life, it's a bit disturbing. The issue, I think, isn't so much the violence as it is the probable ability to relate to these sensitive situations.

I won't make a judgement call on the issue without having actually seen the game (which the publisher, Vancouver-based Rockstar Games, claims is "one of the funniest games you will play.") Perhaps it isn't as bad as people think. But all I can think when I read things like this is thank God for good ol' Super Mario and clean, fun (and G-rated!) games like Rock Band and Guitar Hero.

Monday, January 21, 2008

Video Gaming Stronger Than Ever


What is it about video games that has such appeal among people of all ages? Is it the feeling of comraderie? The reported development and stimulation of hand/eye co-ordination? Or the aspect of competition, perhaps? Whatever it is, video gaming is a burgeoning industry, with The Retail BRIDGE reporting US$17.94 billion in sales for 2007, rising 43% from the year prior. According to figures cited from the NPD, the video game industry rose 28% during the month of December 2007 alone, reaching a record US$4.82 billion.

Of those people I know who actively engage in video game play, the majority are surprisingly not kids, but rather grown men. Some use it as a way to unwind after a hard day's work; while others enjoy a game or two in the company of friends. Others yet use video gaming as a way to keep in touch with friends and family who, due to the constraints of adult life and location, they can't catch up with face-to-face. With Internet connectivity available with the most advanced gaming platforms, someone in Canada can shoot, fight, and drive his way to virtual glory with a friend or family member somewhere across the world. And why talk by telephone or type an e-mail when you can race your buddy through curvy and dangerous roads on-screen, or work together to conquer aliens in a virtual world while chatting through a headset?

The Retail BRIDGE goes on to report that video game software sales rose 33% in 2007 to US$8.62 billion. This isn't hard to believe. I often see or hear about an avid game player buying an $80 video game one day, only to complete it by the next (after playing continuously for hours on end, no doubt). With a new game purchase every few weeks, well, you do the math.
Word of mouth works wonders as well, and with new and highly-anticipated titles coming out all the time, there's no surprise that gamer's wallets keep opening to jump on the newest and most exciting game train. Not to mention that with the appeal of the aforementioned Internet connectivity options, each friend and family member has to own the game in question in order to participate. This means that one gaming session can easily translate to 5x the sale.

We've heard the video game debate over and over when it comes to kids and teens, but here's an interesting question: what about adults? Are video games bad for the 30+ crowd? On the one hand, there's nothing wrong with engaging in fun activity every now and then, and it can actually help someone relax from a stressful day. Stereotypically, women shop and get their hair and nails done while men watch football and play video games, right? But on the other hand, too much of anything can wreak havoc in one's life.

The same rule applies to this past-time as does to any other: anything in moderation is a-ok. And with consoles like the Nintendo Wii becoming increasingly popular, gaming is more often than not a family activity rather than a solitary pleasure, meaning that it can even be used as a means to bring everyone together.

With that said, the video game industry is likely poised for further growth in 2008. Whatever this industry is feeding consumers, no doubt that it's working wonders.

Friday, November 30, 2007

PS3 Gains Steam: Back in the Race

I'll give credit where it's due, and Sony deserves some for taking its struggling PlayStation 3 gaming console, and injecting new life into it by dropping prices. Since the company chopped the price of the 80 GB unit to $499 and introduced the $399 40 GB version, demand for the PS3 has magically increased. According to PC World, combined sales at the top 10 retailers in North America have increased by a whopping 192%, and have more than doubled overall. Reports also indicate that the PS3 outsold the Wii in Japan during the month of November.

Kudos to Sony for biting the bullet, and making a move to help remind gamers that the PlayStation 3 is still out there. However, as PC World points out, these drastic measures mean Sony will be losing money from every PS3 sold. The report says that Sony hopes to offset these losses by increasing market share and adding new game titles. However, just recently, the company slashed the price of its developer kit to help attract more third-party titles for the console. Can a healthy profit still be made by games offered at half the development cost?

The PS3 won't appeal to the same, growing "family" market that is eating up the Nintendo Wii. The "serious" gamers were enjoying Microsoft's Xbox 360 a whole year before the PS3 even saw the light of day. Those who really wanted the PS3 sat in line for hours, and even days, to be one of the first to snag it. Obviously cutting the price by about $150 opened up a new group of customers that were just waiting for more affordability. But can the PS3 keep it up? The holiday shopping season will be a prime indicator of its likely market position for 2008.

Nevertheless, congrats to Sony for managing to generate new interest in the PS3. The three-way console race just got a lot hotter!

Monday, November 19, 2007

PS3 Slices Developer Kit Price in Half to Attract Game Designers

Last month, Sony dropped the price of the 80 GB version of its PlayStation 3 gaming console to $499 (from $659), and replaced a 60 GB version that was selling for $549 with a 40 GB version that's now available for $399. Now, the company is taking the price drops to the developer arena by chopping the price of its software development kit in half. This is an obvious attempt to bring more developers on board, and create more enticing game titles for the struggling console.

According to BBC News, many developers that had previously created games for the extremely popular PlayStation 2 unit have now moved over to the Nintendo Wii camp because it's easier and less expensive, not to mention arguably the more popular unit.

I'm not quite sure what has caused the PS3 to encounter so much difficulty in the market, especially considering how popular its predecessor was. Many have speculated a myriad of reasons: high-price, the inability to meet demand at launch, the fact that it came to market almost a year after the still popular Xbox 360, etc. Another reason was an unexpected one: the popularity of the family-oriented Nintendo Wii, which has opened up a whole new and untapped market for gaming that is clearly a very lucrative one. It is likely all of these factors that have made it tougher for the PS3 to experience the market-leading longevity that the PS2 enjoyed for many years.

As the Wii and Xbox 360 continue to ramp up offering, the battle for Sony to get customer's bucks will remain a difficult one. Microsoft just launched the ability to download games via the online Xbox LIVE service, which will make the '360 an even more enticing option for gamers of all kinds.
In related news, Sony celebrated the one-year anniversary of the PS3 last week. Rather than noting its current position in the video gaming market, the press release that was issued explained that "...the company is already seeing strong sales momentum as a result [of new hardware and pricing]; PS3 sales have increased by 192% at the top 10 retailers in North America."

The positioning of the PS3 this holiday season will not only help determine Sony's future success in the video game arena (with this particular console, at least), but it will also have an impact on the ongoing Blu-ray and HD DVD battle. The PS3 has a built-in high-definition Blu-ray player, and thus its sales have contributed to the overall total of Blu-ray players sold worldwide. For both Sony and the Blu-ray camp's sakes, I hope the PS3 enjoys healthy sell-through this holiday season!

Monday, August 27, 2007

HMV Drops CD Prices by as Much as 33%

Is the traditional music CD in that much trouble? As of today, HMV says it will sell the majority of its music CDs at a 20% lower price point. In some cases, we’ll see up to a 33% price cut. Is this a strategic move on HMV’s part to become the leader in the music CD arena; or a necessary step to keep that part of the business alive?

Music retailer Sam The Record Man just closed the doors to its iconic downtown location this summer, clearly as a result of stiff competition from the online digital music marketplace. It’s no secret that people are downloading music online, but this isn’t to say that there aren’t still people who prefer a store-bought CD so they can enjoy the high-quality sound, and pamphlet inserts. Nevertheless, the number of customers who fit this group have dwindled considerably over the past few years.

HMV has made some pretty smart moves in order to remain profitable in the wake of the changing music landscape. The company has historically been very big in the DVD retailing side, which adds another source of revenue in addition to CDs. Last summer, HMV also added video games and gaming systems to its product roster, recognizing the huge growth in this particular area. This bold, new price reduction strategy can only mean good news for HMV. It will be interesting to see if other music retailers follow suit.

Thursday, June 28, 2007

Violent Video Game Stirs up Controversy

Video game Manhunt 2, which is supposed to be available for the Sony PSP, PS2, and Nintendo Wii gaming systems next month, has been given the dreaded “AO” rating (“Adults Only”), which neither Sony nor Nintendo approves. In the UK, the game was actually banned.

For years, parents and adults, alike have criticized certain video games for being too violent. Despite this, game after violent game has squeezed its way onto store shelves. So what is it about Manhunt 2 that’s so bad? Heck, I’ve seen games where characters are chopped to bits by their opponents with raging chainsaws! USA Today provides a quick glimpse into Manhunt 2 killings, and apparently they involve things like private parts of the human anatomy, and hand tools. 'Nuff said.

Where does one draw the line? Chainsaws? Check. Murder? Check. Blowing someone’s head off? Check. This gets a Mature, 17+ rating. So at what point do you decide to slap on that 18+ sticker? Is all of the above not disturbing enough?

Some say in the case of Manhunt 2, the controversy has more to do with how violence is portrayed in the game, and not so much the violence itself: a “you-have-to-see-it-to-really-understand-it” kind of situation. The game follows a character who has escaped from an insane asylum as he goes about a killing spree of his enemies. The original Manhunt, released in 2003, received a Mature rating. Wikipedia describes it as being centred around a character on death row, sentenced to death by legal injection, but given a sedative instead by the sadistic doctor, who then forces him to engage in brutal killings for snuff films. Er, that actually sounds worse to me!

What’s even more disturbing, in my eyes, is the fact that the game is intended for the Nintendo Wii gaming console, which has not only found its main appeal as a “family” gaming system, but also requires full-bodied simulation of actions using a remote control! Warning: couples in a heated argument should not play this game!

Will Manhunt 2's publisher Take-Two Interactive and developer Rockstar Games push for creative freedom? After all, if you don't like it, don't buy it, right? Or will the company decide to rework the game so that it qualifies for a Mature rather than Adult rating? According to USA Today, a rework would cost upwards of US$1 million. It will be interesting to see where this controversial situation goes.

Monday, June 25, 2007

Is Video Game Addiction a Psychiatric Disorder?

It’s no big news that people can get addicted to alcohol. Drugs, cigarettes, food: all common addictions. But what about video games? Sure, there are kids (and even adults) who park themselves on the couch with the latest game, and play it for hours on end. But does this constitute an actual addiction? The American Medical Association (AMA) thinks so, and is pushing to classify video game addiction as a psychiatric disorder.

A report issued by the AMA claims that up to 15 per cent of kids who play video games could fall into the addicted classification: this translates to more than five million young ‘ens! Of course we’ve all heard of incidents where children have sat and played video games for hours, failing to eat and drink, some with fatal results. Is addictive video games in fact the cause, or is the reason for the obsessive game-playing much more complex?

Of course video game publishers argue the latter, and, to an extent, I agree with them. The underlying issue could be depression, lethargy, lack of self-worth, or even a pre-disposition for addiction. When you think about it, that addiction could be manifested through pretty much anything in life: Coffee. Shoe shopping. Tanning. Sex. The list goes on and on. Sure, the effects of being addicted to one thing might be more detrimental than to another: you could die from alcohol addiction, whereas the results of a shoe addiction might simply be a depleted bank account and no closet space! But where does one draw the line?

What’s more, if video game addiction is diagnosed as a psychiatric disorder, what will happen? Kids will be popping more pills, and the parent’s insurance will pay for them. This is not the answer.

I used to play games when I was a kid, and even the simplest one could become addictive. In fact, the "addictive" quality is exactly what gives a game its appeal, and thus contributes to its popularity. But on the flip side, until you’ve experienced someone with a serious “addiction” to playing video games, it’s tough to fully understand the situation. And being an ex-smoker myself, I understand the nature of addiction, and how powerful it can be.

Personally, I can’t see how placing the blame on a video game is the answer; in the same manner that I can’t place the blame for a smoking addiction on the variety store that sells cigarettes; or on a fast food restaurant for a food addiction.

Any thoughts?