Author Archive | Jared Newman

Sony Shuts Down Linux on Older PS3s

Video game systems are more like computers than ever, with PC-like power and connectivity to the Web and to other hardware. It’s all wonderful, but it’s causing console makers to draw and redraw lines in the sand on what you’re allowed to do with these powerful machines.

The latest news on this front comes from Sony, with the announcement that it will kill the Playstation 3’s little-known “Install Other OS” feature with a firmware update on April 1. The feature allowed users to install Linux distributions on the PS3 and run “hundreds of familiar applications for home and office use,” according to Sony’s Web page on open platforms for the console, which you can still read.

Sony already stopped including the feature on the PS3 Slim, released in September, but this firmware update will apply to all PS3 models. Spokesman Patrick Seybold said Sony axed the feature due to “security concerns,” but elaborated no further. However, hacker George Hotz, who is best known for his iPhone jailbreaks and who released the first-ever PS3 hack earlier this year, thinks he had something to do with it. He apologized to PS3 Linux users on his blog, saying he “weighed the pros and cons, and considered the possibility of an impact on OtherOS support” before releasing the hack, which could potentially be used to pirate games.

In theory, I like the idea of gaming consoles as open systems, in which users can experiment with the hardware and software without fear of persecution by the console maker. Amazing things can come from user ingenuity, like the Wii Remote-powered interactive whiteboard and a thriving Wii homebrew scene. But companies worry, for good reason, that letting users do whatever they please opens the door to piracy, cheating and other exploits. Microsoft uses that rationale to outlaw modified consoles from Xbox Live, and presumably will require a specially-made partition on external USB storage for the same reason.

Regardless of whose argument you prefer, I think we can all agree that it’s wrong of Sony to remove an advertised feature of the Playstation 3. I wonder if the company did a cost-benefit analysis of locking down the console at the expense of people who bought it based on its open platform support.

5 comments

The Ups and Downs of Microsoft Game Room

Microsoft Game Room launched yesterday for the Xbox 360 and Windows PCs. At its core, the Game Room is a fancy menu for playing classic arcade games such as Combat, Centipede and Lunar Lander, but with a few extra features that Microsoft hopes will get you to stick around and spend lots of money. After playing around in the arcade last night, I’m on the fence as to whether I’ll be an arcade junkie once again.

Continue Reading →

8 comments

Lessons From Nintendo’s 3D Ventures

Nintendo surprised us all today with the announcement of a 3D handheld gaming device, tentatively called the Nintendo 3DS. The company didn’t explain how the technology would work, only saying that the 3DS will be released this fiscal year (before March 2011) and will be shown in greater detail at the E3 expo in June.

Surely, I’m not the only one whose mind jumped to the Virtual Boy, Nintendo’s short-lived foray into 3D from 15 years ago. In lieu of any hard facts about what Nintendo’s doing this time, here are a few lessons that could be learned from that failed experiment.

Gimmicks don’t work: Short-sighted gamers once thought the Wii and the Nintendo DS were gimmicks, and they were wrong. These gaming devices fundamentally changed how games are played, with new control methods and ways of seeing the action. The same couldn’t be said for the Virtual Boy, whose games were often like any other console but with a cheap 3D effect (the controller’s dual D-Pads were meant to enable 3D controls, but most games used them interchangeably). Hopefully the 3DS will unlock new possibilities for gaming instead of just looking cool.

Comfort is Key: One issue with the Virtual Boy that I’ve never experienced on other gaming consoles is the requirement to sit in a very specific position, at a table with your head stuck into a set of tripod-mounted goggles. Obviously the Nintendo 3DS won’t be so extreme, but it could be a pain in the neck if you’re required to hold the device at specific viewing angles.

Headaches stink, and so do breaks: In the middle of some intense gaming, no one likes being told by the machine that it’s time to rest, as the Virtual Boy did. Nor does anyone enjoy getting a headache, as induced by the Virtual Boy, after ignoring the advice. I hope Nintendo’s new attempt at 3D doesn’t present the same dilemma.

Don’t Underestimate the Killer App: The Virtual Boy’s pack-in title, Mario Tennis, failed to convey the technology’s advantages, because it was basically a straightforward tennis game with a 3D perspective. By comparison, the Nintendo DS hit Nintendogs effortlessly showed the advantages of stylus and touch screen gaming. The 3DS needs to come out of the gate with something that sells the console over the existing and wildly popular Nintendo DS.

5 comments

App Store Dev Disses Apple, Messes With Prices, Pays

An iPhone game developer has learned the hard way that one of the following we’ll get your app banned: Publicly slamming the iPhone App Store, or gradually increasing prices until someone pays hundreds of dollars for a simple time waster.

I’m inclined to think it’s the latter, but let’s backtrack.

According to Kotaku, Tommy Refenes’ game, Zits & Giggles (a simple pimple-popping game), disappeared from the App Store this week with no explanation from Apple. Refenes isn’t an unknown developer; he’s part of the team working on Super Meat Boy, a highly anticipated indie game for the Wii, Xbox 360 and PC.

As such, Refenes was one of the speakers during the “Indie Gamemakers Rant” at last week’s Game Developers Conference. These events encourage the speakers to vent on whatever they like, and Refenes chose the iPhone App Store as one of his targets. Not everything he said is suitable for our family-friendly blog, but he did liken the iPhone to those Tiger Electronics LCD games of the early 1990s, which often carried big brand names but weren’t particularly fun to play.

Now for the other facet of the story: Refenes had been playing around with the game’s pricing, noting that people continued to buy the game even as its cost reached $15, $50 and $299. On Monday, someone paid $400 for the game, the same day Apple pulled the plug.

It’s amusing to think that Apple squashed Zits & Giggles because of Refenes’ insolence during GDC, but I have a tough time believing the game’s price wasn’t to blame. It’s not like Apple hasn’t removed apps because of ridiculous prices before. Of course, all this speculation could have been avoided if Apple had explained to Refenes why the app was pulled, or given him a chance to settle on a price, but alas, communication isn’t Apple’s strong suit.

I’m tempted to dig into Refenes’ comments on the quality of iPhone gaming, but that’s an issue best saved for another day and a fresh blog post. On a related note, I do kind of miss those Tiger LCD games…

3 comments

USB Storage for the Xbox 360

Joystiq’s Alexander Sliwinski reports a credible rumor: Come this spring, Microsoft will allow Xbox 360 owners to install and download games onto external USB storage. He’s got photo documentation supposedly written by a senior Microsoft engineer and confirmation from two anonymous sources to prove it.

The documents say you’ll be able to store Xbox Live Arcade games,  downloadable content, full-scale Games on Demand and title updates on up to two connected storage devices at a time. Installing disc-based games to USB drives is also a possibility, but you’ll still need a disc in the tray, just like when you install a game to the hard drive now.

I still think the 120 GB hard drive on current Xbox 360 models is enough, but the earliest Xbox 360 models, which had 20 GB drives, can feel the squeeze. Microsoft gets a lot of heat for the price of its memory cards ($30 for 512 MB) and replacement hard drives ($130 for 120 GB), so this rumor will make Xbox 360 owners happy if it comes to fruition. This would definitely bolster the appeal of the $200 Xbox 360 Arcade, which lacks a hard drive. Joystiq says hard drives will be partitioned for 16 GB of storage maximum, but a 16 GB USB stick for $40 is still a better deal than Microsoft’s memory cards.

The question, of course, is why? I doubt we’ll ever hear an official explanation, but my best guess is that this has something to do with Datel’s antitrust lawsuit against Microsoft. Until last November, Datel sold unofficial memory cards, which stored more data at a better cost-per-megabyte than Microsoft’s official products. Microsoft banned unauthorized storage products from the Xbox 360, and Datel claimed the console maker was being anti-competitive.

Maybe it’s wacky to assume that Datel’s lawsuit has anything to do with this, but the addition of USB storage would certainly take a bite out of Datel’s argument.

12 comments

Xbox 360 Slim Gets a Big Fat Rumor

Supposedly pictured here is the motherboard for the Xbox 360’s next revision, which hardware aficionados have pinned as evidence of a console redesign.

The photos, which appeared on Chinese message board A9VG, are noteworthy for a couple reasons, as pointed out by Gamespot: It’s a smaller motherboard than ever before, it combines computer and graphics processors on a single chip and it has a SATA interface port instead of Microsoft’s proprietary hard drive port, suggesting that storage will be housed inside the console.

Put all this together with different shapes, sizes and screw locations, and you’ve got a compelling case for the Xbox 360 Slim — if the photos are real, of course.

Brushing aside idle speculation from analysts and, ahem, bloggers, this is not the first actual rumor of a slimmer Xbox 360. In 2008, TG Daily reported that after Microsoft brought its 65 nm “Jasper” chips into production that year, a 45 nm process would be next in line. The rumor held that Microsoft would release a redesigned console, with GPU and CPU on a single chip, in 2009. Obviously, the timing didn’t pan out, but the rest of the report just got a new lease on life.

Technical details aside, a redesign wouldn’t be a surprise this year, with Microsoft planning to release its motion-sensing camera, codenamed Project Natal, during the holiday season. With that extra peripheral taking up space on TV stands, new console buyers could use the extra room. Besides, the Xbox 360 is starting to look a little bulky next to the PS3 Slim.

If Microsoft is planning to launch a slimmer Xbox 360, don’t expect to hear anything official until just before the console goes on sale. In the meantime, do expect the usual fuzzy product shots and cryptic claims from anonymous sources.

2 comments

The PSP Go: Toast?

Based on some mysterious guesswork, gaming trade publication Gamasutra came up with some grim numbers for Sony’s PSP Go handheld: 6,000 to 10,000 units sold in the United States last month.

Sony has never released any official sales numbers for the PSP Go, a console that’s smaller and lighter than its predecessors and only supports downloaded games. But last week, Japanese industry watchers Media Create said 1,275 PSP Go device were sold in the first week of March. Regardless of the exact number, it’s safe to say the Go isn’t doing well. Gamasutra believes that Sony will launch a next-generation handheld this year and let the Go “experience a slow death at retail.”

That seems to be happening already. I used to see ads for the PSP Go all around Los Angeles, but no more. And the Go is conspicuously absent from Sony’s announcement of an upcoming PSP bundle for Metal Gear Solid: Peace Walker. You won’t see much love for the Go at GameStop’s Web site or stores, either. A rumor from February held that Sony was going to relaunch the Go with a reduced price, but so far, nothing.

I believe the PSP Go’s commercial troubles are due to several errors on Sony’s part, rather than one major problem. The $250 price point is hard to justify when the $170 PSP-3000 has all the same features, albeit in a larger size. Existing PSP owners were alienated because they couldn’t transfer their UMD games onto the device. Bad reviews didn’t help — those from Ars Technica’s Ben Kuchera and Destructoid’s lovably-vulgar Jim Sterling stuck in my head for noting how unfriendly the device was to its users.

But while it’s tempting to knock the PSP Go’s underlying concept — a download-only handheld that precludes people from buying and selling used games — I don’t think Sony was wrong to pursue it. Apple proved with the iPod Touch that a download-only device can find commercial success. Sony just erred on the execution, not on the idea.

7 comments

What’s Really Wrong With Bioshock 2’s Disc-Free DLC

A funny thing happened when players of Bioshock 2 began downloading a $5 package of downloadable content: They realized there wasn’t very much to download at all.

Turns out, most of the “Sinclair Solutions‘ content pack — a collection of characters, abilities and challenges for the game’s multiplayer component — was already on the disc. A community manager for publisher 2K Games confirmed that its customers were basically buying an unlock code. She explained that if the content wasn’t included on the disc, players who bought the DLC wouldn’t be able to play with people who didn’t.

Outrage in this situation easily turns to the obvious. If the content already there, why is 2K charging for it? It would be a valid question if downloadable content wasn’t already sandwiched against new releases, but publishers are increasingly relying on these optional extras to boost profits (for example, last year’s versus mode for Resident Evil 5 or the Warden’s Keep dungeon in Dragon Age: Origins). Not enough people voted against these extras with their wallets, and the rest of us lost the battle. Whether the disc actually holds the content is academic if it’s all being released at the same time.

I propose a different question: Why is 2K withholding a portion of the multiplayer that lets players progress further in the game? Among the pseudo-DLC’s contents, you get the ability to reach level 50, new ways to evolve your weapons and extra trials that give you more powers. It’s the multiplayer equivalent of stopping players before the last level of a game and making them pay $5 to see the conclusion.

I know, multiplayer isn’t plot-driven, and there’s no ending whether you buy the extra content or not. But it feels cheap to hit a ceiling in multiplayer that goes away if you pay up, especially considering that 2K didn’t announce this little trick until after the game was released.

One comment

OnLive’s Cost Still Looks Like a Sticking Point

Now that OnLive has finally revealed some pricing details, the cloud gaming service is looking more than ever like a dubious proposition.

OnLive will cost $15 per month when it launches on June 17, but that price won’t let you play any full games. You’ll still have to rent or purchase games to stream to your computer in addition to the monthly charge, at prices that are still undisclosed. Even if it costs less to rent or play a game — and it probably will, given that OnLive promises lower distribution costs compared to retail — OnLive will have a tough time competing with actual hardware for all but the most dedicated gamers.

Let’s say you spend $300 on a new console every five years. That’s $5 per month, already less than a subscription to OnLive. Now, let’s say you buy one new game every two months, at $60 each (a very generous estimate given that average game ownership per console hovered around six games after 24 months in this generation ), you’re basically spending $35 every month. That means publishers have to charge $40 or less for a game through OnLive (which makes $70 every two months when you add in the subscription) to make the proposition worthwhile.

Even if publishers are willing to go that low, the consumer is making concessions. Yes, you get instant gratification and the ability to play anywhere, but you lose the ability to buy, trade or sell used games, and there’s no guarantee you’ll be able to play what you bought 10 years from now. If OnLive goes belly up, so does your entire game library. And I wonder, if you decide to stop playing games for a year or two (say, you’re raising a baby), can you recover your library when you’re ready to start playing again?

The prospect of game rentals raises more questions. How much will an OnLive rental cost and how long will it last? In other words, how long do you have to rent a game before it becomes more feasible to “buy” it? Will the amount you spent on the rental be credited towards the purchase price?

I’m still willing to give OnLive the benefit of the doubt that its technology will work (despite one rogue report), and that cloud gaming itself isn’t a bad idea. But on pricing alone it’s too early to call OnLive a console killer.

Article updated to fix calculations.

18 comments

Playstation Move: Motion Control for Whom?

For too long this morning, I’ve been trying to think of something pithy to write about the Playstation Move, Sony’s newly-unveiled motion controller for the PS3. But aside from the facts — it’ll be out later this year, for $100 including one controller and a camera that tracks the controller’s movement — all I can spit out are conflicted opinions.

I’m somewhat excited for the Move, if only because it’s a more sophisticated version of Nintendo’s Wii, with its wand-shaped, button-laden controllers. The difference is that the Move uses an existing product, the Playstation Eye, to track the controller’s motion along three dimensions. This allows you to step closer or farther from the table in virtual ping pong, or make 360-degree turns in real space.

Cool technology, for sure, but is it a cohesive vision for motion control, or a half-hearted attempt to capture the so-called casual gamer? I can’t tell yet.

Take the games, for example. There’s the requisite Wii Sports Resort clone, but with more realistic graphics. There’s an on-rails shooter, but with a playful, arcade look and feel. There’s a pet-training game for children, but there’s also the military shooter SOCOM 4. Instead of showing off a killer app, Sony’s throwing pasta at the wall, hoping to find a target audience that sticks.

The Move has a controller issue as well. Some games will require you to wield two motion controller wands, while others will use a Wii Nunchuk-like secondary controller, with an analog stick. That means even if you’re playing solo, you’ll need three controllers for every possible scenario. It’s confusing, and it escalates the cost well beyond $100. Can this kind of set-up compete with the $200 Wii? Doubtful.

I think the issue is that Sony’s still in tech demo mode. I’m sold on the technology, but not on the product. This early look at the Move suggests that Sony wants to create both a Wii Sports killer and a Halo killer with motion control, but so far we’ve seen a controller that does neither.

4 comments