Tag Archives: Sega

Can Alien: Isolation redeem 2014?

Due for release on Xbox One, Xbox 360, PlayStation 4, PlayStation 3 and PC in late 2014 Alien: Isolation puts players into the shoes of Ellen Ripley’s daughter Amanda, searching the Nostromo 15 years after the event of the first Alien movie.

According to the small amounts of information that have been given in the press releases, Isolation will be a more survival-horror based game, set around one Xenomorph stalking the player, rather than the FPS that Colonial Marines was.

Now while this may have people desperate to give their money over to Sega, we’ve got to keep in the backs of our minds the cesspit that Colonial Marines created when it was released – using video footage rather than in-game footage, the terrible AI of the Xenomorphs that makes them look more like can-can dancers than anything that could be at all threating to someone holding the barrel of a gun to their double-mouths, and the concept of a demo being better than the full game in order to get player’s money before any content is released.

The two lines of text before the trailer fill me with dread as a prospective buyer. While survival horror is the new golden boy in the video game world, with Amnesia: A Machine For Pigs and Outlast being contenders for various “Game Of The Year” awards, there are too many times when that gets pushed to one side in favour of making money. See Dead Space 3.

“The trailer footage shown uses the in-game engine, and represents a work in progress”, says the trailer. Well, that’s a nice get-out clause, says I. Does that mean that the trailer footage is someone demonstrating the engine, or making a film using the engine? And what do you mean by a work in progress? Is this some sort of loophole you can point at in case it all goes wrong and say “We told you so?”

Hopefully, my fears will go unrewarded. The change from Gearbox to Creative Assembly making the game might herald a change in tone (and from the PR responses to other interviews given, they are being incredibly conscious of that fact, and definitely trying to publicise it). Isolation has been under development for three years, so we will all wait with baited breath to see if it turns out to be a world apart – preferably a planet apart – from the reanimated corpse that was Colonial Marines. 

 

Adam Smith (@webnym)

The Console Wars: Generation Six

As we approach the release of the PS4 and the Xbox One, we prepare to truly enter next era of console gaming. But the history of console gaming goes back decades, 40 years of history. Wars, alliances, betrayals, and the rise and fall of many companies. Exeposé  Games sets out on a journey of great historical importance, charting each generation of…The Console Wars.

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The sixth generation of consoles began in 1998 with Sega. After losing out massively to the PlayStation and N64, Sega released their new console, the Dreamcast, on 27th November 1998.

It was a pioneer in many regards, being the first console to render full frames and the first to have a built-in modem and Internet supporting online play for the rising online sector.

The console got a slow start. Sega had discontinued the Saturn ready for the Dreamcast. But this led to people going elsewhere for a console.

The console also came out too early for the software, with only one title, Virtua Fighter 3, available at launch. It resulted in the Dreamcast being less popular than its predecessors, though the release of Sonic Adventure a few weeks later gave it a boost. When it release through September to November 1999 in the rest of the world, it was a different story.

It released with 17 launch titles and, in the US, had the most successful launch in history to that point. Sega was once again a force to be reckoned with.

A year later, however, Sony launched the PS2, and the Dreamcast’s sales plummeted. The PS2 was a ramping-up of the PlayStation’s hardware, matching the Dreamcast in quality. It was also backwards compatible and, more importantly, had the function of playing DVDs along with games.

PS2 wasn’t only a console it was a multimedia platform. The market swarmed to the PS2’s launch, and it made $250 million on day one, doubling the record set by the Dreamcast.

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It was the final nail in the coffin. Though the console had been doing well, Sega was having major problems. Fallings out with EA were reducing the available game library, and the company had already been haemorrhaging money before the release of the PS2. Unable to compete with the PS2, and more competitors on the way, Sega left the console market entirely on the on 30th of March 2001. They discontinued the Dreamcast and became a third-party developer. The story of Sega’s consoles didn’t end there though.

In November 2001, two more consoles released to the market: Nintendo’s GameCube, and Microsoft’s Xbox.

The GameCube, having released in September in Japan, was Nintendo’s first disc-based console. It was a large improvement in terms of hardware and could also connect to Nintendo handheld, the Gameboy Advance, via a link cable. The consoles controller was also a move forward. It took many points from the Dualshock, namely its dual thumbsticks, but made its own changes by flipping the placement of the d-pad and left thumbstick. It released with 15 launch titles to promising sales, though nowhere near the PS2.

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The Xbox, meanwhile, was something of a dark horse. It was created by Microsoft, a US-based company. A US console hadn’t been a true major player on the market since the Atari 7800, and hadn’t been a dominant once since the 1983 crash. Microsoft weren’t going in blind though, they had spent the late 1990s working with another company’s console research: Sega and the Dreamcast.

This showed in the Xbox’s design. The Xbox had a built-in modem, and much of the layout of its controller, with the A, B, X, Y buttons on the left along with a lower thumbstick, and the reverse d-pad – thumbstick layout used by both the Dreamcast and GameCube.

Sega representatives regarded the Xbox as the spiritual successor to its consoles, which showed when games received successors or sequels, such as Jet Set Radio, on the console. It also added improvements which were used by Sony, such as media player capabilities.

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The Xbox released on 15th November 2001, with multiple launch titles, to huge success. During the generation the Xbox would come to beat Nintendo in terms of sales. The Xbox’s success can most likely be pinpointed to two areas: Xbox Live, and Halo.

A year after the release Microsoft enabled its key innovation: its dedicated online service, Xbox Live. Whilst Sega and (after launch) Sony, both had online capabilities, they didn’t have the dedicated servers of Xbox Live.

It was an innovation, a costly one at that,due to its subscription service. It could have been a turnoff, but instead became one of the driving forces for the console, and knocked its competitors down a step or two.

Another reason was the popularity of its game library. Exclusives like Forza rivalled Gran Turismo, while backing from third-party companies like EA gave them a vast library of games.

Then there was the flagship: Halo. The first title had been a launch game, and had shattered software records.

The sequel, Halo 2 did something that would have been impossible in previous years.

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Its launch made it the fastest grossing release in entertainment history. Not gaming, entertainment.

Halo 2’s multiplayer was the flagship of Xbox Live, having more gaming hours than any other game, along with the flagship of online console gaming and the FPS genre in general. The Xbox’s online power was an area that even the PS2 couldn’t beat it in.

The Sixth Console War was more a foregone conclusion than anything, though.

The PS2’s sales dwarfed all others, becoming the best selling console in history, at 155 million. Nintendo had weathered again, selling 22 million GameCubes. Sega had fallen, but its legacy continued with Microsoft and the Xbox. Like the Dreamcast though, its innovation had been costly, and the console made a loss overall. Regardless, with Xbox Live and Halo, the Xbox became the number 2 console of the generation, selling 24 million and breaking Japan’s complete stranglehold on the market. The market also had another surprise: with massive success of the PS2, the Halo games and Xbox Live, the gaming market had truly gone mainstream.

The next console war was to be the largest yet, one that no-one wouldn’t know about. It would be total war, and Microsoft prepared to make the first move.

 

Check in tomorrow for the full history of The Seventh Console War

 

Luke Pilchowski

 

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The Console Wars: Generation Four, Pitched Battle

As we approach the release of the PS4 and the Xbox One, we prepare to truly enter next era of console gaming. But the history of console gaming goes back decades, 40 years of history. Wars, alliances, betrayals, and the rise and fall of many companies. Exeposé  Games sets out on a journey of great historical importance, charting each generation of…The Console Wars.

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While the war wouldn’t fully erupt for another few years, the fourth generation of consoles began in 1987.

The companies Hudson Soft and NEC, after having their CD-ROM attachment for the NES rejected by Nintendo, created and released the PC-Engine in Japan on 30th October 1987.

Meant to beat the NES, the PC-Engine had a higher ’16-bit’ graphic quality and a CD-ROM attachment in a drive to make it appeal as the next gen console. And it worked, for a time, as sales of it beat the NES’ in Japan. It released in the US in August 1989, along with Europe in 1990, as the TurboGrafx-16 (later shortened to TurboGrafx) to similar early success.

Nearly a year after the TurboGrafx, on 29th October 1988, the Sega Mega Drive released in Japan, and also released in the US on 14th August 1989 as the Genesis, and in the rest of the world on 30th November 1990,  as the Mega Drive.

Like the TurboGrafx, the Mega Drive was Sega’s measure to take the game market from the older NES, by being ‘the next-gen console’ and outperforming it graphically. But it didn’t get a good start. In Japan the console was never able to outsell either the NES or the PC-Engine.

The fourth console war was, at first, a battle between the TurboGrafx and Mega Drive to take the market from the out-dated NES, though both had trouble in doing so.

Outside of Japan, the TurboGrafx was never able to keep up the momentum, due to a lack of retailers and the disadvantages of the console, such as it only being able to have one controller. Sega, meanwhile, pressed on with an aggressive marketing campaign in North America. When it went to Europe and South America in 1990, however, it had massive success, due to its large number of launch titles, and able to take control of the market in those regions.

Two years after the Mega Drive, realising they need to match Sega to compete, Nintendo released the Super Famicom on 21st October 1990, releasing in the US and rest of the world as the SNES on 23rd August 1991 and in the summer of 1992, respectively.

907470Wikipedia_SNES_PALThe console improved on the qualities of the NES, with higher graphic and sound quality. The quality was also better than that of its competition. It also improved on its controller, now having 4 buttons on the right and introduced the shoulder buttons, in light of the popularity of fighter games. Nintendo’s improvements showed, they once again came to dominate the Japanese market.

Unlike the NES, the SNES had to deal with an established competitor in Sega outside Japan; Europe and South America were Sega strongholds.

Not only that, in mid-1991, Sega found its success in a change of policy. The price was cut, a team was created to develop US-targeted games, the marketing increased, and the bundled game was changed to what became Sega’s iconic series – Sonic the Hedgehog. The console received massive success, with many people buying new bundle Genesis in the US over waiting for the SNES.

By the time of SNES’ release, Sega controlled 60% of the US market.

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Between 1990 and 1994, Sega and Nintendo openly battled with each other, and it was in the truest sense a console war: stronghold territories in Japan and Europe, respectively; the battleground of the US changing hands multiple times; aggressive marketing campaigns; their own competing franchises in Mario and Sonic. Each company tried to find ways to outcompete the other, and this usually came from third-party companies.

Sega’s more lenient licencing of not having companies bound, to produce only for them for a few years, meant companies like EA and Namco sided with Sega, while others like Capcom and Square remained loyal to Nintendo.

There was also the censorship dispute over Mortal Kombat in 1993, with Sega keeping in the gore while Nintendo censored it, resulting in Sega having three times as many sales as Nintendo. The dispute, because of the controversy of the gore, also resulted in the creation of the ESRB rating system in 1994. Nintendo, now using the rating system instead of censoring content themselves, was able to succeed with MK II.

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The fourth console war was bitterly close.

Unlike previous generations where one company had usually dominated, the fourth had a console war through and through, with neither gaining a significant advantage nor backing down.

By the end of 1994, and the advent of the fifth generation, the war was still close, but there was a winner. Though selling less consoles, through a longer time on market, more appealing licencing policy, strong marketing and other such factors, Sega were able to just retain control of the US, European and South American market: Sega won The Fourth Generation, but barely.

While Sega and Nintendo’s rivalry continued, The Fifth generation began to the sounds of a new rising power. The Fifth Console War was to mark a massive change.

 

Check in tomorrow for the full history of The Fifth Console War

 

Luke Pilchowski

 

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The Console Wars: Third Generation, The Empire of Nintendo

As we approach the release of the PS4 and the Xbox One, we prepare to truly enter next era of console gaming. But the history of console gaming goes back decades, 40 years of history. Wars, alliances, betrayals, and the rise and fall of many companies. Exeposé  Games sets out on a journey of great historical importance, charting each generation of…The Console Wars.

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As the console market imploded in the US in 1983, across the Pacific, Nintendo were preparing to release their latest console, the Famicom. Having been successful with the dedicated consoles in the late 70s, and arcade games series in the early 80s, Nintendo decided to create its own console. The company Sega also decided to release a console, the SG-1000, at the same time, with both releasing on 15th July 1983.

For the first year, neither sold particularly well. The SG-1000 was too much like the older consoles to differentiate it. The Famicom, on the other hand, had a technical issue with the motherboard.

Nintendo issued a product recall, replaced the motherboard, and started shipping again. The popularity of the console then exploded, becoming Japan’s best selling console by the end of 1984.

Two years later, in September 1986, Nintendo released the Famicom to American and European markets; but they gave the Famicom a rebrand, it was now called the Nintendo Entertainment System or NES. Because of the gaming crash of 1983, Nintendo had trouble convincing retailers to stock the console, taking several measures to have them agree to it, such as the rebranding to make it sound less like a gaming console.

The US still believed console gaming had been a fad. The NES destroyed all belief of that. By 1988, it had sold 11 million NES units in the US and Japan alone.

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Nintendo market success wasn’t by luck. It was by a series of reforms to hardware, software, and business practice that became the standard for the gaming market. All done first with the NES. Besides form, and the basic improvements to increase its capabilities compared the last generation, the NES also had a completely different controller setup. Instead of a joystick, it had two buttons on the right, a start and select button in the middle, and a d-pad on the left.

It short, it was the beginning of the modern controller. Another simple feature, were the character sprites now found in the games.  Though taken for granted now, multi-coloured sprites were a massive leap forward for the industry in terms of graphics design.

Beyond improvement, it innovated the gaming industry. However, even if the market couldn’t trust the game quality, it wouldn’t matter.

That was where locking came in. Using specifically coded chips, Nintendo locked the NES for programmers, and locked it regionally. First-party games were unaffected, but third-party developers would have to pay Nintendo royalties for the licence, and if a game didn’t get Nintendo’s seal of approval, it didn’t release.

The result were games that earned Nintendo’s seal of quality, coming to improve gaming quality and helping restore buyer confidence, all of which Nintendo profited from. Atari had seen third-party developers as an enemy to their market; Nintendo used them as an untapped goldmine.

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The NES did eventually get competition, in two very different forms. Sega returned in October 1985 with the Sega Master System, a console that outperformed the NES in terms of hardware, with a bigger memory, colour palette and stronger capabilities of producing early forms of 3D graphics.

Conversely, Atari’s attempt to get back the market, the Atari 7800, released had been delayed to release since 1984, releasing properly in January 1986, its near complete backwards compatibility its only major feature among its relatively out-dated hardware.

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Instead of fighting Nintendo, though, it ended a fight for second place, and Atari always was on the back foot. Nintendo’s licencing policy meant the companies licenced could only work on NES games for two years, effectively cutting off Sega and Atari from most big games.

The Empire of Nintendo reigned supreme.

By the end of 1988, Nintendo dominated the industry. It controlled 78% of the gaming market. If the first console war had been exploration, and the second a scramble, the third console war was a conquest and revival of the failing gaming industry-by the Nintendo Empire.

It also marked the end of US dominance over the market, shifting instead to Japan, where it remained effectively unchallenged for over 20 years. Atari was  out, but Sega was still prepared to fight Nintendo on even ground. The pitched battle of the fourth console war was about to begin.

 

Check in tomorrow for the full history of The Fourth Console War

 

Luke Pilchowski

 

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