My latest for Fox & Friends. Not a shocker, but I still found it amusing.
My latest for Fox & Friends.
Like something out of a Dan Brown novel, I tell ya.
“Try becoming a real journalist and offering up a balanced article,” the fanman wrote. I guess he didn’t like that I quoted both critics and skeptics in a single article. “Balanced,” would have completely ignored one side or the other, apparently.
Or maybe he’s just mad that Fox News exists.
One of six fabled BCS computers, not unlike something you’d use to surf YouTube.
Crazy, isn’t it?
Reporting for Fox & Friends: “A new application lets parents photograph a software package at the store and instantly learn about any potentially questionable content.”
Go read my Fox & Friends story to find out.
New technology article I wrote for Fox & Friends on cool science fair projects.
A new slideshow I penned for Fox & Friends.
Reporting for Fox News… from the non-biased department. :)
On assignment for Fox News. They sorta butchered my informal tone. But it still turned out okay:
Hunker down, New England!
In addition to contributing stories to all corners of the web (except the dirty ones), I recently began penning a thrice weekly column for Dell Games / Alienware. If you like PC games, or ever thought of using a PC to play them (including HD ones), the column chronicles the high points of the platform without the overkill found elsewhere. Behold. (RSS here)
Excluding blog posts and short-news articles:
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For video game pessimists and number crunchers, my latest:
I’ll let you in on a little secret: Beta, that silly subhead you see on so many websites, has been dead for quite some time. It just took a while before someone came out and said it. Here’s my latest from GigaOM, also syndicated on CNN/Fortune, entitled “Beta is dead”:
“Beta, as it pertains to web sites, has seen better days. Not long ago, saying the word as part of your web development cycle could help land venture capital even faster than claiming “community,” “paradigm shift” or “disruptive technology.” Now, the term is dissipated and confusing.
“While the specific origin of its use is unknown, beta as a tagline was popularized by a Google with the release of Google News in 2002, and later, Gmail in 2004. From there, startups quickly followed suit. By 2006, it seemed like every new web site was “in beta.” Continue reading…
For the nerds out there, my latest: “Your 401k is gone. The price of your home has crashed. Your paycheck is in doubt. Yeah, 2009 is shaping up to be a great year, thanks to the recession. But chin up, readers. With hard work, a little bit of luck, and a healthy dose of escapism, we’ll get through this. So when the going gets tough, look to these standout games to forget it all: the most anticipated video games of 2009.”
My latest: “PlayStation Home for the PlayStation 3 launched on Dec. 11, more than a year after the virtual world was first promised. The general online reaction to the free PS3 service? To put it lightly, boring, as shown by a scathing Penny Arcade cartoon on the service.
“So why would gamers, the overwhelming group of people buying the console, want to use it? “For the average gamer, it’s hard to meet other players,” says Jack Buser, who joined Sony eight months ago to become director of the new social community. “Home is a place where you can meet new friends, share interests, and play games. There are so many super cool people who own a PS3.”
My latest: “First, the bad news. The dreaded “Red Ring of Death” continues to plague Xbox 360 owners. Some reports have put the failure rate of the console at one-third. It’s a bummer, because there are so many great games.
“The good news — provided you’re in the lucky majority with a valid warranty — was that 2008 was another great year for Xbox fans. Not as jam-packed as last year, mind you. But with improved reliability and a new low price of $199, there’s no reason to miss the top 10 Xbox 360 games of 2008.”
Here’s my latest nerd minutia article, on the subject of video game of the year awards: Since becoming a full-time critic three years ago, I’ve been involved in selecting several game of the year awards, the summa cum laude of video game honors.
As a newbie, I was surprised to learn that voters are rarely, if ever, required to play all nominees before casting final ballots. Rather, a group of judges throws their favorites into a hat and lobbies against one another, whether or not they are qualified to do so. The process is very political. In most cases, the loudest voice always wins.
And therein lies the rub, underscoring how unorganized, unscientific, and naive some game of the year awards have become.
My latest: “Three years after its release, and the PSP is still lacking games — most people use it to watch movies on the go. But a nice mix of sports, arcade, shoot-âem-ups, creative and traditional titles have made their way to the handheld this year. Though all but one were released in the first half of 2008, these are the best PlayStation Portable games of the year.”
Whoever said video games are recession proof is a turd. I know because my GamePro invoicing and contributions were drastically cut two weeks ago as the outlet readies for the great advertising scare and depression apocalypse of 2009. It was the right thing for the company to do in an effort to stay lean, even if freelancers like myself and lowly employees suffer as a result.
In any case, I will no longer serve as news editor for the publication, something I’ve greatly enjoyed since taking the helm in July 2007. Instead, I will remain an editor at large, helping to expand the coverage of GamePro’s subsidiary sites. I will continue responding to “letters to the editor” along with the occasional game review and preview, but for the time being, I will no longer be writing news.
During my tenure as news editor, I wrote more than 1,000 news articles (a partial list which can be found here) and oversaw 2,000 published works. I also scooped some original stories, got cited in CNN, planned coverage for a team of three reporters, and edited lots of copy. For any interested, click to your hearts content, and let me know if any media outlets are looking for wordsmiths (wink, wink).
Follow the yellow brick road to MSNBC and I’ll tell you my thoughts… sorta. For those that have played both, which do you prefer?
The big games this year are hard to miss: “Gears of War 2,” “Fallout 3,” “LittleBigPlanet,” “Guitar Hero.” But what about the low-profile ones that are just as good, if not better? The games that come out of nowhere to delight, inspire and surprise us?These are the best Cinderella games of 2008. If it’s the new and innovative you seek, don’t overlook these hidden gems.
Unplayable cut scenes, cinemas, or in-game movies have been a part of video games for more than 20 years. They help advance the plot, serve as a rest area for players and produce shock and awe like any good movie.
While the technique is evolving (some developers like Valve shun them altogether in favor of total interaction), cut scenes often make games feel bigger than they really are. And nobody does it better than the following games when it comes to memorable cinematics.
Ghosts may be the first thing you think of when you hear the word “spooky,” but they make for lousy Halloween costumes. They have a rich history with video games, and for that, I respect them. So in the spirit of disembodied souls and our favorite pagan holiday, I give to you the best video game ghosts of all time.
Microsoft says its “New Xbox Experience,” which rolls out Nov. 19, will “change the face of home entertainment for every Xbox 360 owner.” It doesn’t.
In reality, the New Xbox Experience is more appropriately described as a new menu system. It won’t revolutionize your console, but it will improve your experience. Ironically, the most interesting feature about this revamp to a game console’s user interface has nothing to do with games. It’s about movies.
Lindsey and I have been playing World Tour all weekend with friends. The game is Guitar Hero’s response to the popular Rock Band. The early verdict: World Tour improves upon Rock Band in almost every way, save for scoring, star power, and when someone fails. Plus, anything that has Van Halen gets bonus points from me. My full review at MSNBC…
It’s almost impossible to hear the word “Atari” and not reminisce on joysticks, paddle controllers, stick-men animation, beeps and blips and countless gaming classics. If it weren’t for Atari, there probably wouldn’t be Nintendo, PlayStation, or Xbox – at least as we know them.
While arcade hits make up the lion’s share of popular games found on Atari systems, original favorites also call the platform home. Wooden-panel consoles, we salute you with the best Atari games.
Developers have made more than 2,400 games for PlayStation 2, Sony says. That’s easily the most of any console, which makes sense, considering that a whopping 140 million of the units have been sold since its debut eight years ago.
With a library and audience that big, there truly is something for everyone on the system, and new games are still being released. The following five are the creme de la creme – and found only on the PS2 system.
In the early 80s, video game programmers did all the work: sprite design, writing, music — you name it. Often times, one or two people was all it took to develop a hit.
But these days, hundreds of programmers, artists, and designers work together to create our favorite games. Here’s a handy explanation of some of the most common jobs held inside a game studio.
Reducing the most memorable video game quotes to just five is a tough task. From classic “Duke Nukem” one-liners to the inadvertent hilarity of poor Japanese-to-English translations, the options are virtually endless.
And while a mention of “All your base are belong to us” is perhaps more than deserving (the phrase spawned a major Internet meme at the turn of the decade, after all), the following extracts are the ones that truly define the medium – the most choice video game quotes of all time.
Erich Remarque of Magnolia, Arkansas is pissed. After waiting three years to play Spore, he’s being treated more like a suspect than paying customer.
“[Spore] incorporates a draconian [digital rights management (DRM)] system that requires you to activate over the internet, and limits you to a grand total of 3 activations,” he writes in his glaringly critical review of the game on Amazon.com. “If you reach that limit, then you’ll have to call EA in order to add one extra activation. That’s not as simple as it sounds, since when you reach that point EA will assume that you, the paying customer, are a filthy pirating thief.”
Emotion may have got the best of Remarque, but he has reason to be upset over Spore’s limited use policy, which is extreme. And he’s not the only one who thinks so. At the time of writing, 85 percent of 3,000 user reviews on Amazon.com have given Spore a one-star (out of five) rating, almost all of them slamming the strict digital rights management employed by Electronic Arts.
Later this month, 20th Century Fox will release “Max Payne,” the most recent video game to get a Hollywood makeover. But if history is any indication, the movie will be a critical stinker, as have been the majority of cringe-inducing, game-related feature films.
That’s not to say there haven’t been any good ones (or at least a handful of bearable ones). And from time to time, there have even been some great ones, particularly those that use video games as a backdrop, as opposed to driving the central story. And these are the best – the ones that will leave you minimally embarrassed or even impressed.
“There is no way we’re putting that there,” my wife tells me.
We’ve just spent 20 minutes surveying our 1,100-square-foot apartment in search of a spot for our new “Dance Dance Revolution” pad. The only place to stash it is under the couch, and my wife knows it.
”OK,” she concedes, allowing the unorthodox storage given our growing game-related gadgetry.
I’m not the only one with an increasing stockpile of video-game peripherals. According to The NPD Group, the official bean-counter of U.S. video game sales, consumers spent a record $1.3 billion so far this year on plastic guitars, steering wheels and other add-ons, the result of games like “Wii Fit,” “Guitar Hero,” “Mario Kart Wii” and “Rock Band.”
Review scores are too complex. What began as a useful tool for players to compare and prioritize games has now become a confusing, lopsided, and political mess.
Consider score explanation guides, which often appear in magazines and review sites to interpret what should be easily understood: is a game any good? Furthermore, “average” games routinely score in the 80th percentile now, and the credibility of ratings are compromised when sly publishers allegedly work the system in exchange for favorable reviews (see also: Jeff Gerstmann).
So what’s a gamer to do? Should scores in reviews be thrown out altogether?
Ever since launch, the Xbox 360 core model without hard drive has largely been written off by gamers — and rightfully so. It lacks many of the attractive advantages of its older brothers, not to mention value for what’s included in the box. (Most core models can’t even save games without separate purchase!)
But all that’s about to change with the upcoming $80 price cut of the latest Arcade bundle (September 7, according to retailers), which includes a matte white system, wireless controller, and a 256 MB memory card for saving games and playing online.
Earth is under attack. Your favorite football team is waiting to win their division. There are more than 60 remaining stars to collect. And yet the gamers charged with overcoming the odds couldn’t care less.
They rarely finish their games, it seems.
According to an investigative Crispy Gamer survey of 2,000 players conducted this month, less than 25 percent of games are played to completion (i.e. the rolling of credits). What’s more, an alarming number of the same percentile say they finish less than 10 percent of their games, purchased, rented, or otherwise.
Most gamers are familiar with big name publishers like Electronic Arts, Activision, and Sega. But what about the development studios themselves? You know, the ones that actually make the games, not just distribute them. Behold! Here are eight of the most important ones, in terms of multiple hits, present impact, and cash money.
With only a week to go, we profile the 25 most-promising titles expected this year.
We’ve polled our editorial team, scoured the internet, and given special attention to original efforts to develop the following list of 25 games, all of which has us giddy with the prospects. So with exception to unknown announcements, you can confidently count on these babies to be shown this year… and hopefully playable.
Guitar Hero: Aerosmith, launching June 29, isn’t just a collection of songs grouped together by artist for a stand-alone rhythm game. It’s sort of like Behind The Music in interactive form, letting players vicariously relive Aerosmith’s 30 year performance history in near-chronological order, from high school to international stardom.
So based on mega-platinum sales on multiple occasions (read: broad appeal), a storied history, and anthemic riffs, here are the top five bands we’d like to see in their own Guitar Hero games.
If you’ve never played Xbox 360, you probably missed it.
During the final action sequence of Transformers (2007), at precisely two hours, two minutes, and 25 seconds in, gamers are treated to a recognizable image and sound: a newly purchased Xbox 360 with its accompanying audio logo.
The brief product placement lasts no longer than 1 ½ seconds, as the popular console transforms on-screen into a hostile robot, after its owner becomes entangled with evil forces, while innocently shopping the streets of Las Vegas.
“I think a lot of Xbox fans got a kick out of it,” says Eli Friedman, director of Xbox Global Brand Marketing. “When we learned Transformers was being made into a movie, we jumped at the opportunity to work with Paramount Pictures since much of our core audience also happens to be Transformers fans.”
As we approach the middle era of seventh generation consoles, GamePro lists the most miserable games released so far. Dodge these stinkers at all costs. But don’t let the following countdown numbers confuse you — these games are all trash.
Much like a stolen car, Atari has been gutted and sold for its parts over the years. It has changed ownership numerous times since its formation in 1972 and was recently delisted from the NASDAQ stock exchange amid near-financial ruin. It’s embattled, confused, and has few prospects other than its recognizable name. So how can the world’s first videogame publisher turn itself around? Here are five common sense ways:
When I first heard the news that Steven Spielberg was working on an exclusive Wii puzzle game, I was skeptical. What does he know about videogames, especially non-story ones like Boom Blox? On the subject of his pedigree: Sure he directed “Raiders of the Lost Ark,” “Jaws” and “Saving Private Ryan,” but he also directed “A.I.,” “Temple of Doom” and “War of the Worlds.” I think you can appreciate where I’m coming from.
After playing the game, however, I’m happy to report that Boom Blox is not just a marketing ploy or a misguided idea by the venerable movie director. It’s an inspired, console-appropriate and rewarding game — particularly for single-player challenge-seekers — even if it appears to be something that Spielberg wouldn’t be involved with.
Developers agree: video game controllers are too complicated! Here are five easy ways to simplify them.
In March 2007, BBC technology editor Darren Waters wrote, “LittleBigPlanet is perhaps one of the most dazzling demos I’ve seen in the last 10 years.” More than a year later, after an extensive hands-on in late April, I can only say the same. LittleBigPlanet looks, plays and feels incredibly fresh — even for an unfinished game. It’s no wonder Nintendo president Reggie Fils-Aime was covetous of developer Media Molecule after the exclusive PlayStation 3 title was revealed last year. Here’s an update on its development.
Crispy Gamer examines the decline of printed videogame manuals.
Instruction manuals are on life support. If you haven’t noticed already, the once-precious and colorful booklets have recently been reduced to a few black and white pages. Call of Duty 4 is a fitting case in point. Despite containing just six paltry pages of printed user instruction (PDF here), the first-person shooter would go on to become the best-selling game of 2007. The undecorated manual obviously wasn’t missed.
At a VIP game developer event in a secluded upstairs San Francisco lounge, a well-dressed man in his 50s is making the rounds. “Hello, I’m the mayor of Baton Rouge.”
“Do you just walk around calling yourself a mayor?” asks one doubting attendee.
“No, I’m really the mayor of of Baton Rouge.”
And he is. His name is Mayor Melvin “Kip” Holden, and he was attending the Game Developers Conference for the second time in as many years. He wouldn’t be there (or be a sponsor) if he didn’t like videogames — or at least what they’ve already done and potentially will do for his city’s inhabitants.
BATON ROUGE, La. – While most U.S. cities push biotech to drive economic growth, one municipality is using video games to do the same — Baton Rouge, Louisiana. It’s an unlikely match, given the establishment of California as the nation’s video game capital, but one the fast-growing Southern city is convinced will be its future just the same.
The interest in bringing video game developers to Baton Rouge started in 2005, prior to Hurricane Katrina, to complement the area’s strong ties to film production. Louisiana is currently third in U.S. film production after California and New York, says the Baton Rouge Area Chamber, which saw the overlapping opportunity of video games and acted on it.
The road to modern video games is littered with the corpses of noble game consoles who flew too high to the sun. Here are the 10 best under-achievers of all-time.
Blake Snow examines gaming benevolence and creative development twice monthly. The color of next-gen is bright.
Mr. Bright Side, here, back with more. This time, I focus on the increasing role of videogames as rehabilitation products, surgical guiding lights, brain developers, an aid to cancer researchers and tools for paramedics training — no, I’m not making this stuff up.
It’s easy to understand how conventional gamers and industry pundits may have grown tired of the positive media coverage enjoyed by Nintendo Wii since first launching more than a year and a half ago. Indeed, Nintendo took press clippings to a whole new level at E3 2007, when it incessantly showed a stream of favorable “we told you so” videos, but if you don’t get warm and fuzzy watching the “Wii Being Used as Therapy” story that was televised on “The Today Show” in March, you have a heart of coal.
Arcade golf games haven’t changed much. You mash a button to start a swing, hit it a second time to mark your power, and press it third time to dictate shot accuracy. The fifth version of the long-running Hot Shots Golf series for PlayStation 3 closely follows this formula, and that’s not a bad thing — after all these years, the simple gameplay continues to satisfy, and a fresh coat of HD paint is just gravy.
A closer look at the rise of lengthy videogame names by Blake Snow.
In the second week of November 2007, publishers released an unprecedented number of multiplatform videogames at the height of holiday shopping. Interestingly, more than half of the listed games employed subtitles in their titling, via the use of colons. This represents a far cry from the use of subtitles 10 years ago, which stood at just 30 percent of games.
Continue reading… [Crispy Gamer]
2008 may end up being the year of the sequel. Just listen to this lineup of high-profile follow-ups: Super Smash Bros. Brawl, Grand Theft Auto IV, Ninja Gaiden 2, StarCraft 2, Fallout 3, Metal Gear Solid 4, Resident Evil 5, Mario Kart Wii, Guitar Hero 4, Resistance 2, Gears of War 2, and Call of Duty 5. Hopefully these games warrant their existence, and we’re confident many will.
But what about new games, the ones that lead not just follow? Marketing types call them “original IPs;” we call them risk-takers. So in an effort to applaud their individuality, we profile the most promising ones for the rest of the year, based on first-impressions, breakout potential, and pedigree. A handful of titles are based on existing themes and ideas, but their creative spirit should not be overlooked.
Blake Snow examines gaming benevolence and creative development twice monthly. The color of next-gen is bright.
In 2007, a fictional food critic by the name of Antone Ego aptly described mass media and its audience when he wrote: “We thrive on negative criticism, which is fun to write and to read.”
Ego’s definition couldn’t have been wiser. Indeed, positive news has long since taken a backseat to negative reporting, with the former often compressed to a 20-second closing spot in a 30-minute telecast.
The same is true of videogames, if not by more, which have long been vilified and blamed for idleness, poor grades, insensitivity and random acts of violence by the mainstream media. Interestingly, even the gaming press has become more grumpy in recent years, adding drama where there is none to be found, discouraging industry growth and change, and forgetting the playful nature of videogames altogether.
Ever wonder which controller has the best battery life? If so, you’re in the right place. Over the last month, we juxtaposed Xbox 360, Wii, and PS3 controllers at GamePro Towers to find out which ones go the distance. Though our research is far from scientific, we isolated all obvious variables, rigorously documented our findings, and worked in an uncontaminated testing environment for optimal significance.
For our tests, we cleaved to the following criteria: We only used out-of-the box hardware — that means no charger packs for 360 and Wii, which must be purchased separately. We played a wide variety of games on each console, including lengthy single-player adventures and shallow downloadable games, both online and off. We played for varying time intervals, from fifteen minutes to upwards of eight hours (Hello weekends!). We used Duracell CopperTops for 360 and Wii testing. And we deemed all battery(s) dead after attempting to reconnect the controller for a third consecutive time. Behold, the results:
This FPS franchise has made its name with unbeatable action and speed that is — yes, unreal. Does this UT for the PS3 live up to its name? Find out in Blake Snow’s review of Unreal Tournament III, developed by Epic Games and published by Midway.
Hawk’s back with more sick skateboard combos in Tony Hawk’s Proving Ground — does the game prove itself on the Wii? Blake Snow reviews the skate park sim developed by Page 44 and published by Activision.
Kratos is back in another hack-and-slash action-adventure on the PS2 — does this next generation of his saga hold up on last-gen hardware? Blake Snow reviews God of War II, developed by SCE Studios Santa Monica and published by Sony.
In December of 2007, game developer Guerrilla Games admitted to altering newly released Killzone 2 screenshots in order to make them look more attractive. “There are only the tiniest bit touched up,” said the company’s QA manager, Seb Downie, in a PlayStation.com reply to savvy gamers who noticed discrepancies when compared to actual gameplay footage. “There was a little bit of color-correction done and some minor polish, but nothing major,” he maintained.
Indeed, the advertised screenshot was hardly a radical improvement over its in-game counterpart. But it wasn’t the first time Guerrilla Games had altered the game’s appearance, either. Killzone 2’s debut trailer, shown in 2005, looked a lot more glamorous than it did two years later when proper gameplay was shown at E3. And who can forget EA’s exaggerated 2005 promo for its next-gen Madden? The screenshots looked superb, but the actual gameplay looked glaringly inferior when it was released later that year.
The Proof is in the Pudding
Faked, enhanced, or otherwise augmented screenshots are commonly called “bullshots.” Their intent is to make a game look more appealing than it actually is, and their occurrence has largely existed since video games were first commercialized. So are bullshots misleading or just good marketing?
GamePro lists the biggest stories of the year – some shocking, others far-reaching, everything you need to know.
Amid the myriad of mediocrity and contrary to popular belief, there are several high caliber Wii games deserving of your time. These are the best so far limited to only one mini-game and excluding GameCube ports. Let the listing begin!
We’re betting you already have an ample supply of choice games to play this Christmas given the recent glut of releases. But that doesn’t mean the following titles aren’t deserving of your attention. Afflicted by a lack of advertising, an unfamiliar name, or just taking a back seat to Halo and Mario, these unsung holiday games should be on your radar — if not your game shelf.
To fade or not to fade, that is the question.
Fact: Nintendo’s Wii is on track to outsell Sony’s record-setting PS2 at 115 million units sold. That’s according to comparative NPD sales data for both systems. No other console has sold faster in its first eight months of availability than the Wii.
Despite its undisputed initial success, however, several industry pundits remain unconvinced. “The Wii will fade,” they say, suggesting that the machine’s novel motion-controls and antiquated graphics will soon cause the system to wane in popularity.
The conventional “rise in development cost” argument doesn’t always add up — here’s why.
When Microsoft released the Xbox 360 on November 22, 2005, it marked the first time that console gamers would be treated to high-definition graphics in all their detailed glory. It also marked the beginning of an era where major game publishers would impose a $10 next-gen tax — $60 per game instead of the usual $50.
Rumblings of a price increase for video games began in 2004 as publishers non-exclusively decided that a $10 price hike would help offset the rise in production costs as more and more money was being spent on big budget games. The move, in theory, would help mitigate the high risk of releasing video games. Microsoft and Sony obliged with the manufacturer’s suggested retail price (MSRP), but interestingly not everyone got on board.
Outdated visuals suck. Enter the high-resolution remake; an effective way to revitalize and modernize classic gameplay for a new generation of gamers or for those wanting to experience a favorite for the second time. For a good example of what we’re talking about, think of Super Contra on Xbox Live Arcade or even New Super Mario Bros. on the DS.
Due to their enduring levels and game design, these are the games that would most benefit from high definition graphics, updated sound, and extra content.
Steve Krug argues in his book Don’t Make Me Think! that a good program or product should let users accomplish their intended tasks as easily and directly as possible. The less time it takes a person to complete a desired task (even if only by a few seconds), the more satisfying it becomes. When that happens, people are more likely to use a product in greater frequency and return for more. So in the spirit of improved usability, here are ten standard features every videogame designer should embrace.
As the Tokyo Game Show comes to a close, we pay homage to the major gaming contributions wrought in Japan with a nifty time line spanning more than a century.
1889 – Nintendo is formed in late September by Fusajiro Yamauchi to produce handmade hanafuda cards which are used for several popular Japanese games. Over the years the company will transform into one of the most powerful and influential video game companies in the world.
1941 – Gunpei Yokoi is born. His ingenuity in creating a mechanical arm for his own enjoyment while on the job would later inspire Nintendo authoritarian president Hiroshi Yamauchi to extend Nintendo’s business beyond that of playing cards. Yokoi would go one to design Metroid and the Game Boy before dying in a car crash in 1997.
A week prior to the third and final game’s release, we examine 20 signs for determining if you’re a Halo addict. Believe.
What constitutes a colossal flop? After hours upon hours of research (thanks Google and Wikipedia!), the following games were selected from a pool of mediocrity due to their brazen use of hype, failed expectations, dismal sales, or all of the above.
Since 1999, major console makers including Microsoft (MSFT), Sony (SNE), Nintendo, and the now-defunct Sega have been touting online gaming as a mainstay of the industry. And though online console use is rising, mainstream apathy means the initiative has never matured.
Of the 172 million systems sold in the last generation of consoles*, an estimated 5 million gamers ventured online — representing just three percent of the market. But wouldn’t you know it, each and every major console circa the early 2000s was capable of online play (some better than others).
By comparison, there are currently 26 million “next-gen” consoles in households (11M Wiis, 11M 360s, 4M PS3s). As of August, Microsoft’s Xbox Live claimed more than 7 million active users, including paying and free silver account users that aren’t privy to online multiplayer.
A new school year is creeping ever closer, and it’s time for the editors of GamePro to grade the year in gaming.
It might look something like this.
Gloob.tv, a phonetic portmanteau of glued and tube, is adding an editorial layer on top of the web’s billion-plus available videos; the idea being that editors know best when it comes to selecting the most desired user-submitted videos.
Published by Future US out of San Francisco, Gloob currently employs 26 editors or “spotters,” as they are called, to organize “the unwieldy world of online streaming video.” Spotters work on a rev-share basis being compensated for the traffic generated to their respective video selections.
And therein lies the difference in how Calacanis would do it; actually paying people to do the nitty-gritty as opposed to the insipid use of rev-share to drive traffic to a site that doesn’t have any revenue to begin with.
We sit down with famed God of War creator David Jaffe and Twisted Metal mastermind Scott Campbell at their new Salt Lake City studios to discuss the PS3 (not to mention PS4, and PS5), review scores, God of War sequels, casual games, and the current state of the industry. While Jaffe is now independent, his loyalties still remain with Sony.
As of September 2006, Nintendo had sold 275 million Mario games worldwide easily making the little Italian plumber the best selling game character of all time. To put that into perspective, imagine all other notable game characters, combine them, and you still won’t account for half of what Mario has sold. Not Halo, not Gran Turismo, not even Nintendo’s own Pokemon or Zelda come close.
And he’s still selling. “Mario is a gaming icon that has had and continues to have a huge impact on the gaming world,” admits once Nintendo rival Takashi Iizuka of Sega. But even though single game sales may never resurface to the level of 1980s gaming, Mario isn’t the only franchise character still thriving. The franchise formula continues to work to this day assuming the playable characters maintain their appeal.
Nintendo has crushed a large majority of competing video game handhelds since first popularizing the platform over 20 years ago. Save only a few, an overwhelming number of portables are commercial botches. Here are the top handheld failures.
Be it a lack of games, poor strategy, or inadequate marketing, a majority of video game consoles are commercial failures. Here are the 10 worst selling consoles of all time in terms of high-profile systems that stood a viable chance. Other lesser-known consoles are sure to have sold worse, but the below represent the notable platforms that never met expectations.
The PS3 isn’t the only console with problems. Microsoft has an equal share of issues with the Xbox 360 that could prove just as harmful as Sony’s. Here are six reasons why the Xbox 360 is in trouble, though not necessarily doomed.
Santa Monica, California – If there was one buzzword at this year’s E3, it was “casual gaming” in all its synonymous varieties: family-friendly games, games for everyone, usability, intuitive controls, and accessibility, to name a few. Almost every game maker in attendance had casual gaming on their briefing agenda, even if only name-dropping the idea.
There’s no need to be coy; Nintendo’s Wii is directly to blame for the recent surge in interest of casual gaming and its much larger audience outside of hardcore gamers. Interestingly, that reality is transcending consoles, something that is sure to excite independent developers looking to avoid unfavorable licensing terms. Highlights from the E3/casual gaming convergence after the break.
Next Generation sat down with Activision Senior Vice President of Marketing Will Kassoy on Friday to discuss Guitar Hero, EA’s competing Rock Band, and casual games for Wii.
“There was a lot of unmet demand due to controller shortage with the release of the first Guitar Hero,” Kassoy said when asked about the franchise’s massive success. “As a result, we invested heavily in ramping up production of Guitar Hero II to meet demand.”
Activision, the number two independent game publisher, says the series is one of the fastest growing brands of all time. The company is currently preparing to release the third installment this fall next to EA’s Rock Band, a game that some are calling the “Guitar Hero killer.”
Nintendo’s Wii gaming system has been a hit on the marketplace, but to keep the momentum, the company is making a strategic bet, and turning it into a developer platform. With enough developer momentum, iconic products say an iPod or Facebook, can become a mass market phenomenon.
Nintendo today announced a new indie developer platform for its widely successful Wii console, likely to launch in early 2008. Dubbed WiiWare, the service is said to enable developers to create smallish, new games via download on the motion-controlled system.
Game journalism sometimes gets a bad rap, but many of the worst accusations aren’t based in reality. Here are eight of the most popular myths about game reporting…and what really happens behind the scenes.
8. Video game journalists aren’t as responsible as traditional media.
Conventional wisdom suggests that most gaming journalists are uninspired, inconsistent, overly sensationalistic, or even fail to fact check before running a story. While some outlets are more irresponsible than others, this isn’t the case across the board. Game journalism didn’t get where it is today by being inaccurate and irresponsible. Additionally, widespread video game coverage has existed no longer than 20 years since the late 80s. While the media is anything but nascent, it still has its growing pains. Was the mainstream media as reliable as they are today? Not likely. This same is true of video game journalists.
The Verdict: It depends on the publication and the reporter, but more often than not, game journalists are right up there with most media in terms of credibility.
The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it’s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we’re not just talking Second Life here.
So in an effort to cut through the hype and glean some context, here are the most popular MMOs in terms of active users or subscribers, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars.
More than 5,000 video game commercials can be found on Game Ad’s online archive. That’s a lot of ads. Sadly, a majority of them aren’t worth your time, so we’ve taken it upon ourselves to hand pick the best using only the finest ingredients; humor, creativity, cachet and a hint of nostalgia. Peep ’em. They’re the best video game commercials of all-time:
Definition: Trend (n.) – the general course or prevailing tendency. A leaning towards, a fad, a novelty.
So why do trends exist? Because they are familiar, they enable standards, and they just make life easier. In the case of video games, trends help companies maximize sales while reducing costs because gamers will purchase what they are accustomed to. But easier isn’t always better. Here are eleven reasons why: