E3 2002: Sony

Posted in News by kgagne on May 22nd, 2002

by Ken Gagne

Forget "continental breakfast". Without offering a single hot selection, Sony fed the vast throngs of the electronic entertainment industry to their complete and utter satisfaction. Three cheers for free food!

I almost wish it was my stomach that would do the rest of the typing from here, and not my brain, as I wonder if Sony really knows how to give a press conference. I was unimpressed with their performance last year; this year's proved to have better presentation, but remained of little substance.

Kaz Hirai started the show from a business perspective, demonstrating that Sony is a consumer products company, not a gaming company. He focused heavily on numbers, and though it's good that U.S. sales for the entire industry were up 43% in 2001 to $9.4 billion, it's not as important as him informing us that "the console wars are over." Last year, Hirai asked, "Who's going to be number two?", demonstrating the arrogance with which Sony's PlayStation 2 platform had claimed the lead; this year, Hirai stepped back and said the question is moot: only number one matters.

Sony, we're very happy for your success — but we are gamers, not stockholders. If you are #1, it is because we have put you there with our dollars. Could you please whet our appetite for games and remind us why you are #1?

Well, they certainly tried. Just as Sony last year delivered Jak & Daxter, this year's conference brought us Ratchet & Clank, a 3D platformer from Insomniac Games, the people who created Spyro the Dragon. In R&C, players can equip over 35 different weapons and gadgets to assail the enemy and obstacles they'll encounter. That could be fun, but it's not terribly innovative. Will Sony every year unveil a different Banjo-Kazooie clone as its secret project?

The next presentation was given by Brendan McNamara of SCEE, who demonstrated The Getaway. This title combines action and driving across 46 simulated square kilometers of London. A large cast of actors and an involved storyline are intended to give this game a movie-like feel and development, justifying Sony's tagline, "When is a movie more than a movie?" Unfortunately, they got a bit carried away with this cinematic presentation in a several-minute trailer which, unbelievably, demonstrated no gameplay footage. None. Just bad actors in silly situations. Look forward to listening to an hour of narrative dialogue across a hundred-page script in this game, coming fourth quarter 2002.

If Sony is innovating anywhere, it's in the online arena. The PlayStation 2 will go online this year, courtesy a $40 broadband/narrowband adaptor to be released on August 27th. Players can use their own ISPs, including AOL and MSN, to connect with such games as Tony Hawk's Pro Skater 4, Twisted Metal Black Online, and a variety of Sega Sports. Hirai admitted that getting the PS2 connected is happening more slowly than expected, but even the lack of widespread broadband access has not dampened their enthusiasm for the online model.

We saw a live demonstration of SOCOM: U.S. Navy Seals, Sony's first online game which was presented at their conference last year as well, and does not appear to have changed much since then. This team-based game, scheduled for simultaneous launch with the network adaptor, allows 16 players to compete and cooperate in authentic military action. The $60 price tag includes a USB headset for voice communication. Due to the amount of data involved in such transmissions, this game will be online through broadband only.

In the highlight of Sony's conference, pro athletes Dante Culpepper and Jevon Kearse engaged in an online game of Madden 2003, with Culpepper on-site and Kearse operating from Orlando. Live commentary was provided by John Madden himself, who was hilarious in his explanations of the two players' strengths and weaknesses. The final score was 7-6, Culpepper.

Hirai closed by listing other games we can look expect to enjoy online, including Final Fantasy XI, Everquest Online Adventures, Star Wars Galaxies, and Resident Evil Online.

The online dimension will give the PlayStation 2 a new depth, but all current consoles are headed to this arena as well. What will ultimately distinguish one from the other is the unique gameplay experiences each platform can deliver. Does Sony grasp this concept? Or will they be too wrapped up in the goal of stealing dollars from Nintendo and Microsoft that they'll overlook the means to that end? Time will tell.


This article is copyright (c) 2002, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 22-May-02

E3 2001: Sony

Posted in News by kgagne on May 16th, 2001

by Ken Gagne

Sony's buses whisked reporters from the Biltmore Hotel site of Nintendo's conference, to a sound stage a few blocks away. There, after a happy buffet of delicious vegetarian and chicken foods, we were herded into the conference hall, equipped with Sony writing pads and three-color pens. We settled in for what would prove to be a long and fairly uneventful press conference.

A variety of Sony speakers took their turns at the lectern. First off were SCEA's refutations of PS2 launch myths, such as the wild ideas that it was unsuccessful or that they had production issues. Then they went right into the software. There are already 80 PS2 titles available, with 100 to debut at E3. Over 280 titles will be available by Christmas. Here are some specifics.

Dark Cloud, an RPG, is due on May 29th, followed on June 19th by Twisted Metal: Black… neither of which were demoed at the conference. Gran Turismo 3 A-Spec was shown, mostly FMV and replay mode. This updated racer will launch on July 10th, and can also be purchased in a PS2 bundle for $330.

Naughty Dog, the development studio that created Crash Bandicoot, demonstrated Jak and Daxter: The Precursor Legacy. This 3D platformer features a dashing protagonist with a furry friend on his shoulder, and what Andy Gavin of Naughty Dag called "rigid body physics" and real-time effects with millions of polygons. Though pretty, J&D appeared neither original nor innovative; in fact, the two-part hero and the beach level we saw reminded me strongly of Banjo-Kazooie.

John Schappert of Electronic Arts' Tiburon Studio demonstrated Madden 2002, which graphically looked at least as good as Sega's NFL 2K series. Also showcased was the "EA Sports BIG" line of games, including SSX Tricky snowboarding, NBA Street urban basketball, and Sled Storm 2.

A portion of the show was given for Square to present their material — which was only Final Fantasy. FFX's graphics are an excellent example of the PS2's power. Unfortunately, what we were shown was almost entirely FMV, and very, very little gameplay. Even the type of world in which FFX is set — steampunk or fantasy — is difficult to discern. A movie trailer for FF: The Spirits Within movie was also shown.

Shinja Mikami, creator of Capcom's Resident Evil games, next took the mic to speak of his new game, Devil May Cry. This 3D action game pits the half-human, half-demon warrior, Dante, against a host of demonic creatures. Dante's repertoire features one move in which his katana dashes enemies into the air, where he pumps them full of lead with his dual guns; when you execute this move, as Mikami said, "it makes you feel so good."

With a smooth segue from demonic to horrific, Gozo Kitao of Konami rolled a tape of Silent Hill 2. Though a year old, it looked better than the gameplay a tester showed us. Yet in either case, the creepy environment which made the original Silent Hill such a hit is one best conducted through gameplay, not audience viewing. This revisit to the paranormal resort town of Silent Hill is sure to draw many players along with it.

Konami then handed the stage to Hideo Kojima and Metal Gear Solid 2. More of the plot was revealed, and hardly any of the gameplay.

Games such as Final Fantasy X, Devil May Cry, Metal Gear Solid 2, Legacy of Kain: Soul Reaver 2, and Virtua Fighter 4 will be PS2 exclusives for at least a year.

Various PlayStation peripherals will also be available this year. An LCD screen for the PSOne will cost $129, or $149 with extra features. Expect to see colored DualShock controllers for $25 in August.

Finally, Kaz Hirai elaborated on Sony's commitment to put their newest console on the online frontier. The full hardware suite will prove an extensive and expensive package. Online gaming will occur by this November, when a dual 56K modem/broadband adaptor is released for $39.95. A keyboard, mouse, LCD screen, and 40 gigabyte hard drive will also be available, all by Christmas 2001.

Online software will also make the PlayStation 2 a powerful online tool. Several partnerships have been formed to help ensure Sony's success on the 'net. Netscape will provide the web browser, while a version of the America Online client will also be available. This is a smart move on SCEA's part, since Sega omitted a large audience by neglecting AOL connectivity from their Dreamcast plans. Cisco will provide the protocol stack, with more software coming from Macromedia (Flash) and Real Software (RealPlayer).

There was so much focus on the hardware and software necessary to create an online experience for the PS2, little time was given to online gaming. SOCOM: U.S. Navy Seals was one unveiled online title, as was Twisted Metal Online, but gaming definitely seemed to take a backseat to Sony's plans to establish the PS2 as the center of fulfilling the household's electronic needs.

The overall focus of Sony's press conference was on sequels and graphics. Maybe I had been biased by Nintendo declaring these "negative industry trends," but I was unimpressed by the lack of originality demonstrated at this press conference. The speakers, who would have been lost without teleprompters and PowerPoint, droned on and on, often accompanied by halting and inaccurate translations. Neither the content nor the organization of this presentation left me feeling excited about the future of gaming on the PlayStation.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 16-May-01

Gran Turismo 2

Posted in psx by kgagne on Dec 27th, 1999
Title  : Gran Turismo 2
Platforms  : Sony PlayStation
Publisher  : Sony
ESRB Rating  : Everyone
Game Rating  : 8.3
Review by  : Ken Gagne

More cars. More courses. More music. More options. 

More fun? Or just more confusing? 

Gran Turismo 2, Sony's racing simulation game for the PlayStation, has much over the original best-seller that may appeal more to the gamer-oriented mechanic, than the mechanic-oriented gamer. 

Gran Turismo 2, like its predecessor, is a racer that takes itself seriously. Over 500 models of real cars from Ford, Mazda, Aston Martin, and others can be bought, tuned, and raced on over twenty courses. Victories in the cups and rallies will net earnings that lead to better equipment, faster cars, and more money. Races can occur on pavement or in offroad rally; in either, cars can become worn and damaged, prompting a visit to the pit area. 

GT2 comes on two discs. The first is the Arcade Mode, which offers a variety of cars and courses from which to choose for a quick, single race. The second disc contains the Simulation Mode, where most players will spend their time; it's here that custom cars are built and personal garages assembled. 

The volume of options can easily overwhelm all but the most fanatic car nut. The initial bankroll severely limits the choice of new and used cars, but staggering choices still prevail. With new tires, brakes, engines, and hubcaps to consider, the paths to the ultimate car are many. After long hours at the racetrack, enough money may be collected to buy a new car — but which one of five hundred? Gamers who know their cars and understand the value of every upgrade and option will be in Seventh Heaven; the rest will be making shots in the dark and hoping for the best. 

Of course, there's more to a game than its quantity. One would think GT's presentation has also improved. I'm told the graphics are cleaner, but I don't see it. In fact, just the opposite: races sometimes appear grittier, with every pixel alive and fidgeting. The background pixelation evident in the first Gran Turismo's replays is still present. 

That's not to say the graphics are general poor. The car models are some of the most detailed and realistic of any racing game, from the shine on the hood to the spokes of the wheel. The instant replays offer cinematic points of view, capturing the excitement of the race. It's the lack of improvement over graphics which were jaw-dropping nearly two years ago that's disappointing. 

Live artists continue to provide the Gran Turismo soundtrack. Beck, Foo Fighters, and Garbage are among the artists in the GT2 album. Although the music is good, the soundtrack seems more befitting a jammin' party than a race. 

Though most time is spent in races, the interface found between trials is a curmudgeon. Icons are strewn haphazardly about the screen — or, in the case of car manufacturers, across several screens. Adhering to the city map layout of GT1, GT2 has by necessity divided its manufacturers across several maps, so window shoppers or players with many cars must do some travelling. Also, immediately after races, the game defaults to a replay of the entire race. Although these are fun to watch, going out of one's way to cancel it should not be standard. 

Gamers who dreaded the license tests — trials necessary to compete in the more difficult circuits — have more to fear in this sequel. To match the increased number of tracks are more licenses required to compete on those tracks. Fortunately, any licenses earned in GT1 can be imported to GT2, to save veteran drivers from re-earning old licenses. 

The cups themselves sport a new format. Many circuits can be tackled a single race at a time, with no purse for overall standing. The qualifying lap (and its purse) have also been eliminated, with the chance of starting in the pole position. 

Gran Turismo 2 surpasses its predecessor, if not by superior gameplay or performance, then by numbers alone. It's more of the same, which is enough if you're a gamer who didn't get enough the first time around. Otherwise, GT2 can be, if not overwhelmingly disappointing, at least overwhelming and disappointing.


This article is copyright (c) 1999, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 27-Dec-99