gadgetPhreak Gadget News Blog. Futuristic Gadgets and Portable Electronics

November 4, 2006

E3 to be reborn as GamePro Expo

Filed under: GameproExpo,LosAngeles,e3,gamepro expo,la,los angeles — Cyrus Farivar @ 1:44 am

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While E3 may be long gone, and E3Expo may have been on the horizon for a brief time, it appears that GamePro Expo will now be taking its place as the king of the American gaming shows. IDG, the company that publishes GamePro magazine (and Macworld mag and Expo), will now run this latest show to take over the Los Angeles Convention Center come October 2007. Although GamePro is only slated for 30,000 people (half the size of E3), it should still rock, given that it’ll bring live competitions among other goodies. And if you’re looking for us while at the show, we’ll be the ones hanging our heads in shame after getting totally pwned by the smarmy editors over at Joystiq.

[Via DSFanboy]

 

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Office Depot Featured Gadget: Xbox 360 Platinum System Packs the power to bring games to life!

August 26, 2006

Nintendo’s PAX booth tour

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Just like Microsoft, Nintendo was a tad cramped in the PAX exhibition hall — their full setup could’ve squeezed into a small corner of their Wii extravaganza at E3. But they’re making the best of things with an all DS all the time booth, and quite a few new games on display such as Yoshi’s Island 2 and Final Fantasy III. We can’t deny we’re a bit disappointed by the Wii‘s absence, and the resulting lines would’ve been fun to see as well, but it’s not hard to see why Nintendo opted to keep they’re little mysterious console off the floor. Of course, with no plans by Nintendo to show the Wii at the Tokyo Games Show, we’re starting to wonder if it’ll show up in “public” at all before its still-undefined launch, but we suppose we’ll see it when we see it.








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Microsoft’s PAX booth tour

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Yeah, we’re kicking it here with our Joystiq pals in beautiful Redmond, Washington for a weekend of rubbing shoulders with the game-nerd elite. PAX’s 17,000+ attendees this year are bursting the Meydenbauer Center at the seams, which means exhibitors like Microsoft can’t quite have their usual sprawl of a booth. Luckily, they’re moving the show — which is now the biggest games show in North America thanks to the demise of E3 — to downtown Seattle at the Washington State Convention Center next year, so hopefully the claustrophobic among us will be able to manage a step through a booth in ’07. Keep reading for pics of the setup, and start saving your pennies for next year’s extravaganza.







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August 10, 2006

CEA to launch CES-like E3 replacement?

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Since E3 decided to call it quits as the besoke conference and reorg into something a little more intimate, a number of alternatives are starting to crop up in its place. The most promising prospect, however, comes from the CEA — harbingers of the one true doombringer event, CES, and outspoken consumer advocates — who have formed a committee to explore a CES-like event for games to take the place of E3. CE3, if you will. Of course, this does not mean they’re committing to any such thing, but when your last event was attended by some 162,000 or so industry professionals and members of the media, let’s just say that if they did decide to do a CE3 they’d have a helluva mailing list to work with.

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July 11, 2006

EVO: Phase One promises to touch down in October

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Having been burned oh so many times by the notorious Phantom from Infinium Labs — perhaps the most infamous piece of vaporware this side of Duke Nukem Forever — we’re more than a little skeptical of any company that comes out of nowhere to offer a “media entertainment console” targeted at gamers. And we’re even more skeptical when that company — in this case, Alabama-based Envizions Inc. — claims to have been showing off their console at a major trade show that we attended — in this case, E3 — but somehow managed to keep it under our radar. We’re still going to give the so-called EVO: Phase One the benefit of the doubt, though, as Envizions has just announced October 20th as a solid North American release date for what seems to be little more than a souped-up media center PC out of the box — although the unit comes with one wireless controller, it will only “have console-like features upon future upgrade applications and hardware assistance.” Not a good sign. For $680 you’re supposedly getting a machine with an unspecified processor and RAM configuration (also a bad sign) along with a 500MHz Sapphire Radeon X1600 Pro graphics card sporting 128MB of 800MHz DDR3 RAM, a liquid cooling system, and oddly enough, a built-in fingerprint scanner (to protect all of your valuable saved game-states, perhaps?). Again, we’ll wait until October to pass final judgment here, but lets just say that we’re not going to be the ones throwing down $25 to place a pre-order. Keep reading to check out some of the company’s over-the-top marketing, direct from CEO Derrick Samuels’ MySpace page

[Via IGN]

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May 16, 2006

The Engadget & Joystiq Interview: Microsoft’s Shane Kim

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If you haven't already watched the video, now you can read the transcription of our interview with Shane Kim, General Manager of Microsoft Game Studios. During E3, Vlad Cole and I got some time to sit down and ask him about some of the biggest questions facing Microsoft's early entrant into the next-gen console wars, like whether there are any more developer acquisitions lined up, which Xbox Live Arcade titles will show up on Vista with Live Anywhere, what are the plans for ad-supported gaming, and just how many paid subscribers does Xbox Live has.

We're corroborating with several sources: is Peter Moore's [Grand Theft Auto 4] tattoo real?

You know, I wasn't there when it was put on there, it's a very personal thing so I can neither confirm nor deny.

Okay... so it's real. Prior to E3, people were really looking forward to actual demonstrations of the Wii controller. That was the big buzz coming into the show and, after they unveiled it, I think people were more or less satisfied with it. So how do you think you fared versus that intense excitement towards that controller?

I think we fared extremely well.  One of the big things we talked about yesterday was all the momentum we're going to have this next generation. We're going to have 10 million units in consumers' hands before the competitor even ships unit one. We're well on our way to 6 million connected members on Xbox Live and we're going to have 160 games in the market by the end of the year. We've got great momentum. We had Bill Gates attend E3 for the first time ever to announce the vision of Live anywhere. Again, demonstrating leadership in the online space isn't just about what we've achieved to date, but also about how we're going to take that forward across multiple platforms and devices. And finally, first and foremost, it's about the games and the content. Yesterday we started with Gears of War and ended with Halo 3, and we sprinkled in a little bit of Fable 2, Forza 2, Alan Wake, and, oh by the way, the Grand Theft Auto 4 announcement as well. So I think from the content standpoint we're definitely doing great there. So, better online, better content, and better pricing than some of the competition; we feel good about where we're at.
Do you think it's important to win E3?  I think most people say you have, at least in terms of the keynotes. 

I think it's always great to be recognized for what you're doing, whether it's at E3 or any other point. Sometimes I worry there's too much importance placed on that but since people are saying we won this year, I'll say it's a great thing we won E3.


On
Grand Theft Auto 4, how did you keep Sony quiet on that? Obviously it's not exclusive to the Xbox 360, why weren't they announcing it as well?

I think you've got to ask Rockstar and the Sony guys there. Obviously that was going to be a major announcement because in many respects, Grand Theft Auto 3 was the thing that propelled PlayStation 2 to so much success, and now it's going to be available on Xbox 360 from day one. What you're seeing now is the third-party playing field is really becoming more level, more even. And all the exclusive content -- the content that is really going to differentiate the platforms -- has to come from the first parties. That's where Microsoft Game Studios is really trying to step up and those titles that we showed yesterday hopefully demonstrate to everybody that we're in a greater position.

It's clear that part of this "stepping up" is acquisition. You just acquired Lionhead. Is that acquisition streak going to continue?


I actually don't think it's part of stepping up to be honest. At least not the way we think about it. We don't have an acquisition strategy that says, "Hey, you must acquire companies and that's how you get bigger and stronger as a first party." Acquisition isn't always the right thing. Owning the independent developer isn't always what they want. Every relationship with every development partner -- whether its an internal studio or an independent developer -- is very different. In this particular case Peter [Molyneaux], I think, wanted to not have to worry about the financial security and challenges of being an independent developer and welcomed becoming part of Microsoft Game Studios, and that was fantastic.

At the same time, just given the nature of the console transition, there's a lot of uncertainty: stocks are taking a hit and, as a result, analysts are worried about what's going on. They didn't expect the prior-gen sales to take a dip as quickly as they did and things are relatively cheap from an acquisition standpoint. Are you finding there are other attractive developers out there?


The most important thing for us is to establish relationships -- publishing and developing relationships -- with the very best talent possible. And if an acquisition grows out of that and it makes sense for both parties, that's fantastic. But it really isn't, "Oh gosh the market's right." It's not real estate. "Now's the time to flip the studio because the prices have risen." That's really not the way we look at it.

Do you believe that the first of "The Big Three" to 10 million units will win the race?

I think it's a very key milestone. We've said that historically if you look at the performance of prior-console generations that's been a very important milestone. I think it proves to a lot of people -- customers, third parties, the press, the retailers -- that we are in a leadership position, we have tremendous momentum. What I'm not going to say is that we've got it sewn up because of that. We're going to continue to execute once we get to 10 million, once we get to 15, 20, et cetera. We've got a great strategy, we know what we've got to do, we've just got to be in full execution mode.

About the integration between the PC and Xbox 360: is the entire Xbox 360 Live Marketplace going to be available on the Vista platform?

I think what you saw yesterday with Live Anywhere is that is our vision is to bring all of the great experiences you have today -- and, of course, things we haven't even thought of yet -- and Xbox Live and Xbox Live Marketplace, Xbox Live Arcade, et cetera, to all of that cross-platform experience. It's the difference between just providing connected gameplay and really delivering a complete unified connected service that has community, identity, economy, all that built in seamlessly, and it just works. So yeah, the vision is to eventually bring all of those innovations and those features cross platform.

Will you apply the same portfolio-management strategy that's made XBLA successful to the Vista platform?

That's right.

So to put a really fine point on it: Geometry Wars: Retro Evolved on Windows Vista is 
going to happen, it's just a question of schedule?


Picking that particular title, we're not announcing specific titles. Each title is gonna be up to the publisher, just as it is today when you're deciding which platforms to publish on. What we want to do is provide the platform, make it very easy to deliver their content on multiple platforms and devices connected into this service, It ultimately comes down to each publisher but, as a publisher, I don't know why I wouldn't want to take advantage of that.

So you're hinting at a cost that's associated with porting those titles from the Xbox 360 to the Windows Vista platform ...

But because of the work that we're going to do from a development standpoint we're gonna make that cost much lower than our competitors can, and much lower than the cost of doing it on your own in a disconnected way.

So we'll see titles like Geometry Wars: Retro Evolved, which has like a 40% conversion rate. Most likely it will make sense to pay that cost to bring it over to Windows Vista, but some of your lower converting titles, we don't know what they are specifically, but you've got some that are under 10%. Those may not make it?

Sure, those may not make it. And I think again, you're going to cull the crop and figure out which titles really do make sense on the other platforms.  And it's not going to make sense on every platform. Some content does make more sense on a specific platform.

Interoperability between Windows Vista and 360 games: will that be handled on a per title basis for handicapping, are you going to use your TrueSkill system [to handle that]?

The Shadowrun guys are working very hard to make sure that it's an even fight. So controller players -- whether they're on Windows or Xbox 360 -- have very fair competition with the mouse and keyboard players. They'll tell you -- and I don't know if they're exaggerating -- they'll tell you that many people prefer playing Shadowrun with the controller versus the mouse and keyboard. They understand that, historically, that's been a real problem and that people haven't wanted to play versus the mouse and keyboard players because they think [those players] have an advantage. So those guys are working very hard to make sure that, from a control standpoint, there is no advantage on a platform basis.

Will Halo 2 have any interoperability when it's released for Vista... ?

No, we're just bringing over the Halo 2 experience over to Vista. It will support the online services though, that we're bringing over to Windows Vista.

In terms of digital distribution initiatives, Xbox Live has proven that there is a hunger for a certain amount of digitally distributed content. By the end of this generation of the console cycle, what percent of revenue do you think will be earned from digital distribution? Fifty percent, twenty five percent?

I haven't even thought about it that way. I mean it's a great question, don't get me wrong, it's a great question, and it's going to actually be a very significant number. In terms of percentage though, you're talking about $50-$60 titles at retail being sold. I don't think that digital distribution as a percent of revenue will become 10, 20, 30 percent. It's hard to know what to think of that in terms of percentage. In absolute terms I do believe it's going to become a very significant number. Just like I think advertising and sponsorship is going to grow to be a significant part, which is a good thing from a publisher's standpoint and a developer's standpoint. We have to figure out ways to grow the business model of console gaming.

Alright, you opened up it up to questions on advertising, but before we do, do you believe by the end of this console cycle, we'll see full retail titles distributed digitally to consoles?

I think you may see that in some markets. It's certainly a function of storage; it's a function of bandwidth and the ability to get it down; there's regulatory aspects to it; there's consumer aspects to it; we have to take into account our retailer ecosystem -- it's very important, we have great partners in the retail space. So there's a lot of very tricky issues. Do I think that digital distribution is coming? I absolutely do. It's not just Xbox Live Arcade by the way, but digital distribution is coming. In markets where there is significant piracy issues, and counterfeiting, digital distribution is really important for us in order to prove that there is a viable business model there.

The problem with those markets is they tend to lack the bandwidth that makes digital distribution viable. I think Brazil is one of the new countries you're going to go into, the penetration isn't there in terms of broadband.

But some of the markets in Asia where we do also have piracy problems, there is great broadband penetration, and very high-speed broadband penetration. It's going to vary market by market. It's going to depend on what the specific market situation is. By the end of this generation do I think it's going to be possible? Yeah, I think it's going to be possible.


Onto the advertising: will there be a version of Xbox Live Gold that's ad-supported so that people who are reticent about spending money on an online subscription for their console might be able to experience that same gameplay that someone who's paying for Gold currently experiences?

As opposed to paying for a Gold membership? Boy, nothing that we're announcing today, that's for sure. Just being able to integrate more of the in-game advertising, sponsorships, enabling more subscription types of business models, that's really what we're focusing on. As opposed to whether we could possibly remove the Gold membership level.

But the Gold membership level is a barrier right now to adoption. You've got 60% of the consoles connected, and that includes Gold and Silver. Who knows what the Gold membership level is. Are you able to say?


It's great! What I'll refer back to is last year, at this time, we talked about having well over 2 million subscribers. A big chunk of the greater than 3 million we've got currently connected are Gold subscribers. People are still seeing a great deal of value in the Gold level membership.

What's a "big chunk?" Over half?

We were already over 2 million subscribers last year and we've had great conversion.

I'm sorry, if you have 60% connected out of all of the Xbox 360 ...

Just to make the numbers easy, so there's no confusion: we have over 3 million connected members today, Gold and Silver.

Approximately what proportion of those are Gold?

I'm not going to tell you exactly, but I'll just refer back. Last year at this time we talked about having 2 million paid subscribers to Xbox Live and we've had a great conversion from Xbox to Xbox 360, so draw from that what you will.

So it would indicate over half.

It would indicate over half.

When do you plan on implementing your recent Massive purchase to deliver ads to the Xbox 360?

We're gonna start working on that right away. That's a major purchase for the company and obviously we're going to add that technology to our adCenter platform. Our general online advertising platform, but it's certainly a big part of what we think the future's going to be in the interactive entertainment space. It's all about figuring out what kinds of new business models, revenue streams can be used to supplement just the straight retail sale of games. A key thing about this -- before anyone gets too freaked out about it -- is that it has to be done in such a way that it's not offensive, intrusive, doesn't take away from the gaming experience.

That being said, are there any plans to reduce the price of $60 third-party titles if they have ad-content inside?

I think that's always up to the publisher.

What about Microsoft Game Studios?

I think, again, we're going to look at all these different business models as they emerge. Whether it's using promotional partners to sponsor downloadable content -- which is also starting to happen as an example so we don't have to charge customers -- that's something that we're starting to look at more and more. Looking at how advertising might be able to supplement from a pricing standpoint, that's got to be part of the equation but I don't know if that's going to happen. Even though you said I invited the advertising question, you were going to ask it anyways (laughs).
Of course you are sensitive to gamers freaking out about this; we've written about it a lot on Joystiq and there's a lot of sensitivity to it. "I don't want to have to wait extra time for my game to load." "I don't want to have to download ads all the time." "I don't want it clogging my connection." So what are some examples, outside of what Massive has already put on their website, of allowable or okay or friendly advertising inserted into Xbox Live?

I really don't have specific examples for you today, to be honest. I just know the underlying philosophy, the principle going in, is that we can't piss off the gamer. We are very sensitive to that. By the same token, I believe it can be done in a fashion -- and we'll provide more concrete examples as we start to develop them -- that won't be offensive to gamers. People do have to realize that the content we're delivering is very high quality, world-class, ambitious, and all of that stuff, and it's expensive to produce. So from a publishing standpoint, and a development standpoint, we do have to figure out ways to improve that overall business model. But first and foremost we can't undermine the underlying entertainment experience.

That's in keeping with what you've said about your portfolio strategy, you're not just letting anything onto the console. It's a very controlled environment. At the same time the Windows platform is not quite so controlled; it's more of a Wild West environment. How are you going to mediate between those extremes?

Truthfully, on the Xbox 360 side, you guys really need to talk to George Beckham about how he thinks about which third-party titles to allow on and off. I have nothing to do with that -- I want to make that very clear -- the first-party guys don't get to say anything about third-party titles. With respect to Windows though, the market is going to regulate that, right? In terms of what succeeds and what doesn't. Today, with the cost of development, publishers and developers really can't afford to take chances on mediocre titles. So I think there's a little bit of self-regulation that's going to happen.

Whether or not we start to introduce more of a model on the Windows side where we say, "Look, there's these approved Windows titles" -- which is essentially what we do on the 360 -- I can' t say for sure today. But that would be a major change in the way Windows gaming has historically worked. As you know we don't charge a royalty to publishers to publish their games on the Windows platform. So there's a bunch of fundamental economic changes that would have to go along with that. Certainly nothing that we're talking about right now.

Thanks for your time.

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May 15, 2006

Engadget Podcast 080 – 05.15.06

Filed under: E32006,Joystiq,Nintendo,Playstation3,Sony,e3,engadget,microsoft,playstation 3,wii,xbox360 — Randall Bennett @ 4:15 pm

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Podcast logoThe show's over and we've headed back to our respective homes across the globe, but before we fled LA, Ryan headed around the show floor to get final thoughts from members of the Joystiq crew, including former Editor-in-Chief, Ben Zackheim. Hear their thoughts on how the show went, who's booth was superior, why Sony kind of blew their chance, and even what the fairer sex thinks about this year's lack of booth babes. We'll be back with normal podcasts soon, but enjoy this final E3 edition, striaght from the noisy floor of the Las Angeles Convention Center, recorded in earshot of Sony and Nintendo.

Get the podcast
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[Vote] Vote for us on Podcast Alley!

Host
Ryan Block

Featuring
Joystiq's Chris Grant, Ross Miller, Jennie Lees, and AOL Games' Ben Zackheim

Producer
Randall Bennett

Music
J J J - 'Suits' in Japan

Format
1:02:43, 28.7 MB, MP3

Program
00:00 - Ross Miller
23:40 - Ben Zackheim
45:14 - Jennie Lees
50:00 - Chris Grant

LISTEN (MP3)
LISTEN (OGG)

Contact the podcast: 1-888-ENGADGET, Engadget (Gizmo Project) or podcast at engadget dawt com

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The Engadget & Joystiq Interview: Nintendo’s Perrin Kaplan

Filed under: Nintendo,PerrinKaplan,e3,interviews,perrin kaplan,wii — Ryan Block @ 11:42 am

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On the last day of E3 we got to sit down with Perrin Kaplan, Nintendo of America’s Vice President, Marketing and Corporate Affairs. We still had a lot of questions for her to field after interviewing Miyamoto-san the day before, specifically regarding the naming of the Wii (yeah, we had to ask), what Nintendo’s online strategy actually is, what they’re doing with launching first party titles like Smash Bros. on the Wii, why the GameCube was suspiciously absent this year, and exactly where homebrew gaming fits into the final equation.

So I guess we should get started. Thank you very much for meeting us. Everybody here has this badge that says “what’s your brain age?” so I’m curious to know what your brain age is.

Oh my gosh, I haven’t played in a good couple of weeks. I guess down to 30 or so.

Really?

Yeah, I need to work on it. Our president [Satoru Iwata] is very proud that his is 20.

Today is the last day, everything is pretty much behind us. How do you guys think you fared?

Even better than we thought [we would]. I think we were all really excited coming in, with pretty much trying to say to people, “It’s not about what you see, you have to try it,” which is why our theme is “playing equals believing.” I think you really have to try and take the products for a ride yourself. And that people are embracing that and lining up at record lengths and number of hours and really enjoying it — saying it was worth the wait is fantastic.

One of the things I’ve been hearing from a lot of people in the industry is they felt that Sony really fell flat this year, and I was curious to know what you think they could have done better.

That’s a hard one. I have my own personal rule: I don’t hold a media briefing that’s over 60 minutes. I think it’s really hard to have a captive audience be engaged that long. Even in school, I could have had the most stimulating presentation from a teacher and an hour starts to get a long time. That’s probably one thing I would do differently. But their product line is what their product line is and their approach is their approach, so what I would do differently is really hard for me to say because we’re over here doing something really different and it feels really great. I think being innovative, at least for us, is exciting.

One of the things I’ve also been hearing is that even from the most evangelical and dedicated Nintendo fan base, there’s been this — and Reggie acknowledged it in the presentation — very negative reaction to the name. Obviously, we’re going to have to touch on this. So I was curious to know –

Wii are going to have to touch on it.

[Laughter] I’m trying to avoid that, but yes.

It’s made for a lot of great fodder.

What do you think Nintendo could have done to improve this situation or avoid it?

You know, I actually think in many ways, the way that we did it is right. We got the name announcement out before E3 so people could have a chance to understand why we named it that, why we created what it looks like visually, what our thought process was, and why we did something so innovative and so odd as a name, and give people a chance to get over it or be happy about it, and come to the show with jokes or saying, “I’ve embraced it, that works for me.” In the end, it’s not necessarily what something’s named, it’s what it does. But for us, Wii stands for a lot of different things, including the inclusive nature of game playing. And we actually did get some fan mail, but I think most people have settled into it.

One of the things that really took me back that I’ve never really seen before in this kind of instance is that people had such visceral reactions. They were making petitions; many people declared that they thought it was a hoax and that the real name was going to be announced at E3.

I think in some ways we took that as a back-handed compliment. These people who are so compassionate about gaming and care and really want to see Nintendo do well or do something in the way that they think is the right way. I think we single-handedly choked the internet that day. It was interesting that people were that passionate about it, that they had something to say. I actually think that’s a really good thing.

One thing I’ve been also hearing — and we don’t have to dwell on this too much longer — that people really got affixed to the Revolution name. The DS had that as its code name and there was talk about change, and then it stuck — people got stuck on the DS and the DS name got stuck on the device. At what point did you guys decide you were going to jettison “Revolution?”

We’ve known for some time, which is why we’ve continued to call it a code name. People are going to get very comfortable with “Wii.” There are already starting to be more comfortable at the show. Whether you individually like it or not, that’s a different story, but I’m sure when people saw Google, you know, it still sounds like a really weird word.

That was the example that Reggie used. A lot of those names, whereas they sound unusual, I don’t think they’re called “bad” or “dumb.” Google makes sense because it’s the combination of a very large number and to ogle something — there’s a brand synergy there. I don’t think anybody saw Wii coming.”

I don’t think they saw it coming because we were pretty quiet about it but, I do think We as in, “the inclusive nature of it,” does mean something. For those who don’t favor the name, all I can say is hang on and try the product yourself because I think the rest of that is just going to dissipate.

One of the things that wasn’t very clear was the online interface and that service. You announced Connect24, so we kind of know that there’s something going on there, but that’s still pretty nebulous and we don’t know how the game experience is going to change from what already exists with the Nintendo Wi-Fi connection.

The two things we did announce: Opera browser, which shows that it will have wireless around the world, and then Wii Connect 24 is certainly a magnificent feature. It’s sort of unlimited what kind of surprises people could find when they wake up in the morning. And in the coming months there will be a lot more that we will be sharing. We tend to pick just a few items to share at E3. It’s a really busy time, it’s a really crowded time. There’s just not enough room for everybody to be announcing everything, so we really just chose to have people focus on playing and the experience and then all the rest of it, we’ll begin to share.

So how do you think Connect24 is going to stack up against Xbox Live, which is the leading online gaming service, and then Sony’s nascent service?

We’re all at the same show, but Nintendo is a really different company than the others. Our products are really, really different, and I would hesitate to even compare. There are different kinds of people that are interested in that. The hardcore gamer is going to have both [consoles]. So it’s a very different focus. Our DS Wi-Fi, when we went created it as a free service — which is something we really wanted to — its growth was very fast. So we think we figured out the sweet spot for what works for us and for our consumers and we looked at it the same with the Wii console.

One of the things that a lot of fans of Nintendo, especially of the Wi-Fi Connection, have persistently complained about — and this is something that we tried to address with Reggie and he said we’d learn more about at E3, but we haven’t — is persistent user profile system. Or a less distant form of online gaming community that currently exists with Nintendo’s –

I think things will mature and progress more with the Wii console, but there was definitely a safety concern that is a prominence to our company and we just have a different approach. I do think you’ll hear more about it in the coming months. Reggie may have said E3, and then things to shift, but you will understand everything between now and when the console launches. It’s never as early as you would like.

Of course. So how about online episodic gameplay? The Wii console is not very storage-oriented. The 360 has a hard drive and an HD DVD drive, which they announced, and Sony has a hard drive and Blu-ray drive. These are very storage-oriented devices, and Wii is obviously not as storage-oriented. How does that play into episodic content?

I think when you experience the product you’ll understand that. Nintendo is little less about making Lord of the Rings kinds of novels — Zelda and Mario are deep, rich games — and for us, it’s less about having 10 volumes into one small box. We think there’s enough memory and capacity to do all the things that we think will bring consumers fun, joy, stimulation. Again, it’s just a different approach than the other companies.

You don’t see any specific need for development of episodic content, like what you see with Oblivion? You go online with Xbox Live and you can download new episodes to further the game, so the experience will last for years.

Part of the Wii Connect24 is built on that. There’s a myriad of other things that people will learn about that, we’re just taking a slightly different approach to it, which will probably keep you thinking a lot.

I find it interesting that you mentioned just a minute ago about the Xbox 360 and making a mild comparison. Earlier this week, Peter Moore said he thought that gamers would buy a Wii in addition to a 360.

The hardcore gamers, the gamers that are their customers, they love to play and they will probably want our system and their system. I do think the casual gamers that we are expanding into will own only one, and it will be ours.

Do you feel that the systems are in any way complimentary?

I think they could be. For a hard core gamer who really wants a plethora of ways to pick from, someone who really wants to spend a lot of time gaming. Yeah, of course I knew Peter. He’s one of my favorites in the industry. He’s great; a great guy. Known him from the Sega days.

You have any Nintendo tattoos?

I don’t have any Nintendo tattoos, doesn’t mean that at some point I won’t. Maybe he’ll put a Nintendo tattoo on his arm. We like what he had to say too.

Moving back a little to the internet integration: one of the things that also seemed omitted from what Reggie said, was that you guys are only going to talk about some things and that you were going to leave a lot of questions unanswered –

Much to people’s frustration, but there’s no lack of speculation.

Right, and one of the things that Reggie said last time that we interviewed him and was very specific about was that we’d find more information about the Virtual Console. I think there’s still a lot of questions to be answered there. What’s going on with the arcade titles and actual games?

Our focus now is less on what we’re going to have, because we’re going to have tons. It’s about finalizing and then being able to announce what our program is going to be. Is it subscription based, is it a per game thing, is it for x amount of time, what does that structure look like? Are their different tiers for people to pick from. So you’ll have a chance to opt in right away. We still don’t have all those details finalized.

So what you’re saying is, between subscription, purchase, leased games, etc., these different models, Nintendo’s still not yet finalized then?

Oh yeah, not yet finalized. But in terms of what we’re going to have, it’s a lot. It will be great. We have a big team working on it, Virtual Console’s really important to our future.

One of the things about Virtual Console that’s interesting is that it opens up doors for casual gaming, and it also opens up doors, potentially, for independent game publishers. Once you start talking about independent game publishers, then you have this issue of homebrew. And homebrew is becoming increasingly popular on all these game consoles that are out right now. So I’m interested in what the barrier of entry is for independent publishers?

It’s a lot lot lot lot less expensive; it’s an absolute fraction of the cost to be making a game for the Wii console and I do think Mr. Iwata and Mr. Miyamoto really appreciate creative ideas and I think they really would and do encourage if there’s anyone who really wants to develop to make sure they contact us and are able to do that.  We think it’s the land of creativity, and I actually think this system is a better place for those creative ideas to reside in. It’s easier to develop for at a fraction of the cost. The barriers to entry are quite low.


There is so much creativity and so many creative people who have zero resources who just want to develop this as a hobby. Is there room for Nintendo to embrace homebrew development?

That’s a tough question, and not one that I’m comfortable answering right now. I’d have to talk more with our engineering group to see what their thought is on that. I know that we encourage creativity most definitely. We’ve talked about that a little bit.

Most people perceive that as a business decision and less of an engineering one.

Yeah, but a lot of that stuff comes through in thee way in which we work together, they have to leave a place to provide the support for you to be able to do it. We have to have our questions answered somewhere.

We’ve seen a lot of titles here, but it’s still not incredibly clear what’s going on with launch titles, how many first party, how many third party?

Isn’t that frustrating?

Is that your answer?

No, but it’s frustrating, it’s frustrating to you. We really just wanted people to come and take this stuff for a ride. You know, the maturity of some of the stuff that’s on the show floor is going to have some kind of presence in our launch window, somewhere or another. We haven’t final decided what will be on launch day, other than Zelda. But we are going to have a lot of products to pick from and it’s something we’ve already committed to, and then in that first 90 days have a lot else to pick from including really great third-party titles, you can assume Red Steel is going to be in there as well. We know it’s frustrating, but there’s a lot of good stuff in there.

In terms of Super Smash Bros. which was revealed –

Was that a good way to hear about it?

Well, that’s my question. Why wasn’t it shown at the original press conference, where I think it would have made a really big impression?

I think that in some ways that was a gift to those of you that we know are the hardcore gamers. That it is important for the general consumers to hear, and the general consumer media, but if there’s anything we could save because frequently nothing is saved. It’s all given at the media briefing, and that we could have one sweet thing to save and give to you guys, that was it. Our goal was first to give you a diamond and make you happy and second was to get coverage on it, not the reverse. If we wanted to get the maximum amount of coverage, we would have done it in reverse, but it was just more important to us to say, “Hey! Let’s keep this thing up our sleeve and those guys will be really excited when they hear about it.” That was our strategy, it was to honor you guys at the developer roundtable. San Jose Mercury News cares less about it than you do.

At last year’s press conference, Mr. Iwata walked on stage and when he started talking about the Revolution, he said Smash Bros. would actually be a launch title.

He didn’t actually say launch title, he said Smash Bros. would come to the new console. It’s like baking a cake, all these products are, as stuff comes brewing along they assess do we feel like it will be ready. It’s really more important to make it right.

Perhaps it would be better to ask what are the chances of it being a launch title?

It will not be a launch title at this juncture, we’re looking at it to come after the turn of the year, although it won’t be that long after.

One of the interesting things about Smash Bros. is that it’s one of the first-party, one of the most prominent titles that’s going to be on the Wii, and it doesn’t appear that it’s going to be taking advantage of the most prominent features of the Wii which is the motion control. Can you talk about where this delineation is?

Yeah, there’s a ways to go. I think not having it launch with the other games. I think at the end of all this, we will have the best launch of any product that we’ve ever had. We’ll have a plethora of games to pick from that people are just craving, and you also want to save a couple diamonds for shortly thereafter. You want to keep people really keep people engaged. One of the things we did with the GameCube was we had these big gaps in time and that really tested people’s patience. They want to always have something new coming in and our goal with the new system is to not make people wait too long.

With regards specifically to Smash Bros., that is a title that is not necessarily going to be using the Wii motion control.

It may or may not, but I guess it’s still in development, so let’s talk when it’s done.

One of the developers said at the event where it was unveiled, “Don’t throw away your GameCube controllers.” That would imply that maybe…

That would apply to Zelda too, and Virtual Console games…

I guess what I’m trying to get at here is …

… that you wish it was different?

No, not necessarily. I’m just trying to understand where you have this really big first-party title and this really important feature to the Wii, and why there’s no synergy there.

Again, wait until it’s done. We’re talking about something before it’s completed. But there are 27+ games on the show floor, all of which do use that. It’s the main thrust for us, but Smash is a great game no matter how you play it. Especially if it’s called Brawl.

What happened to the GameCube. Why is it not here?

There is a finite amount of show floor space and we really wanted to blow it out with these other products. We’re still supporting GameCube. It’s not gone. We don’t have GBA out there either, it’s the DS. We’re just trying to blow out these two products and really exemplify there’s a lot of software to show for each. We still love our Cube.

PlayStation obviously, their motion control was directly in response to Nintendo, I don’t think anyone would really argue about that, and some PlayStation developers have even said they only found out that they had to start developing for this control system a couple weeks before. So what could Nintendo have done differently to prevent this kind of situation? What is it that Nintendo is going to do in the future to differentiate itself?

You know, it’s one of the reasons we keep this information really close to our chest, we’ve been copied numerous times. It’s happened throughout Nintendo’s history. It is, in this particular case, a nice form of flattery because it shows you that innovation is a great thing and that what we came up with is great. We’ve been working on it for a long time and I can guarantee that what we’ve got created works pretty darned precisely. But that’s why we frustrate you constantly for not sharing. We love that you guys care enough to even be frustrated, that’s a compliment.

We appreciate you meeting with us and we appreciate Miyamoto-san meeting with us.

Let me know if there’s something you guys need.

I need a Wii.

You’ll get one when it’s done!

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May 14, 2006

Lower-end PS3 to ship with wired controllers, non-upgradeable HDD?

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Besides the disheartening news that the cheaper version of the PlayStation 3 will lack WiFi, a memory card reader, and mosty significantly, an HDMI port, we've now learned that the $500 PS3 may also be shipping with wired, and not wireless, versions of that rumble-less, Wii-like controller. While adding separate Bluetooth controllers would only set you back a few bucks -- if, in fact, the lower-end model actually ends up shipping with BT functionality -- boosting your console's storage capacity in the future may be a non-starter, as Sony reps supposedly told Games Radar that the 20GB hard drive isn't upgradeable. With so many significant differences between the two configurations (and let's not forget the snazzy metallic lettering you get on the $600 models), it's not clear how many consumers are going to agree with Sony's Kaz Hirai that the "crippled" version of the console is a "good value" for them.

[Thanks, J and Ameya T.]
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The Pipeline: The press gets game, Mossberg ignites Apple frenzy

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Welcome back to The Pipeline, a weekly feature where we dig through the mainstream media and see what the pundits, prognosticators and and pencil pushers have been discussing over the past week.

This week, not surprisingly the scribes from the mainstream press joined us at E3, checking out the latest from Sony, Nintendo and Microsoft — though, from the looks of things, many of our ink-stained cohorts seemed more interested in seeing how the “booth babe” ban was going. The Los Angeles Times, E3′s hometown paper, had excellent coverage overall, but that coverage was somewhat overshadowed by the booth babe reportage, which included text, a photo gallery and videos. A few miles up the coast, the San Francisco Chronicle didn’t have the Times’ wall-to-wall coverage, but still managed to pay homage to the girls of E3, pointing out that the highly publicized crackdown on the raciest attire has had results: “Where once cleavage, upper thighs and midriffs were almost impossible to avoid, they have been more or less hidden behind baby T-shirts and more-modest tank tops. And it seems like there are fewer booth babes overall.” Of course, the biggest E3 scoop by the mainstream media came from Time Magazine, with its exclusive preview of the Wii, which appeared in the magazine a full two days before the conference started. For those of us who considered ourselves lucky to get a chance to try out the new console without having to wait in line for an hour, it was a stark reminder that the MSM still have a lot of clout when it comes to getting scoops from big companies.

Elsewhere in the media, The Wall Street Journal’s Walt Mossberg caused a stir with a column on Apple Computer’s “device model” vs. Microsoft’s “component model.” And, although Mossberg’s assertion was that Apple’s model of end-to-end control over its product line had, in the “post-PC era,”  benefited consumers more than Microsoft’s model of allowing PC makers to sort out the details, that’s not what caused a new cycle of debate in the blogosphere. Instead, it was one line in the column, where Mossberg stated: “Now, Apple is working on other projects built on the same end-to-end model as the iPod: a media-playing cellphone and a home-media hub.” If any other journalist had written this statement, it would likely have been dismissed as a mere assumption based on Apple’s current direction and rumors that have been floating around for the past year. However, given Mossberg’s stature, and the care he takes at presenting information, the comment was instantly hailed as conclusive evidence that Apple is indeed working on such products. And given word that leaked out later in the week that Apple may be working on an iPhone with Japan’s Softbank, and that the company plans to host the media at its New York store next Thursday, Mossberg’s assertion may turn out to have been quite accurate, quite soon.

Mossberg wasn’t the only one making controversial statements about Apple this week. Reuters reporter Duncan Martell dared to point out that you don’t really “own” music you download from the iTunes Music Store, since “owning implies control and if you bought the tracks on iTunes you don’t have complete control.” That, of course, is essential to Apple’s razor-and-blades model of linking the iPod to iTunes, but it pokes a hole in a major defense of iTMS vs. the PlaysforSure-based subscription model. After all, fans of iTMS have long stated that it’s better to own music than to “rent” it, via the subscription model. However, Martell rightly points out that you don’t really own anything you download from iTunes. You’re licensing it, as you do with software, and Apple can change the terms of that license at will.

USA Today – Videogame makers unveil the fun to come
LA Times – E3 2006
San Francisco Chronicle – Nintendo’s hot controller, booth babes under control
Time – A game for all ages

The Wall Street Journal – In our post-PC era, Apple’s device model beats the PC way
Reuters – Do you own songs bought online? Well, sort of

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E3 coverage roundup

Filed under: Nintendo,Sony,e3,microsoft — Ryan Block @ 9:58 am

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Microsoft
Nintendo
Sony
Everybody else
E3
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E3: Kentia hall walkthrough

Filed under: Gaming,KentiaHall,Peripherals,accessories,e3,kentia hall,walkthrough — Ryan Block @ 9:30 am

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Kind of like the International Gateway at CES, we save this one for dessert. Kentia hall is basically the basement of the South hall, where all the smaller hardware and accessory manufacturers are relegated to since having a floor show presence in one of the main halls costs something roughly equivalent to the GDP of a small nation (and are sometimes similar in size). Kentia is also where all the dope old school arcade games get brought out of retirement, too. Click on to check out all the oddities E3‘s got to offer.

Dudes were playing FPS titles on Sandio’s Game O’ 3D mouse totally sans keyboard. We tried it, but it was quickly decided that we had not nearly enough hand eye coordination to work it like the guy who demoed it for us.

See, Nintendo’s not the only game in town with motion-based input.

BenQ actually had a presence here, but it certainly wasn’t anything like Nokia’s N-Gage booth.

Still, gotta love that chest o’ phones.

EL71 looking not so bad.

The Red Octane booth was by far the largest and best produced in Kentia.

Even WowWee was there.

Honda Asimo knock?

Ah, the i-Cybie‘s back — this time as the X-Cybie, with a kinda flocked , furry exterior.

Way, way too much Crazy Frog crap. Thankfully he wasn’t, um, “anatomically correct.”

Gotta love those iDog rips — and iPig, iOwl, and iFrogs too? Score.

Ah Guitar Mania — even Guitar Hero has a knock here in Kentia.

These are some of the dopest home Bemani decks money can buy. But for what these cost you’re probably best off laying down for a couple 1200s, a mixer and a sampler, and going at it the more traditional way.

Straight up Onimusha controller.

It was so great to finally play with a Dragon Quest slime controller from Hori. Man, did that take us back to the deezy.

We’re still trying to figure this one out: Video Game Tycoon, “What do you burn?”

These guys apparently had a 360 demo kiosk, and weren’t afraid to not set it up and / or sell it.

And then there was this odd little number, designed apparently for racing games.

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E3: South hall walkthrough

Filed under: Gaming,SouthHall,e3,south hall,walkthrough — Ryan Block @ 2:16 am

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We trust that you've been watching our sister site Joystiq for their up to the second E3 coverage, but on the last day of the show we finally got ourselves out of our hovel and onto the show floor to take actually, you know, check out the show. Being that the West hall was essentially dominated by Nintendo and Sony, we figured we'd talk a leisurely stroll through the South hall after checking out Microsoft's hugemongous booth. Everyone from EA to Square Enix were camped out in the South hall, so if you want the E3 feel in 60 seconds or less, click on to check it out.







Amp'd had a tent outside in between the West and South halls; their thing was pumping hip hop with unsensored obscenities and spinning recs. How gen-Y.






People wear weird things at E3. We learned the hard way that when asking who (or what) they're dressed as may result in a plasma cannon shot to the guy.






We didn't see the big deal about this thing -- Aerons got relly passé, so everyone at Engadget sits in a human skull throne now.








We got the "No photo, no photo!" treatment at Squeenix. Not sure why, it's not like their booth is some industry secret. Which is why we took some pictures anyway.










As per usual EA's 360-degree projection booth left us in complete awe. As our man Ben Zackheim said, "They could have that booth 30 years from now and it still wouldn't get old."






The line for...

You know it. The amount of buzz behind this game was unreal. We wish we could have caught the trailer, but were just too busy kicking it at the booths of the big three.
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May 13, 2006

Microsoft’s E3 booth tour

Filed under: BoothTour,Gaming,XBox,XBox 360,booth tour,e3,microsoft,xbox360 — Ryan Block @ 2:15 pm

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It only seemed appropriate to finish off our booth tours with (one of) the biggest at E3 — Microsoft’s. We heard from a little birdie the figure on this thing was well into seven digits, and it’s really no wonder. Similar to last year’s, the giant two story building they installed on their huge spread of land in the south hall was nothing less than enormous, and that’s to say nothing of the mammoth area they had for demo pods, their trailer theater, and the mini-booth dedicated to their newly rebranded Games for Windows initiative. Make no mistake about it, Microsoft showed at E3 and they weren’t kidding around.

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Sony’s PS3 interface revealed

Filed under: E32006,PSP,e3,e3 2006,interface,ps3 — Paul Miller @ 6:48 am

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We saw those shots of the "Warhawk Store" and "My Singstar Online" during Sony's PS3 press event, but what we didn't see is a top level interface for the console. According to this video, it sure borrows a lot from the PSP, and therefore seems a bit limited for all the crazy uses Sony has planned for the console. Though we're sure Sony has put a lot more thought into this than we have. Also, the PSP interface has been generally well received, so why try to fix what isn't broken? The biggest additions are the new "Users" and "Friends" options, the former allowing you switch between different user profiles, while the latter didn't look quite fleshed out, but we guess it'll do what it sounds like. We also noticed under the settings option a mention of keyboard and mouse settings, rumored accessories which would seem quite appropriate for all of the PS3's PC leanings, so we'll keep an eye out for more news on that front.

[Thanks to everyone who sent this in]
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May 12, 2006

The Engadget & Joystiq Interview: Microsoft’s Peter Moore

Filed under: Joystiq,MSFT,Peter Moore,PeterMoore,XBox 360,e3,microsoft,xbox360 — Christopher Grant @ 6:15 pm

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This morning, Vlad Cole and I had an opportunity to chat with Microsoft's Peter Moore, the man responsible for marketing the Xbox 360. When we last pinned him down at CES, there were still so many unanswered questions about the competition. After Sony and Nintendo's keynotes at E3, not to mention their own, the time was ripe to ask him about a portable Xbox, the Nintendo Wii complementing the Xbox 360, the Sony Dual Shake controller, and where he got that ink on his arm.

Forgive me if I interrupt you, if I hear something that I already heard at the press briefing, I might cut your answer short a little bit. Congratulations on Gears of War. Everyone is saying it looks and plays awesome. It actually appears to be head and shoulders above everything we're seeing on the show floor. Is that a conscious choice to keep it off the floor itself, so that the comparison gap doesn't pop?


No, not really. I think the idea is that the game deserves hands-on. We're trying to show it to as many people as we can up here. The team at Epic is really so conscious of the quality of what they're doing and presenting that bringing them up here, we'll get thousands of people through in the end, they churn people through pretty quickly, there was no conscious effort, no.

So where are the rest of the games that look this good?

Here? That depends on your ... you tell me. What is it that you think is missing?

There does appear to be a gap in quality between that and everything else. It's just head and shoulders above. We're wondering if there are other titles that will match that by the time they come out.

Quality of gameplay, graphics, depth, immersion? It's all subjective. I'm biased on all of them. Games like Crackdown: different visual style, different genre. But, it's coming together really well.  Mass Effect. I was on some blogs last night where people are spending some time on it and are really impressed with it. Dave Perry and a few other people wrote some really strong stories about Mass Effect. That's a weird question ... I mean, which of my children do I love more?

Where's J Allard?

J was just, umm. J was doing a BMX event or something. I don't know. He's back in Redmond now.

It's just that he's been MIA since launch.

J's working hard. J runs the platform. J has his engineers. He's been working hard on Live updates and what have you. Live as a platform is something something to J.

It's just that the difference from pre-launch, where we saw him in the ourcolony video. He was the face of the Xbox 360.

Remember, you were there Tuesday right? I started off saying we had an organizational change. I run the business from the point of view what people have to do. One thing it means is a singular face. One thing we figured out was that the J/Robbie/Peter thing probably wasn't working. J's incredibly busy. J is one of smartest guys on the face of the Earth, and developing platforms is what he does. From that point of view ... I don't know. J's a very active young man and ... snowboarding season's over.

There's a rumor that he's maybe working on the Xboy, a portable Xbox.

I think J was actually on the grassy-knoll in '63 in Dallas.

Was he also responsible for hiding all those Xboxes at Area 51?

He actually hid the E.T. cartridges, that's how far back he goes.

If you're really serious about the whole games thing, don't you think portable's a part of that?

Portable's a part of everything, but there's a billion cell phones now that I don't think that in any way our industry is doing a fine job of exploiting what's possible on mobile phones. We're blind to the fact that everyone will carry one of these devices. It h as have input, it has a screen. Anything that has input, has a screen, you can play games.

What do you think of Nokia's new N-Gage push? I don't think they're blind to it.

I have to admire them for persistency. I have not walked the show floor.

Do you think that persistence can get them developer support the same way that you've said persistence in Japan will earn you developer support?

Nokia's an unbelievable company. They remind us a little bit of Microsoft: they stick to things they believe in it. They have the capital resources and software engineers to get stuff done. Maybe later on today I'll go have a look. My priorities are to go talk with three or four partners, maybe go play with the Wii, and get on a flight home.

To hammer this one more time: do you really think that the cell phone itself can compete against the likes of the DS and the PSP?

The cell phone at its current structure... as they evolve now. [Pulls phone out.] This is a smart phone from HTC. You start getting this level of functionality -- you know the deal -- you've got the same thing. You've got 16 by 9 aspect ratios, you've got pretty decent screens, I look at this and I think, "geez, you could probably get things on the capability of Genesis or the old days on this pretty well. I will never be able to play things like this. I just can't do it. I also prefer to use the soft key pad because I can go faster with the stylus. But yeah -- the Chairman said so. The Chairman says so, believe me. I haven't been at Microsoft long, but I know when the Chairman says so, things happen.

Services as ambitious as Live Anywhere have to be rolled out over a number of years. You're not going to get that all at once.

That's right.

So what are we going to see when Vista launches [in January]. Are we going to see any of it with Vista?

As Scott [Henson, director of the Xbox Advanced Technology Group] said, a lot of that -- certainly the interface that hooks into the service is already in Vista. I haven't seen ... we eat dog food (our stuff) at Microsoft. I think we've got the latest build of Vista coming up soon, and I'll see where we're at on that. It's all come together nicely.

Games is a major part of what Vista's about. It wasn't vaporware we put up there. The importance is when Bill does do something and puts his commitment to it, things happen. If I say do something maybe it'll get done.

Let's assume that it'll get done. The question is about timeframe.

You know what, I could make stuff up and say "here's the 18-month -- I'm sure there is -- rollout schedule." It'll happen. You're exactly right, it'll roll out. How it rolls out, don't know.

So you've said that the lack of rumble [in the redesigned controller] will hurt the PS3.

That's a personal thing about the way that I like to play. I like the tactile, the visceral response of the controller. Maybe that's because it's always been there for me. And I make that joke that maybe because I'm older I need the reminder that I'm hitting the wall. Don't you think that --

Well we went around the show floor and asked some people yesterday. Opinion's split. People who really care about the entire experience and who have played games where rumble is integral to the gameplay say that it's very important. For instance, the Rockstar Ping Pong title, you need rumble to know when you're about to hit the ball out of bounds.

Ok, I've played the title, but I haven't played to that level.

But a number of other people have said that's the least of Sony's worries. What do you think their key weaknesses are?

Price point is a weakness. As much as they will say that -- I think that Kutaragi overnight said it's too cheap or something like that -- I don't know. Price is going to be an issue. But the way that we as an industry need to cost reduce and bring better value to the consumer as quickly as we can... There are consumer segments that enter the market when the price hits a particular point. You've got to be able to cost-reduce your product accordingly.

They may be able to do an amazing job of incredibly bringing [the price] of that product down. I don't know.

Speaking of cost-reducing, Todd Holmdahl told Reuters in ... I believe it was September of last year that you have plans to cost-reduce the Xbox 360 every single year as part of the strategy.

Oh yeah. More than every year. It's not like, "January 1st let's take some cost out of the box." You have teams that are constantly looking at how you bring the box to a more -- you know, as componentry evolves... amortization, all of this stuff. It's complex stuff.

So people misquoted that as "price reduce."

Cost and price are two very different things.

It's feasible though.

Well of course.

So by launch window this holiday?

No, that's not what he said. He said you're going to cost-reduce the box every year.

I'm asking you though.

You're asking me to tell you I'm  going to drop the price? We had a price drop on Monday when Sony announced their price. We obviously don't talk about price drops, and I can't think of any good reason right now that we would drop the price even further from the delta between what we're offering and what our competitor's are currently offering.

And when Nintendo announces a price that is lower than the Xbox 360 -- which is the expectation -- than, by that logic, you've suffered a price increase.

You could put it that way. It's a price increase if the consumer doesn't see the difference between the experiences. I would posit that the consumer right now would be hard pressed to find the price delta between an Xbox 360 and all it has to offer, as we currently stand here today, and the PlayStation 3, and what it promises to offer.

You're not often talking about Nintendo as a competitor ...

I talk about Nintendo every day. They are a competitor, but I think they're in a different space. They have spectacular first-party intellectual property that is timeless, that is built around fun, it's character-based in many instances, it's iterations of great franchises that have gone for decades, but it's primarily youth-based. They're also doing, with the Wii controller, which eventually I'll go and get my hands on, things that are innovative that, from the moment I saw them in Tokyo, I was quoted that day as saying that I loved the innovation and that has stayed with me forever, and I don't back down from that, but I think we're in different spaces as two different companies that can certainly coexist and complement each other.

My point would be that I can see exactly where the value proposition and the positioning of the Nintendo Wii; from who it's made for, what the price is, what would be attractive, to which demographic, on a global basis. I think we've made it clear about we are where we are, what you're getting for your $299 or $399, what the value proposition is, titles like Gears of War, Xbox Live Marketplace. Growing our reach on a global basis. In the middle, it's not clear to me, and maybe I need to take a breather and read this weekend what the value proposition is, potentially I read that Blu-ray is worth the $100 to $200 to $300 and I get very confused when Cell technology is a consumer value proposition. And I ask you guys, what does that do for me as a consumer?

From the game demos we've seen so far, and from the people we've asked, there seems to be a visual parity so  they're not yet seeing what this processor is doing for the graphics of the games. But this isn't necessarily a fair comparison since you're now on the second wave of titles while they're just now getting used to developing for that processor. It might be years before we're able to see a difference. Maybe a year or year and a half from now, who's going to be the first to twenty million?

I'd like to think we'd be the first. Let's say we get to the 10 million [mark] ... they won't sell 20 million in the 12 months, it just doesn't happen. If we maintain our commitment to Xbox Live, which we will do, we've built up Live Anywhere, Vista that supports the platform, the content pipeline flow that I can see in 2007 / 2008 -- and in some instances now starting to see things that we're putting up past 2009 -- all of that comes into fruition of the quality levels I believe our third-party partners and my first party studios are doing, we have the price advantage. We globalize our strategy ... we bring China online eventually. Something's gone badly wrong if it's not at the Xbox 360.

So let's talk about Japan for a minute. Your continued investment in Japan is a sign that you really want to stay in the market in the long run. To an extent, you're saying, "the more we lost, the better the signal is to that market."
 
It's a commitment to the market that's very important, and when I looked at the Japanese markets, a lot of the metrics is how many pieces of hardware we sell to the Japanese consumer, but it's one of many metrics. Asia is a major part of our expansion profile cause online gaming is very important in Asia and we have an advantage. Japanese developers like Sakaguchi, Mizuguchi, Okamoto, all of these guys have an incredible impact outside the shores of the Japanese islands in to the Asian market. Companies like Konami, Capcom, Sega, Namco Bandai, Koie, are now, from an ecosystem point of view, looking globally. Our continued commitment to work with them in their domestic markets, whether it's Capcom with Dead Rising or Lost Planet, I don't talk enough about those two games either. I'm guilty of talking about Sakaguchi. Lost Planet demo has most of our data servers around the world on fire right now. For a game that's still a long way away ... what's happening with Lost Planet already, they're getting feedback from users already. You set up a URL to immediately get people like yourself saying, "Inafune-san, demo's great. Here are the three things I like, here are a couple things I don't like."

Why don't you build that right into the demo itself?

You could do that ... feedback? DeadRising.com. LostPlanet.com. Or Inafune@LostPlanet.com.

At GDC, you said that you run Japan as a hobby. Yesterday, you said that you run Japan directly.

Well, "hobby" is my typical irreverent way of saying that it's weird that I run Japan. But that comes from my legacy of being with Sega ... knowing the ecosystem there, knowing all the publishers, knowing the retailers, knowing the developers, and having as much of a gaijin  as you can of understanding what makes the Japanese market tick.

But it's still accurate to characterize your involvement as increased now?

Yeah. The GM of Japan reports directly to me, which is the only country that doesn't report to Mitch Kock who's the head of worldwide sales and marketing. So, from that point of view ... But I'm very involved because all first party development reports to me, so we have MGSA , which is our first party people on the ground in Tokyo. And the third party reports to me. So, I'll go there twice a year and meet with our partners and third parties.

This one's a bit of a branding, marketing question: Would you ever name a product "Wii?" Why or why not? And, also at the same time talk about how Xbox 360, as a name, is a little hard-edged -- a little technical. How does that help or hinder the Xbox 360 in the marketplace?

Moore: Names that seem ridiculous at first, quickly get involved in our culture. "iPod." It's not even a pod. The idea of something that is unique and distinctive is what you brand. One of the challenges of global branding nowadays is finding a word you can protect on a global basis. And people said, "why not Revolution?" Well, I can only imagine how difficult it would have been to brand "Revolution." So now you see -- particularly in the world of technology -- you see these names that you can protect. And you see made up names. In the dot-com base it was "Avayo" ... "Lucent" ... there's a reason there's "Yahoo" and "Google." These are somewhat nonsensical names that try and give some can of a descriptor to the experience. And you can protect them on a legal basis.

So you don't see in problem with that name?

I mean, I'm saying "the Wii." You know, I'm from England, you know, we go for a wee. In England, it's more the Brits because Americans are completely petrified by bodily functions, so we can't even say, "toilet!" (Laughs). If you have to go to, it's the restroom. (More laughs). So in England, we ask where the toilets are ... here, toilet is horrific. So, there's a bit of toilet humor, bathroom humor ...

The portfolio strategy in Japan, it seems that PS3 will always have the advantage in terms of relationships there because Sony is just there and its a hits driven business. One title out of ten really sells consoles. Most people have characterized Sony's involvement there as magnitudes greater than yours. If you've got a portfolio of 100, you've got 10. If they've got 1000, you've got 500. So, just by virtue of luck, they're gonna have more hits and sell consoles in that territory. Would you agree?

No, what I would say is -- that my experience in Japan is it's three or four major franchises that thrive. And, whether that's Final Fantasy, Dragon Quest, Dragon Ball ZPokemon, Yu-gi-Oh, a Sega title ... these games would sell huge numbers. From that point of view, you're right, throw enough mud at the wall, some of it sticks. My strategy is to not to throw mud at all, but focus on bigger bets, obviously with bringing in Sakai-Sana. And you know, if you're going to do that sort of thing you will find the best in the worldm, and we were fortuitous that Sakai-san was available after leaving Square, and you place your bets accordingly. Trying to spread your bets and maybe going with a lot of mud but none of it sticks is not a smart strategy. I believe that if there's anybody I'm gonna put my bets on and ride a horse it's Sakaguchi. And I may be proven right, I may be proven wrong, it's a lot more than that as well. We haven't done a great job yet really driving the advantage of Xbox Live. We didn't do a good job with Arcade, you know, to my horror we only had one Arcade game at launch, that was Hexic. We're doing a lot now with Japanese publishers with Arcade.

Who's your tattoo artist, by the way? We wanna find out how much that thing costs.

None of you guys believe me!

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Joystiq Video: Shigeru Miyamoto Interview

Filed under: E32006,Nintendo,ShigeruMiyamoto,e3,e3 2006,miyamoto,shigeru miyamoto,wii — Paul Miller @ 4:50 pm

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If you haven't already read the transcript of our interview with the inimitable Shigeru Miyamoto, we've gone to all the trouble of putting video of it online. Get his thoughts on everything from the Wii to the PS3's new controller, why the HD-era isn't quite here yet, and why the interface is where innovation is coming from.

Unfortunately, we're wrapping things up, preparing for the trip home from E3, so we didn't have time to cut this video up into bitesized chunks for you as of yet, however, we are working on a bittorrent feed of it and will be adding the bits and pieces soon. Until then, right-click and save the 542.2MB file.

Our very large video:
542.2MBs, 25:25 long, 480x360 3ivx Quicktime [link]

Make sure you also check out AOL Games' video interview with Miyamoto.
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Nokia’s E3 booth tour

Filed under: E32006,e3,e3 2006,game,games,n-gage,nokia — Paul Miller @ 3:51 am

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Despite Nokia's best attempt at a snazzy E3 booth and plenty of 3D game examples on display, the only real draw to their booth was the booth babes. A trio of the cute girls even had their very own line of gamers waiting to have a picture taken with them. Otherwise, the whole booth had a roughly 10:1 ratio of staff to visitors. The games really weren't that bad, and the 3D graphics are always interesting to see running on a random Nokia phone, but nobody much seems to care either way. Click on for pics of all the excitement.

Alright, now this is just sad.


Nokia's plans for a party might have been overly optimistic.


We thought this smoke curtain was pretty cool, if only they could capture this kind of experience on a S60 phone.











If you thought the female staff was bored...












We thought better of an attempt to figure out what this horse is all about.




Between multiple Nintendo titles and now this Nokia bit, 3D fishing seems to be all the rage at E3 this year.







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May 11, 2006

Nokia’s E3 booth tour

Filed under: E32006,e3,e3 2006,game,games,n-gage,nokia — Paul Miller @ 11:36 pm

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Despite Nokia's best attempt at a snazzy E3 booth and plenty of 3D game examples on display, the only real draw to their booth was the booth babes. A trio of the cute girls even had their very own line of gamers waiting to have a picture taken with them. Otherwise, the whole booth had a roughly 10:1 ratio of staff to visitors. The games really weren't that bad, and the 3D graphics are always interesting to see running on a random Nokia phone, but nobody much seems to care either way. Click on for pics of all the excitement.

Alright, now this is just sad.


Nokia's plans for a party might have been overly optimistic.


We thought this smoke curtain was pretty cool, if only they could capture this kind of experience on a S60 phone.











If you thought the female staff was bored...












We thought better of an attempt to figure out what this horse is all about.




Between multiple Nintendo titles and now this Nokia bit, 3D fishing seems to be all the rage at E3 this year.







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May 10, 2006

Sony’s E3 booth tour

Filed under: BoothTour,E32006,Sony,SonyBoothTour,booth tour,e3,e3 2006,ps3,sony booth tour — Paul Miller @ 3:50 pm

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Sony’s “booth” was quite unlike Nintendo’s carefully planned Wii area, and more like an expo unto itself. With PSP, PS2 and of course PS3 displays all competing for the square miles of floor space, the place was a zoo, but also held an impressive managerie of kiosks harboring playable titles. The PS3 games themselves were powered by late-release dev kits that were clearly displayed behind glass, and the titles sure looked pretty at those high resolutions, even if they were a bit PS2-ish in their controls and gameplay. Warhawk was of course the exception, and there were plenty of people waiting to get a shot at the action. We captured most of the chaos to share with you, so click on for the shots.

We found Waldo, can you?

There is no man behind the curtain.

That controller looks familiar.

Sony’s “these are just a bunch of people playing a PSP on the Subway” was quite entertaining, though we missed the smell of our one back home.

We’re not going to lie, PS3 graphics are teh sexy.

This is to disorient you before you enter the booth so that you’re confused and end up waiting in line to play lame PS2 games. It worked on us for a good 15 minutes at least.

No, they weren’t on.

Ryan gets some play time with Heavenly Sword.

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Switched On: Reaching beyond retro

Filed under: Nintendo,SwitchedOn,e3,switched on,wii — Ross Rubin @ 2:45 pm

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Each week Ross Rubin contributes Switched On, a column about the future of technology, multimedia, and digital entertainment:

I’ve already grown to like the name, but mostly negative reaction has greeted Nintendo’s offical moniker for the console formerly code-named Revolution. “Wii” is certainly Nintendo’s highest-concept name ever for a console. Apart from a fair amount of mispronunciation that Nintendo concedes the system will receive, though (I heard someone ask today if it’s called “W2,” and nothing says “fun” like an IRS form), the literal name of this game is not the figurative one.

A year ago, I commented on the Big Three console companies’ efforts to court the casual gamer. Microsoft, for example, continues to tout initiatives such as Xbox Live Arcade as a way of bringing new (or maybe old) gamers into the fold. Microsoft cites the high conversion rates for the addictive Geometry Wars: Retro Evolved – a frenetic cross between Asteroids and Robotron — as evidence that casual gaming has a home on the testosterone-siphoned Xbox 360.

However, while Microsoft touts the high adoption rate of Xbox Live as evidence that the Xbox 360 is bringing in new family members playng casual games, it concedes that such games are attracting other family members after its high-powered retail software has opened the front door for the 360. On the other hand, while it may not be expanding the gamer audience, Xbox Live’s easily, if slowly available, game demo downloads embody the mixture of quick pickup and advanced graphics I advocated a year ago, and the company’s commitment to work with independent developers announced yesterday will be a shot in the arm for this genre-worn industry.

Nintendo has been hammering home that Wii’s name is consistent with its “virtual console” backward compatibility and controller design that will broaden its appeal beyond the core console fanboy. After all, “GameCube,” while uninspiring, could not have been more descriptive, and that didn’t help Nintendo escape a distant third place in the home console market even with a lower priced offering.

One problem has been that far too often Nintendo’s definition of inclusion has reverted to its lowest common denominator of the kiddie core audience, and those players nostalgic to relive their days in it. Nintendo has proven adept at furthering its platforms’ agendas with its first-party titles, such has been the case with the varied input methods of the Nintendo DS. But it also tends to fall back to the easy money of its franchises, and it will need to move beyond that to become truly inclusive. On the other hand, some of the more adult-oriented DS games, such as the brain-training series, have moved beyond kitsch without racing to the extreme of the horror genre..

Using motion-sensor controllers as proxies for real-world objects is not new. For several years, XaviX has sold a system that includes controllers that simulate baseball bats, ping pong paddles, and even a bowling ball. What Nntendo has added, though, is the flexibility and convenience of having one controller mirror many different devices and the advanced graphics of a next-generation console.

To do even more to capture the inclusiveness of early-day consoles, Nintendo should consider returning to an inviting feature of those machines, including a second controller and a game, one that demonstrates its unique operation. The playful Wii Sports games the company showed at E3 would work well without any chance of cannibalizing a more realistic league-licensed title from the likes of Electronic Arts or 2K Games.

Microsoft and Sony are investing millions in sophisticated multiplayer networks that allow strangers to play with each other, but a long-abandoned key to making family gaming fun again is out-of-the-box matchmaking for moms, dads and siblings.


Ross Rubin is director of industry analysis for consumer technology at market research and analysis firm The NPD Group and a contributing editor for LAPTOP. Views expressed in Switched On are his own. Feedback is welcome at fliptheswitch@gmail.com.

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Nintendo’s E3 booth tour

Filed under: BoothTour,E32006,Nintendo,booth tour,e3,e3 2006,wii,wiimote — Paul Miller @ 12:05 pm

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After swearing to the Nintendo booth staff that yes we bow at the feet of Miyamoto, no we've never touched a Sony device before in our lives, and yes we'd like to skip the mile long line to see the Wii, we managed to find ourselves in Nintendo's special little (or not so little) Wii paradise. There were playables galore, though that "27 playable titles" they mentioned at the keynote was a bit misleading. Sure, you could grab a Wiimote and start making a fool of yourself in any one of 27 different ways, but most of the playable stuff was actually just a tech demo or a mini game. Luckily, the big names like Zelda, Mario and Red Steel were there in force, and the good times were aplenty even with the tech demos. We'll have our impressions of the Wiimote pretty soon, but for now we've got a whole slew of pics from the booth, so take a look.


The Wiimote

It looks good, it feels good, but how does it play? In truth, we can't say we were blown away. Sorry to tease, we'll have our full impressions up soon, but for now feel free to ogle.










The Hardware





Virtual Console








The Games












The Booth






The Mari-freaking-oh
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Engadget Podcast 079 – 05.10.06

Filed under: E32006,EngadgetPodcast,Nintendo,e3,engadget podcast,keynote,microsoft,podcast — Randall Bennett @ 4:55 am

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Podcast logoSony may have had their fun on Monday, but Tuesday turned out to be one of the news-packed days of the gaming year thus far. Nintendo decided to one-up Sony by adding additional speaker support for the Wiimote, demo actual Wii gameplay, and generally pump up and hype out their next console like nobody's business. Shortly thereafter Microsoft set us off with some footage of up and coming 360 titles, as well as some new periphs, including the vaguely maligned and long awaited Xbox 360 HD DVD drive. Joystiq editor Vlad Cole steps to the mic and joins Ryan for today's Engadget podcast -- one merely consisting of lengthy pontifications on the two gaming giants' moves against their respective competition.

Get the podcast
[iTunes] Subscribe to the Podcast directly in iTunes (MP3).
[RSS] Add the Engadget Podcast feed to your RSS aggregator and have the show delivered automatically (MP3).
[MP3] Download the show (MP3).
[OGG] Download the show (OGG).
[Vote] Vote for us on Podcast Alley!

Host
Ryan Block

Featuring
Joystiq's Vlad Cole

Producer
Randall Bennett

Music
J J J - 'Suits' in Japan

Format
1:04:58, 29.4 MB, MP3

Program
00:00 - Nintendo's keynote
32:30 - Microsoft's keynote

LISTEN (MP3)
LISTEN (OGG)

Contact the podcast: 1-888-ENGADGET, Engadget (Gizmo Project) or podcast at engadget dawt com

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May 9, 2006

Hands on with the Xbox 360 Live Vision, Wireless Headset, and Racing Wheel

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Microsoft's Xbox 360 HD DVD drive wasn't the only device we checked out at their post-press conference exposé. We also got to take a look at the Live Vision, Wireless Headset, Racing Wheel and Wireless Gaming Receiver up close and in person. Unfortunately for us, we were told these were all hand-built product mockups that apparently wouldn't withstand the wear and tear of a thousand or more press and partners manhandlings with chubby greasy party hands. Well, who cares, we touched the headsets anyway and they felt pretty nice, fairly light, if not a little fragile. Guess that's what we get for playing with the mockups though, right? Click on for more.


Yep, it's the same camera we've been seeing, well, for a long time now.

The Xbox 360 Wireless Gaming Receiver didn't get much play at the press conference, but it's a small device you will use to connect any RF wireless Xbox device with your PC (i.e. headset, wireless controller, etc.).

Yeah, don't touch, we get it.

The Racing Wheel is wireless if you use the battery packs, but if you want rumble you have to plug it in. Bummer, man.



This thing clamps it to the desk, obvs.

The girls of PMS were situated throughout the event at World Championship of Poker kiosks with avatars of themselves going all in... or whatever it is poker players do.



Just in case you were wondering what the pool area looked like.
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Microsoft blends platform lines with Live Anywhere

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The latest ambitious endeavor by Microsoft might have “monopoly” written all over it, but we have a feeling they wouldn’t want it any other way. Microsoft’s new Live Anywhere that they announced at today’s E3 keynote takes their Xbox Live concept and extends it to the PC, Windows Mobile and even Java-enabled phones. Whether you’re at your PC or rocking a mobile, you’ll be able to track your gamer tag, message friends, purchase content for that device or set it to download to another device, and of course compare rankings with your buddies on various gaming titles. Halo isn’t going to run so well on your RAZR, so for actual cross platform titles, Microsoft is sticking with XBLA-esque games that can translate easily to different platform, such as Bejeweled. There will, however, be major games that can be played on your Vista PC and Xbox 360. Microsoft is banking heavily on third party support for Live Anywhere, in the form of mobile friendly value-adds for 360 games, and just straight up phone-friendly casual titles. In order to get more support, they’re claiming to approach this from a “platform agnostic” (hah!) angle, and after supporting the 360, Windows Vista and Windows Mobile, will move on to Java, S60 and possibly even Palm if they deem it worth their while. Microsoft obviously has the muscle to launch a service like this, and the features they demoed look quite entertaining and welcome, but we’ll still be (pleasantly) surprised if they actually manage to pull it off. Keep on reading for screenshots and impressions.

After the keynote we got a personal showing of prototype Live Anywhere functionality, mainly running off of a Windows Mobile device. Here’s what we saw.



Teh Gamez. Once again, if you were hoping for some mobile version of Halo or even something like Geometry Wars, you’ll be sorely disappointed. With that said, everything looked fairly snazzy, and there is definitely a difference between games supported by the more powerful Windows Mobile and those plain-jane Java phones.



In keeping with its XBLA roots, Live Anywhere allows for trials of games, which are suddenly terminated with a request for payment to purchase the full version. A bit janky, but at least they offer trial versions in the first place.


Be sure to bother MajorNelson with challenges to beat your high score, everybody else seems to.


That Gamercard is looking good.


There’s enough platform support here already that it quickly seems like overkill.


Friends and what platform they’re on.


Messaging isn’t just email, it can include  video, voice, or even game content.


Java version doesn’t look too different, but most of the games are different.


Our friendly presenter.


They finished up with a bit of Gamercard trading, which works over IrDA between phones and syncs across all platforms. In this case they showed the Xbox 360 Dashboard show the request, ask for approval, and then update automatically once the request was approved with the other mobile phone. Pretty slick.

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