Release Date: March 24th - PlayStation®Portable (PSP™), three-dimensional-CG games incorporating high-quality,
full-motion video similar to PlayStation®2 can be played anytime, anywhere with PSP. PSP is scheduled to be launched in Japan
in the end of 2004, followed by the North American and European launches in the spring of 2005.
PSP comes in a black color, with a 16:9 widescreen TFT LCD centered in a sleek ergonomic design with a high-quality
finish that fits comfortably in the hands. The dimensions are 170mm x 74mm x 23mm with a weight of 260g. PSP features a high-quality
TFT LCD that displays full color (16.77 million colors) on a 480 x 272 pixel high-resolution screen. It also comes complete
with the basic functions of a portable player such as built-in stereo speakers, exterior headphone connector, brightness control
and sound mode selection. Keys and controls inherit the same operability of PlayStation® and PlayStation 2, familiar to fans
all over the world.
PSP also comes equipped with diverse input/output connectors such as USB 2.0, and 802.11b (Wi-Fi) wireless LAN, providing
connectivity to various devices in the home and to the wireless network outside. The world of gaming is further enhanced by
enabling users to enjoy online gaming, or by connecting multiple PSPs to each other, directly via the wireless network. In
addition, software and data can be downloaded through a USB or wireless network onto Memory Stick™ PRO Duo. All of these
features can be enjoyed on one single system.
PSP adopts a small but high-capacity optical medium UMD™ (Universal Media Disc), enabling game software, rich
with full-motion video and other forms of digital entertainment content, to be stored. The newly developed UMD, the next-generation
compact storage media, is only 60mm in diameter but can store up to 1.8GB of digital data. A broad range of digital entertainment
content such as music video clips, movies and sports programs can be provided on UMD. To protect this entertainment content,
a robust copyright protection system has been developed which utilizes a combination of a unique disc ID, a 128 bit AES encryption
keys for the media, and individual ID for each PSP hardware unit.
SCEI intends to aggressively promote PSP and UMD as the new handheld entertainment platform for the coming era.
Unveiling the Xbox 360
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by Richard Greenhill and Mike Smith
The vision
Meet the three pillars of the Xbox 360: always high definition; always connected; always personalized.
Microsoft's newest console doesn't just herald a new age of graphical realism -- if you believe the hype, it marks a significant,
permanent shift in the way we'll relate to our entertainment. Microsoft vice president J Allard introduced us to his new creation.
Allard is the first to admit that despite its successes, the Xbox was not a "magical product." What
does he mean? "There were lots of seams in the experience," he told us. Obviously going from nothing to a comfortable second
place in four years, cementing the first-person shooter as a mainstay of console entertainment, and mastering the delivery
of online console gameplay along the way just wasn't enough for him.
Allard's looking at ways to sell the Xbox to your grandmother. He's aiming at mass market success on
the scale of movies: a billion people, worldwide, involved with Xbox 360, and at a time when consumer expectations for technology
have never been higher. No one's going to buy a device just for games, he says, and points to the convergence of cellphones
and PDAs as an example.
Xbox VP, J Allard
So the Xbox 360 comes equipped to fill a niche he's hoping to carve. It's a high-powered entertainment
nexus, a media hub, and a gaming platform, all rolled into one slick, Mac-inspired piece of desirability. It's equipped to
be a video telephone or even a viewer for your digital camera's contents. Providing a device that's solely focused
on the needs of the hardcore gamer is apparently not on Microsoft's agenda.
Instead, Allard outlines a future where 50 percent of Xbox 360 owners are online -- and not just to
play games. Voice and video communication, content downloads, an online marketplace, and features to let users control and
develop their own content. He envisages an open system -- "as open as possible" -- even if that does lead to problems with
objectionable content.
Players of Project Gotham 2, one of Xbox Live's best racers, will probably be familiar
with the "cat and mouse" multiplayer mode. Its creator isn't a Microsoft designer, and it doesn't appear in any of the menus
-- it's just an idea that an anonymous Xbox Live player thought would be cool. The premise involves two teams of four: on
each side, one player takes the MINI Cooper, and the others take high-powered sports cars. The only objective is to get your
team's MINI across the finish line first. It was a huge hit.
This is the key to Microsoft's strategy. Xbox 360 games will be as open as possible to user-created
content -- and offer tools to promote its creation and distribution. Down the line, Allard wants to create a Live Marketplace,
where content can be both bought and sold by users, for real money. Somewhere, that anonymous Xbox Live player is adding "Pioneered
Microsoft's next-generation content creation strategy" to his resume.
Allard outlined a story of a family-run Tony Hawk's Pro Skater competition. While her
son is waiting for his scheduled game to start, Mom designs a T-shirt for his skater to wear. Dad's watching the competition
on his PC in the other room. Maybe other spectators are judging, instead of faceless score calculation routines. High profile
competitions might feature streaming soundtracks debuting music from a popular artist. Multiplayer gaming becomes a family
activity.
Live: the next generation
A new Xbox Live fee structure is also coming. Two levels of membership, Silver and Gold, will be introduced
with the 360: Silver, the basic level, will be free, and support the friends list, voice, video, and text messaging, downloadable
content, music, movies, and TV -- but it won't allow you to play multiplayer games.
A Gold subscription will take the place of the regular sub. It'll have a fee, similar to the current
one, but will unlock the multiplayer features in Xbox 360 titles, together with an impressive range of intelligent matchmaking
options. You'll be able to class yourself as a serious gamer, a novice, or a family-friendly type, and be matched with other
players accordingly. A series of free Xbox Live weekends is planned, to allow Silver subscribers the temporary benefit of
a fully paid membership without the price tag.
Shift in development
Offering games for download over Xbox Live costs practically nothing. Allard has a vision of a new
game development paradigm, a world where teams stay together longer, releasing content over a prolonged period of time rather
than dissolving and scattering once they hit their first big release.
What would become of hit TV shows if the production cast and crew disbanded after one successful episode?
Why should a publisher risk $10m on one big, risky release when it can commission five shorter games, release them to the
world over Live for small payments, and run with the most successful? It's the television world's "pilot" model brought to
the gaming market. If it takes off, publishers can group episodes together and release them to stores in the conventional
way, so even the broadband-shy can get a piece of the action.
A look inside
Enough hand waving, here are the guts of the machine: Xbox 360's heart is a triple-core IBM processor
clocked at 3.2GHz, paired with an ATI-built graphics processor and 512MB of super-fast memory. Smaller than the Xbox, it'll
stand vertically or horizontally, and has interchangeable faceplates for customization.
All Xbox 360 games will support widescreen displays, and those with high-definition TVs can play in
720p or 1080i 16:9 display modes. Screenshots should be creeping out over the next week or so, but at such an early stage,
who knows if they'll bear any resemblance to the first round of 360 games? One thing's for sure -- it'll be a huge step forward,
and mark the line for Sony and Nintendo.
Like the Xbox, the 360 will include a hard drive. This time it'll start at 20GB, but can be removed
and upgraded if necessary. Microsoft will be encouraging developers not to rely on the presence of a hard drive, but some
games may still require one.
Custom soundtracks are promised for every game, and as before you'll be able to rip your CDs to the
360's hard drive. Like your PC's CD player software, it'll retrieve track and album names from an online directory. The improvements
don't end there -- you'll also be able to play music stored on a networked PC, or from a portable device connected with USB.
Yes, you can even stream files from your PSP. Microsoft's pushing the media center concept hard, and
judging from the success of modifications that enabled the original Xbox to be used as a similar device, the demand is there.
How about pictures? Stills and video can be recorded with a TV-mounting camera (releasing as an accessory
soon after the 360), allowing games like the PlayStation's Eyetoy series, where your physical movements are translated
into on-screen activity. Even online video poker was mentioned. But the camera will have offline functions too, including
mapping your face onto game characters or potentially scanning in cheats published in magazines and online as barcodes.
Controlling the games
Lighter, smoother, and Wavebird inspired, the 360's controller is similar to the current Xbox Controller
S, but with an extra two shoulder triggers replacing the oddly-placed black and white buttons. It's also lost its wire; the
Xbox 360 supports up to four wireless controllers at once.
A large "Home" button, dead center of the controller's face, will allow you to jump from game to dashboard
and back again. So you can to check messages and enter into voice chats without interrupting your play. A conventionally styled
remote control will also ship with the console, mirroring the controller's functions and adding a number pad. And in one of
those "why has nobody done this before" moves, the Xbox 360 can be turned on and off with the controllers or the remote, since
we all know that getting off the couch is a hardship gamers shouldn't have to endure.
So will the Xbox 360 also play Xbox games? Allard's not telling. Presumably he's either concerned the
answer will be unpopular, he's saving a big announcement for another day, or he just hasn't made up his mind yet. The hard
drive is optional, so a 360 without one presumably wouldn't be equipped to play Xbox games -- and the omission of the white
and black buttons, while replaced by other controls, could prove tricky too.
Detailed information on the anticipated launch lineup for the console should be circulating next week.
Rare's Perfect Dark Zero is widely expected to be taking the place of the Master Chief as its big shooter, and
we wouldn't be surprised to see a new Crimson Skies. Other major publishers will be announcing their Xbox 360
titles shortly: Ubi Soft is expected to unveil Ghost Recon 3 at the show and EA plans to unveil a new Need
for Speed title and its Godfather-licensed action game. No doubt the list will be much longer this time
next week. Software support isn't going to be an issue for the 360.
Some drawbacks
So what's the catch? One obvious drawback to the 360's hardware is its lack of support for the new
high definition DVD movie standard coming next year. Allard's response is that DVDs are good enough for most movie-watchers,
and the high-definition video formats aren't going to hit it big. "In all other formats, a new incremental standard has brought
higher quality, but lower selection and lower convenience," he said. That statement seems a little incongruous to the rest
of his HD vision, but if he's going to bring his console to market this year, he has little choice.
Speculation has been rife that multiple, differently equipped versions of the 360 will be available
at the console's launch, like a cheaper version with fewer accessories and no hard drive. "Perhaps," said Allard. "The system
has been created in a modular way, but the plan right now is to launch with just one configuration, unless feedback from next
week's E3 trade show indicates this would be an unpopular move."
360 days later
As to when that launch will be, all we know for sure is that it'll definitely be before Christmas.
Perhaps Microsoft will choose to repeat the Xbox's November 15 release date. As for the price, your guess is as good as ours.
Allard promises the price will reflect his mass market ambitions, but that box is going to be bulging with expensive goodies.
Who knows -- maybe it'll cost $360. Stranger things have happened.