After years of losses, Chief Executive Kazuo Hirai has engineered a successful restructuring drive at Sony, with recent results showing improvement thanks to cost cuts, an exit from weak businesses such as PCs, as well as strong sales of image sensors and videogames. But its smartphone business has been slow to turn around.
“We will continue with the business as long as we are on track with the scenario of breaking even next year onwards,” Hirai told a group of reporters on Wednesday. “Otherwise, we haven’t eliminated the consideration of alternative options.”
Sony and other Japanese electronics makers have struggled to compete with cheaper Asian rivals as well as the likes of Apple Inc and Samsung Electronics.
Sony phones including its Xperia-branded smartphones held only 17.5 percent of the market in Japan and less than 1 percent in the North America, according to company data last year.
The electronics giant in July lowered its forecast for its mobile communications unit to an operating loss of 60 billion yen in the current fiscal year from an earlier estimate of a 39 billion yen loss.
“I do have a feeling that a turnaround in our electronics business has shown progress. The result of three years of restructuring are starting to show,” he said. “But we still need to carry out restructuring in smartphones.”
Big Blue has launched a line of Power processor-based, Linux-tuned machines which are helped out by Nvidia Tegra GPUs.
The three products based around Power 8 processors offering scale-out servers in preconfigured, single-click order, and bespoke options. They are
The S812LC, consisting of a single eight-core 3.32GHz processor or 10-core 2.92GHz processor, up to 1TB of system memory.
The S822LC for commercial computing, offering the same specs but with a second identical processor for up to 20 cores.
The S822LC for high performance offers identical specs to the S822LC but incorporates multiple Nvidia Tegra GPUs for creating visual interpretations of data quickly and easily.
Nvidia and IBM are close in the OpenPower Foundation and the 822 is supposed to be a lot quicker .
IBM said that the S822LC, with its 20 cores of Power 8 performance, is 2.7x per core, with 40 percent better price-performance ratio when running PostegreSQL.”
The difference with the LC range is its ability to run out of the box and off the shelf, meaning that customers can be up and running in under 30 minutes, IBM says.
List prices range from $6,595 to $11,990 off the shelf, with a price on request for the Nvidia-enabled version.
Sony’s Worldwide Studios boss Shuhei Yoshida was only stating the obvious when he told the audience at EGX that the “climate is not healthy” for a successor to the company’s struggling handheld console, the PlayStation Vita, but sometimes even the obvious makes for an interesting statement, depending upon who’s stating it.
The likelihood of another handheld console from Sony turning up in the foreseeable future is considered to be incredibly low by almost everyone, and it’s notable that there’s never been so much as a whisper about what such a successor might look like or comprise; it’s so vanishingly unlikely to come to pass, why even bother speculating on what might be? Yet for commentators and analysts to dismiss the notion of Sony carrying on in handheld is one thing; for such a senior figure at the company to seemingly join in that dismissal is another. The final step of the long and strange handheld journey which Sony started with the announcement of the PSP’s development all the way back in 2003 won’t come until the Vita reaches its official end-of-life, but Yoshida’s statement is the moment when we learned for certain that the company itself reckons the handheld market is past saving.
It’s not that there’s any lack of affection for the Vita within Sony, including Yoshida himself, whose Twitter feed confirms that he is an avid player of the system. Even as weak sales have essentially rendered AAA development for the Vita financially unsustainable, the firm has done a great job of turning it into one of the platforms of choice for break-out indie hits, and much of the success of the PS4 as a platform for indie games can be traced back to the sterling work Sony’s team did on building relationships and services for indies on the Vita. For that alone, it’s a shame that the console will apparently be the last of its line; there are some games that simply work better on handhelds than on home consoles, and some developers who are more comfortable working within the limitations of handheld systems.
Yoshida is right, though; mobile phones are the handheld killer. They may not be as good at controlling the kind of games that the PSP and Vita excelled at, but mobile devices are more powerful, more frequently updated, carried everywhere and heavily subsidised by networks for most users. Buttons and sticks make for wonderful game controllers, as Yoshida noted, but when the competition has a great multi-touch screen and accelerometer, a processor faster than most laptops only a few years ago, and is replaced every couple of years with a better model, the best set of buttons and sticks on earth just can’t compete for most consumers. Even if Sony could release a Vita 2 tomorrow which leapfrogged the iPhone 6S, within a year Apple, Samsung and others would be back out in front.
That’s not to say that this battle can’t be won. Nintendo has still managed to shift a dramatic number of 3DS consoles despite the advent of the smartphone era – though in typically Nintendo style, it chose not to play the competition at their own game, favouring a continuation of the DS’ odd form-factor, a 3D screen and a low-cost, low-power chipset over an arms race with smartphones (and, indeed, with the Vita). Crucially, Nintendo also pumped out high quality software on the 3DS at a breathtaking pace, at one point coming close to having a must-buy title on the system every month. Nintendo’s advantage, as ever, is its software – and at least in part, its longevity in the handheld market is down to the family-friendly nature of that software, which has made the 3DS popular with kids, who usually (at least in Japan, the 3DS’ best performing market) do not carry smartphones and generally can’t engage with F2P-style transactions even if they do. Vita, by comparison, aimed itself at a more adult market which has now become saturated with phones and tablets.
So; is that the end of Sony’s handheld adventure? Trounced by Nintendo twice over, first with the DS’ incredibly surprising (if utterly obvious in hindsight) dominance over the PSP, then with the 3DS’ success over the Vita, Sony nonetheless carved out an impressive little market for the PSP, at least. Vita has failed to replicate that success, despite being an excellent piece of hardware, and 12 years after news of the PSP first reached gamers’ eager ears, it looks like that failure and the shifting sands of the market mean Sony’s ready to bail out of handhelds. With the stunning success of PS4 and the upcoming PlayStation VR launch keeping the company busy, there’s seemingly neither time, nor inclination, nor resources to try to drive a comeback for the Vita – and any such effort would be swimming against the tide anyway.
I would not go so far as to say that Sony is dropping out of handheld and portable gaming entirely, though. I think it’s interesting, in the context of Yoshida’s comments, to note what the company did at TGS last month – where a large stand directly facing the main PlayStation booth was entirely devoted to the Sony Xperia range of phones and tablets, and more specifically to demonstrating their prowess when it comes to interacting with a PS4. The devices can be hooked up to a PS4 controller and used for remote play on the console; it’s an excellent play experience, actually significantly better in some games than using the Vita (whose controls do not perfectly map to the controller). I use my Vita to do simple tasks in Final Fantasy XIV on my PS4 while the TV is in use, but it wouldn’t be up to the task of more complex battles or dungeons; I’d happily do those on an Xperia device with a proper controller, though.
Remember when the Vita launched and much of the buzz Sony tried to create was about how it was going to interact with the PS4? That functionality, a key selling point of the Vita, is now on Xperia, and it’s even better than it was on the devoted handheld. Sony’s phones also play Android games well and will undoubtedly be well-optimized for PlayStation Now, which means that full-strength console games will be playable on them. In short, though the Vita may be the last dedicated handheld to carry the Sony brand, the company has come a long way towards putting the core functions of Vita into its other devices. It’s not abandoning handheld gaming; it’s just trying to evolve its approach to match what handheld gaming has become.
It’s not a perfect solution. Not everyone has or wants an Xperia device – Japan is the best performing market for Sony phones and even here, Apple is absolutely dominant, with iPhones holding more than half of the market share for smartphones. If Sony is being clever, though, it will recognize that the success of the PS4 is a great basis from which to build smartphone success; if the Xperia devices can massively improve the user experience of the PS4, many owners of those devices may well consider a switch, if not to a new phone then at least to one of the Xperia tablets. It might also be worth the company’s time to think a little about the controllers people will hook up to the Xperia to play games; I love the PS4 controller, but it’s bulky to carry in a bag, let alone a pocket. If the firm is serious about its phones and tablets filling the handheld gap, a more svelte controller designed specifically for Xperia (but still recognizably and functionally a PS4 pad) would be an interesting and worthwhile addition to the line-up.
Nonetheless, what’s happening with Xperia – in terms of remote play, PS Now, and so on – is an interesting look at how consoles and smartphones might co-exist in the near future. The broad assumption that smart devices will kill off consoles doesn’t show any sign of coming true; PS4 and Xbox One are doing far, far better than PS3 and Xbox 360 did, and while the AAA market is struggling a little with its margins, the rapid rise of very high quality indie titles to fill the gap left by the decline of mid-range games in the previous generation means the software market is healthier than it’s been for years. If consoles aren’t going away, then we need to be thinking about how they’ll interact with smart devices – and if that’s what Sony’s doing with Xperia and PlayStation, it’s a strategy that could pay off handsomely down the line.
While we want AMD to do well to balance the Intel and Nvidia empires, it does seem that the outfit cannot get a break. Today it announced that it is letting 500 staff go and will begin another wave of restructuring.
Of course, we predicted this would happen. The company is betting the farm on its coming Zen chip, but this will not appear until next year. Meanwhile it is facing shrinking sales and nearly impossible competition.
Under the restructuring AMD will outsource some IT and application development services. It will give 500 people, or five percent of its staff, their pink slips and P45s. The company will take a charge of $42 million, with $41 million of that recorded in the just-ended third quarter. AMD said it expected savings of about $58 million in 2016 from the restructuring plan.
This is about the same time AMD hopes to clean up with its Zen chips.
AMD said it will cut white-collar jobs and is not shutting or idling any fabricating operations. The jobs will be lost across AMD’s global operations, including Austin, Texas, and company headquarters in Sunnyvale, California. AMD only has 9,700 employees at the end of last year, so 500 is rather a chunk.
AMD reported its second-quarter revenue fell 35 percent from the year-earlier period, claiming that no one wanted to buy PCs.
The company has been shifting to gaming consoles and low-power servers, but it really has not moved fast enough or come up with the sort of “wow” technology which is needed to see off Intel.
Over the last few years, competitive gaming has made huge strides, building a massive fanbase, supporting the rise of entire genres of games and attracting vast prize pots for the discipline’s very best. Almost across the board, the phenomenon has also seen its revenues gaining, as new sponsors come on board, including some major household names. Sustaining the rapidity of the growth of eSports is going to be key to its long term success, maintaining momentum and pushing it ever further into the public consciousness.
In order to do that, according to Newzoo, eSports need to learn some lessons from their more traditional athletic counterparts. Right now, the research firm puts a pin in eSports revenues of $2.40 per enthusiast per year, a number which is expected to bring the total revenue for the industry to $275 million for 2015 – a 43 per cent increase on last year. By 2018, the firm expects that per user number to almost double, reaching $4.63.
That’s a decent number, representing very rapid growth, but it pales in comparison to Newzoo’s estimates on the average earning per fan for a sport like Basketball, which represents a $14 per fan revenue – rising to $19 where only the major league NBA is a factor. To catch up to numbers like this is going to take some time, but Newzoo’s research has listed five factors it considers vital to achieving that aim.
Right now, MOBAs are undeniably the king of the eSports scene, and one of the biggest genres in gaming. The king of MOBAs, League of Legends, is the highest earning game in the world, whilst others like Valve’s DOTA 2 are also represent huge audiences and revenues, including the prestigious annual International tournament. Shooters are also still big business here, with Activision Blizzard recently announcing the formation of a new Call of Duty League.
Nonetheless, MOBAs are still the mainstay and if you don’t like them, you’re not going to get too deeply into competitive gaming as a fan. Although their popularity with the athletes is going to make them a difficult genre to shift, Newzoo says that broadening the slate is a key factor to growth.
The major tournaments bring players, and audiences, from all over the world, but it’s often only the very top tier of players who can find themselves a foothold in regular competition. Major territories like the US, South Korea and Europe have some local structure, but again League of Legends stands almost alone in its provision of local infrastructure. By expanding a network of regular leagues and competitions to more countries, eSports stands a much better chance of building a grassroots movement and capturing more fans.
Already a problem very much on the radar of official bodies and players around the world, the introduction of regulation is always a tough transition for any industry. However, when you’re putting up millions of dollars in prize money, you can’t have any grey areas around doping, match fixing and player behaviour at events. These young players are frequently thrust into a very rapid acceleration of lifestyle, fame and responsibility – a heady mixture which can prove to be a damaging influence on many. Just like in other sports, stars need protecting and nurturing – and the competitions careful monitoring – in order for growth to occur without scandal and harm to its stars.
Dishing out the rights to broadcast, promote and profit from eSports is a complex issue. Whilst games like football are worldwide concerns, with media rights a hotly contested and constantly shifting field, nobody owns the games themselves. With eSports, every single aspect of the games being played is a trademark in itself, with its owners understandably keen to protect them. However, with fan promotion such a key part of the sport’s growth, and services like Twitch a massive factor in organic promotion, governing the rights of distribution is only going to become a murkier and more complex business as time goes on. With major TV networks, well used to exclusivity, now starting to show an interest, expect this to become a hot topic.
Conflict between new and old media
That clash of worlds, between the fresh and agile formats of digital user-sourced broadcasting and the old network model is also going to be source of many of its own problems. One or the other, or even both, is going to have to adapt fast for there to be a convivial agreement which betters the industry as a whole. There’s currently considerable pushback from established media against the idea of eSports becoming accepted as a mainstream activity, fuelled in no small part by their audiences themselves, so a lo of attitudes need to change. Add to that the links between these media giants and many of the world’s richest advertisers and you can start to see the problem.
According to the latest report, it appears that Nvidia is on the verge of releasing a new dual-GPU graphics card that will place two GM200 GPUs on the same PCB.
According to a report from Wccftech.com, the upcoming dual-GPU graphics card has not only been already showcased to a couple of select members of the press at a secret briefing in New York City, but some of those have managed to score a sample and are wrapping up their reviews.
According to the same report, the upcoming flagship graphics card could bear the GTX Titan branding. Rather surprising piece of information is that the upcoming dual-GPU graphics card will not be based on the GM204 GPU, which was behind the GTX 980 and GTX 970 graphics card but rather two GM200 GPUs, the same one that is behind both the GTX 980 Ti and the GTX Titan X graphics card.
The precise specifications are still unknown as it is unclear if we are looking at two fully enabled GM200 GPUs with 3072 CUDA cores each, or the cut-down version with 2816 CUDA cores. Since the GTX 980 Ti has a TDP of 250W, it will be quite interesting to see the final TDP on such dual-GPU graphics card and the final clocks for each GPU.
It is also quite surprising that Nvidia managed to keep such graphics card a secret for so long and although it was quite obvious that Nvidia will release a dual-GPU graphics card in order to counter AMD’s upcoming dual Fiji GPU based graphics card, we did not expect it to be ready so soon.
The price of the upcoming dual-GPU graphics card from Nvidia, which is also the most important part of information, is still unknown but if these rumors are true, we should see it quite soon.
Oculus and Samsung had a few milestone announcements to make at yesterday’s keynote for the Connect 2 developer event. Gear VR got an update and halved in price. Oculus signed a few important content partnerships.
Samsung Gear VR, the wearable accessory that allows you to strap a compatible Samsung phone to your face and see the virtual worlds within, got a new version that now costs only $99. That’s without the phone of course, so you will have to BYOD.
Oculus, on the other hand, is bringing some much needed expansion to the content side of the equation. There’s games, movies, TV shows, streaming video, all becoming available in the next few months. This is widely expected by our tech journalist colleagues to finally bring VR into many more homes. We tend to agree that that’s a very real possibility.
Among the more important content partnerships are that with Fox, who’s bringing over 100 of its movies to the Oculus VR Cinema, and Lionsgate. But what’s really expected to bring VR into your average Internet-connected living room is the fact that Netflix follows suit, as will vimeo and Hulu in the fall.
Kids will be able to stare like zombies for hours on end into a VR version of their favourite gamers’ video feeds via Twitch. Hooray!
Facebook also announced 360 degree videos that will become available on the news feed. Disney, Vice, GoPro, Saturday Night Live and others have already been signed up to produce content.
We expect a version of VR goggles to come out soon enough with an Intel Realsense or similar technology, so we’ll be able to tune into someone’s surroundings in realtime. Microsoft’s Hololens seems like a perfect tool for such scenarios.
It’s without a doubt exciting times in the area of VR. Now, whether it will falter like 3D TV has, or live on to see another “day”, it’s too soon to tell. We will be following the developments closely.
Instagram, a five-year-old site for posting and photos and video online, has solidly surpassed rival Twitter to claim the No. 2 spot in the social networking world – behind parent company Facebook.
“Given that Facebook owns Instagram, that certainly makes them the king of the social networking mountain,” said Dan Olds, an analyst with The Gabriel Consulting Group. “Instagram is aimed squarely at mobile devices, and that makes it very easy for users to shoot and post very quickly. It also has the patina of ‘cool’ with hip users — mainly arising from young users adopting it as their own.”
Instagram is gaining momentum. In December of last year, the company said it reached the 300 million monthly user mark. Less than a year later, the site has added another 100 million active users.
Despite the surge in monthly users, Instagram is still far behind Facebook, the world’s largest social network with more than 1 billion worldwide users.
However, the numbers put Instagram beyond Twitter, which in June reported316 million active monthly users. Instagram is also well ahead of Google+, which reportedly has about 300 million active monthly users.
“While milestones like this are important, what really excites us is the way that visual communication makes the world feel a little bit smaller to every one of us,” Instagram wrote in a blog post. “Our community has evolved to be even more global, with more than 75% living outside of the U.S. To all the new Instagrammers: welcome!”
Among the last 100 million to join, more than half live in Europe and Asia, the company noted. The countries that added the most Instagram users include Brazil, Japan and Indonesia.
The console business will hit a wall in terms of sales in this generation, and that’s okay. According to Wedbush analyst Michael Pachter, the subsequent shift away from the traditional console model will be a catalyst for even more growth.
Speaking at DICE Europe last week, Pachter discussed a provocative and divisive topic: the end of the console era.
“The console installed base is as big as it’s ever going to get,” he said. “[This] generation is not going to be bigger than the last generation. We’re going to be about the same.
“The Wii U is going to sell 20 million units compared to 100 million for the Wii. The PlayStation 4 is going to sell 120 million or 130 million – that’s great. The Xbox One will sell 100 million to 110 million – that’s great. Add it all together and it’s 260 million units, maybe, and the last cycle was 270 million.”
This take on the trajectory of the PS4 / Xbox One generation must be assessed in the context of a world that contains far more people who play games than at any time in history – thanks in part to the impact of the Wii, and in larger part to the rapid emergence of smartphones and the app economy. If Pachter’s analysis proves to be accurate, it would suggest that consoles are a limiting factor on the growth potential of the games industry, putting some of the medium’s best and most alluring products beyond the reach of the vast majority of people.
“This is the last real console cycle,” Pachter continued. “I don’t mean that Microsoft, Sony and Nintendo will go bankrupt and shut down – they will not. Each of them will make another console, some people will buy them, and the next console cycle will be to this console cycle what the 3DS is to the DS. The 3DS is selling about 15 million units a year, the DS had five consecutive years where it sold more than 26 million. So about half as big.
“So when I say that this console cycle is the last console cycle, the reason is that console games shouldn’t require a console. And I’m not talking about the cloud.”
What games require, Pachter said, is a CPU, a GPU, storage, a controller, and a display. In the coming years, the need to purchase a console to access the first four will be diminished as smartphone and set-top box hardware becomes more sophisticated. By the time this console generation nears its end, “you’re going to have a CPU/GPU in your house that is connected to your television,” whether that be the latest model of the iPhone or a Fire TV box from Amazon.
The switch, Pachter suggested, was simply a matter of the hardware reaching a certain degree of technical sophistication; to use one of his own examples, the point when an affordable set-top box from Amazon can run Call of Duty, a brand chosen by Pachter due to its popularity among online console players. For a publisher like Activision that switch would be easy to justify, opening up the possibility of controlling the multiplayer revenues that currently go to Microsoft and Sony in the form of Xbox Live and PSN subscription fees.
For the consumer, the benefit is the removal of the need to purchase a console, and the ability to exert more control over their gaming habits.
“What happens when you lower the entry so nobody has to buy a console?” Pachter asked. “If Activision sells 20 million copies of Call of Duty to people with a console, how many people would buy it who don’t have a console? I’m guessing 20 million more. To make it easier for the Europeans in the room, how many more people would play FIFA if a console wasn’t required? Another 20 million.
Pachter shared some detailed speculation on how this structure might work, from a publisher charging a dollar or two for monthly access to its biggest online game, to the major publishers forming a consortium that charges one fee and portions out revenue according to which games received the most play. The point, though, is that console publishers have a clear incentive to work out the details, and the consumer has every reason to embrace the change.
“There’s plenty of 30 or 40-somethings who would like to play FIFA or Call of Duty, but they can’t,” Pachter continued. “They’re not going to buy a console for one game, and I’d say that’s true of every single [console] game made. There’s a market of probably several million people who would never buy a console to play the game, but would absolutely buy the game.”
This could be a solution to the problem that flat console hardware sales in a world crammed with gamers highlights. As the number of players on mobile and other accessible platforms continues to grow, making the biggest brands in gaming available to people who see no value in a $400 box makes a great deal of sense.
“I think the traditional gamer market – which has high standards – does broaden. But the only way you actually see a step function change in that is to pull the console out of the equation, and make it open to people who can’t afford or won’t buy a console,” Pachter said.
“I think this shift to full-game digital downloads, where everybody has the opportunity to play a game without having to invest $399 is a huge opportunity. It’s an opportunity for everyone in the value chain, except the retailer and maybe the console manufacturer.”
Sony has pulled back the curtains on its virtual reality headset, giving it an official introduction to the wild and a real-life name.
That name is PlayStation VR, which is an obvious but uninspired choice. The name that the unit had earlier, Morpheus, which was probably a nod towards starts-great-but-ends-badly film series The Matrix, had a bit more glamour about it.
The firm has shown off the hardware to the local journalistic crowd at the Tokyo Game Show, and provided the general press with information, details and specifications.
PlayStation VR was first discussed in March 2014 when it had the cooler name. Since then the firm has been hard at work getting something ready to announce and sell, according to a post on the PlayStation blog.
A game show in Tokyo would seem the most likely place for such an announcement.
Sony said that the system is “unique”, apparently because of a special sound system, and makes the most of the Sony PS4 and its camera. The firm is expecting the device to have a big impact on PlayStation gamers and gaming.
“The name PlayStation VR not only directly expresses an entirely new experience from PlayStation that allows players to feel as if they are physically inside the virtual world of a game, but reflects our hopes that we want our users to feel a sense of familiarity as they enjoy this amazing experience,” said Masayasu Ito, EVP and division president of PlayStation product business.
“We will continue to refine the hardware from various aspects, while working alongside third-party developers and publishers and SCE Worldwide Studios, in order to bring content that delivers exciting experiences only made possible with VR.”
Specifications are available, but they relate to a prototype and are subject to change. Sony said that the system has a 100-degree field of view, a 5.7in OLED display, a 120Hz refresh rate, and a panel resolution of 960×RGB×1080 per eye.
This will not put it at the high end of the market, as the field of view is only 10 degrees greater than with Google Cardboard, and 10 degrees under that of Oculus Rift. Some rivals go as wide as 210 degrees.
And no, no release date or price have been mentioned. We predict that these will be 2016 and expensive.
Nvidia has announced the release of its Grid 2.0 servers and expects it will have industry support. The idea is to deliver even most graphics-intensive applications to any connected device virtually.
Several major vendors including Cisco, Dell, HP and Lenovo have a GRID solution to run on 125 server models including new blade servers. Nvidia worked closely with Cytrix and Cmware to bring the powerful experience to the users.
Nvidia tells us that IT departments can offer their workers the instant access to powerful applications, improving resource allocation.
Jen-Hsun Huang, co-founder and CEO of NVIDIA said:
“Industry leaders around the world are embracing NVIDIA GRID to provide their employees access to even the most graphics-intensive workflows on any device, right from the data center,”NVIDIA GRID technology enables employees to do their best work regardless of the device they use or where they are located. This is the future of enterprise computing.”
Nvidia GRID 2.0 doubles user density over the previous version, allowing up to 128 users per server. GRID 2.0 uses the latest Maxwell GPU architecture offering twice the performance over the previous generation of GRID. The new GRID 2.0 offers the blade server support and this is a big deal in enterprise market.
All new GRID 2.0 now supports Linux OS. This is something that was missing from the first version of the GRID server, and the driver is mature enough to be offered to the end users.
Nvidia doesn’t offer prices publicly but in case you are a big company and you want to test GRID 2.0 services you can sign up for 90 days evaluation.
You can test the Nvidia GRID vGPU acceleration on Windows desktop with 2D and 3D applications including Autodesk AutoCAD, Dassault Systèmes SOLIDWORKS, Esri ArcGIS Pro and Siemens NX.
The rumor mill might have been a bit broken when it was announced that Microsoft was about to launch an Xbox-mini.
The rumor claimed that Microsoft would be holding a launch event in October where people could expect the company to launch the Surface Pro 4, Lumia flagships and an “Xbox One Mini.”
It was claimed that the X-box mini would be third the size of the current console and lack a Blu-Ray drive.
However Microsoft’s Phil Spencer has now debunked this theory, stating that the rumors are simply “not real”. Although he didn’t say the project didn’t exist just that the rumor that it was coming out in October was “not real.”
Given the nature of reality, and theories that the universe is a holographic game being played two-dimensional gods, we are not ready to dismiss out of hand yet.
While the Xbox One Mini definitely won’t be happening the Lumia flagships; Cityman and Talkman, new Surface tablets including the Surface Pro 4, the eagerly awaited Band 2 and perhaps even a slimmer Xbox One is still a possibility at the event.
If Hideo Kojima really is on the outs at Konami, he’s at least going out with a bang. The embargo for Metal Gear Solid V: The Phantom Pain coverage hit last night, and the first batch of reviews are glowing.
IGN’s Vince Ingenito gave the game a 10 out of 10, lavishing praise on the way it adapted the series’ stealth-action formula to an open-world environment.
“Right from the moment you’re told to get on your horse and explore the Afghan countryside, Phantom Pain feels intimidating, almost overwhelming in terms of the freedom its open world affords and the number of concepts it expects you to grasp,” Ingenito said. “It’s almost too much, especially given the relative linearity of previous Metal Gears. But what initially appeared to be an overly dense tangle of features to fiddle with instead unraveled into a well-integrated set of meaningful gameplay systems that provided me with a wealth of interesting decisions to make.”
Whether players choose to sneak their way to victory or go in guns blazing, The Phantom Pain affords them a number of avenues to do so. The game’s day/night cycle and changing weather systems can make certain strategies viable (or not) at any given time. At the same time, a private army management meta-game lets players raid battlefields for resources and new recruits, which can then be put to use researching new technologies or using their skills to open up a variety of other strategic alternatives.
However, a perfect score doesn’t mean a perfect game, and Ingenito does identify at least one weak point in the game.
It’s a somewhat surprising criticism of the game, given Metal Gear Solid 4′s penchant for frequent and extended cutscenes larding the action with exposition and plot twists. While The Phantom Pain shows flashes of that approach (Ingenito noted the “spectacular” opening sequence), it ultimately produces a narrative he found “rushed and unsatisfying.”
Obviously, that failing was not enough to tarnish an otherwise fantastic game in Ingenito’s eyes.
“There have certainly been sandbox action games that have given me a bigger world to roam, or more little icons to chase on my minimap, but none have pushed me to plan, adapt, and improvise the way this one does,” he said. “Metal Gear Solid 5: The Phantom Pain doesn’t just respect my intelligence as a player, it expects it of me, putting it in a league that few others occupy.”
GameSpot’s Peter Brown likewise gave the game a 10 and praised its adaptable approach to missions, but enjoyed the story considerably more than his counterpart at IGN.
“After dozens of hours sneaking in the dirt, choking out enemies in silence, and bantering with madmen who wish to cleanse the world, The Phantom Pain delivers an impactful finale befitting the journey that preceded it,” Brown said. “It punches you in the gut and tears open your heart. The high-caliber cutscenes, filled with breathtaking shots and rousing speeches, tease you along the way. Your fight in the vast, beautiful, and dangerous open world gives you a sense of purpose. The story is dished out in morsels, so you’ll have to work for the full meal, but it’s hard to call it ‘work’ when controlling Big Boss feels so good, with so many possibilities at your fingertips.”
Brown said prior knowledge of the series isn’t a prerequisite to enjoying The Phantom Pain, but added that “Fans of the series will find their diligence rewarded in ways that newcomers can’t begin to imagine.” They’ll also, in his estimation, be enjoying the pinnacle of the franchise.
“There has never been a game in the series with such depth to its gameplay, or so much volume in content,” Brown said. “The best elements from the past games are here, and the new open-world gameplay adds more to love on top. When it comes to storytelling, there has never been a Metal Gear game that’s so consistent in tone, daring in subject matter, and so captivating in presentation. The Phantom Pain may be a contender for one of the best action games ever made, but is undoubtedly the best Metal Gear game there is.”
Eurogamer hasn’t published its full review yet, but Matt Wales weighed in with his impressions to date. Like Brown and Ingenito, Wales underscored the narrative approach as a major departure for the series.
“Beyond an outlandish, action-packed opening sequence… The Phantom Pain is a remarkably economical affair, telling its tale of ’80s cold war subterfuge through snatches of radio dialogue (courtesy of Ocelot), and the occasional return to Mother Base between missions,” Wales said. “It’s fascinating to see such restraint from Kojima, a man well known for his self-indulgence and excess, especially considering that The Phantom Pain is likely his Metal Gear swan song.”
On the gameplay side, Wales said The Phantom Pain “isn’t exactly a radical reinvention of the stealth genre,” but acknowledged the increased freedom players are given to accomplish the familiar assortment of objectives.
“Metal Gear Solid 5′s open world might not be vast, varied or stuffed full of things to do, but it’s a place of constant movement,” Wales said. “Night falls, day breaks, sandstorms sweep in, patrols come and go – and this organic sense of life means that missions are never predictable (no matter how often you play them) with tactical possibilities arising all the time. It’s a game of planning and reacting in a world that refuses to stand still, making every minute matter and every success feel earned.”
“The gameplay, storytelling, and protagonists in Metal Gear may shift with each new installment, but Kojima’s ability to surprise and enthrall gamers remains unchanged.”
He also applauded the way The Phantom Pain managed to adopt an open-world design without the genre’s standard glut of padding.
“[E]verything you do feels meaningful and consequential,” Wales said. “Guard posts and roaming patrols aren’t simply there for colour as you traverse the world: one careless move into hostile territory and every single enemy on the map will know you’re coming, with more search parties and increased security radically altering the way a mission unfolds. And while other games tout choice and consequence as a headline feature, the Phantom Pain just gets on with it. Even the smallest action can have unexpected consequences – some significant and others barely perceptible.”
Game Informer’s Joe Juba gave the game a 9.25, currently one of the lowest scores the game has received on Metacritic (where it has a 95 average based on 15 critic reviews). Like some of the above reviewers, Juba was a bit disappointed at The Phantom Pain’s approach to storytelling, but noted that having the narrative take a step in to the background puts the focus on the game’s strongest point, its open-ended gameplay.
“A series can’t survive this long without evolving, and The Phantom Pain is a testament to the importance of taking risks,” Juba said. “An open world, a customizable base, a variable mission structure – these are not traditional aspects of Metal Gear, but they are what makes The Phantom Pain such an exceptional game. The gameplay, storytelling, and protagonists in Metal Gear may shift with each new installment, but Kojima’s ability to surprise and enthrall gamers remains unchanged.”
Nvidia’s desktop GPUs accounted for nearly 80 percent of all sales in the segment in Q2 2015, its highest market share ever.
According to beancounters at the market research firm Mercury Research the GPU market is slowly dying.
The latest quarter was a decrease of 11 percent from Q1 2015 and a year-on-year decline of 21.7 percent so Nvidia is the undisputed king of a much smaller kingdom.
Mercury Research notes that the notebook GPU segment also witnessed a decrease to the tune of 34.1 percent year-on-year, mainly due to the continued improvements in the iGPU segment.
However when comparing both number of GPUs sold to partners and a four-quarter average of sales, Nvidia is the Windows and AMD is the FreeBSD.
AMD is dependent on its latest Radeon 300 series of cards to claw back something but at the moment it is looking like Nvidia is unstoppable.
Nvidia has continued to amass more sales over the course of the last year, and with its Maxwell-generation cards now available across all price tiers, it is unlikely has much to worry about from AMD.
Finnish mobile gaming company Rovio Entertainment, popular for its high-flying “Angry Birds,” is hoping to rebound from a tough 2014 and to expand in Asia by tailoring its games to draw local consumers.
After reporting a 73 percent drop in its 2014 earnings due to a decline in the licensing of the “Angry Birds” brand, and cutting about 110 jobs, Rovio is focusing on going local, the company’s chief commercial officer Alex Lambeek told Reuters this week.
“(We have the) building capability to scale into parts of the world where we haven’t been strong in the past and a big part of that is actually working with partners, not trying to do everything ourselves,” said Lambeek, who joined the company from Fox International Channels in April.
“Angry Birds,” which was released in 2009 as a mobile game and fast became a hit, allowed players to fling an array of birds at pigs using a virtual slingshot.
“Angry Birds 2,” released last month, adds more characters, high-definition scenes, options to pick which bird to fling and the ability to compete with friends.
China accounts for a third of the nearly 40 million downloads of “Angry Birds 2″ since July 30, making it the top market. That is in line with the first “Angry Birds,” which Rovio said has seen nearly one billion Chinese downloads, out of what the company says is a total of 3 billion game downloads since 2009.
For Birds 2, Rovio partnered with Chinese mobile gaming company Kunlun Inc to make changes within the prompts and language used to target the way Chinese players are used to gaming, Lambeek said.
Chinese customers “want to be spoken to and listened to in their own language with their own specific humor,” he said.
Rovio hopes the new game renews interest in the brand ahead of May 2016′s “The Angry Birds Movie.”