The PlayStation business has had another phenomenal quarter in the first four months of 2015, selling three million PS4 units and turning in an operating income of $160 million from revenues of $2.365 billion. There are now 25.3 million PlayStation 4 units in the hands of players worldwide – a number achieved in less than two full years.
The console continues to be the company’s fastest seller – outpacing the PS2, which took two years and eight months to reach the 20 million mark. Furthermore, thanks to dropping production costs for PS4 hardware, a 12 per cent increase in sales from the same quarter last year translated to a massive 350 per cent rise in operating income.
A strengthening dollar again hurt Sony’s bottom line, having an estimated impact of 15.6 billion Yen on the revenue total of 288.6 billion Yen, but this was massively outweighed by the increase in sales and the efficiency gains of Sony’s operation. On the strength of the results, Sony has added another 20 billion Yen in operating income to the sector’s full year forecast.
The sales rate of PS4 shows a healthily steady growth in player base, returning to a gradual upswing after a huge blip in Q3, 2014. Sony has upgraded it full year forecast from 16 million units to 16.5 as a result – a figure which would show a substantial increase on 2014′s 14.8 million total. By Sony’s own reckoning, the end of Q1 2016 will see nigh on 40 million of the consoles in homes. Vita sales once again went unmentioned in the report, whilst the gradual decline of PS3 continued.
Hardware wasn’t the only success story. Network, (“Network includes network services relating to game, video, and music content provided by Sony Network Entertainment Inc.”) mad almost as much in revenues, netting around 105.8 billion Yen compared to Hardware’s 129.5 billion. The Other category (Other includes packaged software and peripheral devices) brought in 30.6 billion.
Overall, the corporation turned a healthy profit, banking $676 million in net from sales of nearly $15 billion. Whilst the PlayStation business is very healthy indeed, it’s far from Sony’s only, or even biggest, success story: Devices, Imaging, Financial Services and Music all continue to return a higher operating income.
Red Hat has announced the release of OpenShift Enterprise (OSE) 3, a new version of its Platform-as-a-Service offering.
Based on Red Hat Enterprise Linux (RHEL)7, Openshift is built on Docker Linux containers with Kubernetes orchestration using technology developed in collaboration with Google.
The news comes in a busy week for Red Hat, which has also announced a new productivity tie-up with Samsung and taken a leading role in the formation of a new alliance known as the Open Container Project to standardise containers.
Users will have access to a wide range of apps via the Red Hat Container Certification Programme. Middleware solutions including Red Hat JBoss Enterprise, Web Server (Tomcat) and JBoss A-MQ messaging are also included.
Included are a number of tools to help developers create and collaborate, with web, command line, and integrated development environment interfaces. Options include direct code-push from GIT and source to image building. There is also flexibility for deployment, rollback and integration.
In addition, a preview of Openshift Dedicated has been released. The public cloud service based on OpenShift 3 will succeed Openshift Online, which already hosts 2.5 million applications online, allowing businesses to quickly build, launch and deploy bespoke apps.
Ashesh Badani, vice president and general manager, OpenShift, Red Hat, said, “This release of OpenShift Enterprise 3 employs open source containers and orchestration practices to change the developer experience and move the platform in the direction of what customers are asking for – a flexible platform for a microservices architecture.
“Our continued upstream work in the Docker and Kubernetes communities enable us to deliver the most updated technology platform for developers and operators, enabling them to remain competitive through quicker innovation.”
To assist users, Red Hat is offering a range of enterprise administrator courses to teach users how to deploy, configure and manage the system, which can result in a Red Hat Certificate of Expertise in Platform as a Service – a worthy certificate for any office wall.
OpenShift 3 is available now with bespoke pricing models based of socket and core pairings.
Sony is denying that its PlayStation Vita is dead in the water, despite ignoring it during its E3 2015 presentation.
Slim PlayStation Vita went on sale in February and was greeted by a loud sounding yawn by the hand-held game community. Since then we have heard very little about it, and like most of the world, including Sony, did not really care.
PlayStation Europe boss Jim Ryan insisted to Gamespot that the system is still selling well and has “hundreds” of games in development.
“We’re still selling respectable quantities. We have a hundred games in development, and you might say, ‘Well yeah but they’re all indie games’, but many of these games review very highly. Also the PS4′s Remote Play feature is something that is valued a lot.”
Ryan also insists that the handheld market still exists, despite being gutted by tablets and smartphones.
He admitted that it was not as big as it used to be, but hell what these days is.
” A much smaller market than when the DS and PSP were in their glory days. But that market still does exist,” he added.
Despite his enthusiasm we don’t hold out much hope.
Last week it was reported how Geeknet Inc. was in the process of being bought out by retailer Hot Topic for $16 a share or $37 million in cash.
However we have just discovered that deal was squashed because Thinkgeek got a better deal from Gamestop.
GameStop offered $20 per share and Hot Topic wanted away. GameStop’s $20 per share deal also includes $37 million in cash and comes out to a total valuation of $140 million.
Geeknet must pay Hot Topic a three percent “break-up fee,” which GameStop has agreed to reimburse.
What this will mean is that ThinkGeek customers can pick up ThinkGeek merchandise in GameStop stores.
The press release also mentions the potential of offering GameStop PowerUp Rewards members “exclusive, unique and cutting edge merchandise related to their favorite entertainment.”
The deal should be concluded by the end of GameStop’s second financial quarter of 2015, which will happen in August.
At Sony’s 2015 Investor Relations Day today, Sony Computer Entertainment president and global CEO Andrew House detailed the company’s strategy for the coming year, including how it will address some shortcomings.
House began his presentation on a positive note, talking up PlayStation 4 as “the fastest selling hardware platform in our history,” showing better-than expected growth and pushing PlayStation Plus subscriptions to twice what they were in fiscal year 2013. He said the company has a competitive advantage for the moment, and laid out three ways it hopes to maintain that. In addition to next year’s launch of the Project Morpheus virtual reality headset and continued cost reduction efforts, House said the company needs quality software.
“We are working very hard to continue very strong support from third-party pubs and devs,” House said. “Our first-party lineup is a little sparse this year, so I think this places even greater emphasis on getting good third-party support.”
That doesn’t necessarily mean exclusive third-party support. To date, House said Sony has been primarily trying to get multiplatform developers to simply take advantage of features the PS4 has over the competition, like SharePlay, or maybe include extra content in the PS4 version or give players early access to add-on content. Third-party exclusives are still an option, just not a frequently used one.
“I will admit that these are, in the current publishing landscape, few and far between, but we were able to announce a full exclusive around a franchise like Street Fighter so that Street Fighter 5 is a complete exclusive for PlayStation 4,” House said, adding, “Although given publishing dynamics and development costs, those are increasingly difficult to secure.”
House also talked about the decline in Sony’s other platforms. As much as the PS4′s growth has exceeded expectations, so too has the PlayStation 3′s decline. House said the system’s price simply isn’t as competitive in the market as the PlayStation 2 and PSone were after their successors launched, and added that the shift toward more connected console experiences has also made less capable offerings less attractive.
House also cast a dim view of the company’s handheld business. While he noted that the Vita platform remains “strong and vibrant” in Asia and Japan, his outlook for the current fiscal year included declines in the US and Europe. Additionally, he referred to the PlayStation Vita and its microconsole counterpart the PlayStation TV as “legacy platforms” when discussing a write-off of hardware components for the two.
“I would characterize 2015 as the beginning of a harvest period for the PlayStation 4 platform,” House said. “The beginning of a harvest period. That being said, we are also undertaking to invest in the future, and 2015 will also be a year of investment.”
That investment will be focused on a few areas. There’s the Morpheus, of course, as well as continued spend on original PlayStation entertainment content like the TV show Powers (which was recently greenlit for a second season). On top of that, House said Sony would be investing in the expansion of its PlayStation Vue television streaming platform and a continued re-architecture of its PlayStation Network with an eye toward increasing stability and reducing maintenance downtime.
Red Hat’s community arm, has announced the arrival of Fedora 22, the latest version of its open source Linux OS.
Coming in three editions, Fedora Cloud, Fedora Server and Fedora Workstation, the release, which first appeared in beta a month ago, marks the first biannual release since the major upgrade work that proceeded Fedora 21.
As well as the cross-edition basics of the kernel, RPM, systems and Anaconda, there is an updated package manager, with speedier results for DNF and continued command line compatibility with Yum.
The Cloud edition adds Atomic Command, a centralized hub for containers and hosts, with rp-ostree, Cockpit, Docker and Kubernetes all getting the upgrade treatment.
There are also Vagrant boxes for the Cloud edition and Atomic host, making it easier to spin up Fedora Vagrant boxes for development and testing.
The server edition, with its Rolekit Linux daemon, adds support for Database Server Role based on PostgreSQL. The system now defaults to the more efficient XFS file system which means fewer crashes and better recovery without downtime.
The Workstation version has an enhanced UI, with better bug notification, and desktop theming for Gnome. There’s an improved software finder, and enhancements to the remote machine and visualization apps. Plus there’s Vagrant compatibility with no extra runtimes of software needed.
Matthew Miller, Fedora Project leader, commented: “Fedora 22 continues the great groundwork laid by Fedora 21 and the Fedora.next initiative, delivering three unique editions of Fedora 22 while retaining the commitment to open source innovation for which Fedora is known.
“From the usability and developer enhancements in Fedora 22 Workstation to the expansion of Linux container and Docker support within Fedora 22 Cloud, Fedora remains a leader within the Linux vanguard, answering user needs above and beyond the desktop.”
Hackers from Brazil have managed to discover a new exploit for the PS4 which enables them to bypass the DRM on any software and games.
A couple of weeks ago, a number of electronic stores in Brazil had been advertising the means to copy and run a series of ripped retail games on the console.
At the time little was known about the hack back then, but information gradually began to trickle out from customers and make its way around the web. Please see below for commentary from Lancope.
Gavin Reid, VP of threat intelligence, Lancope said that Sony was playing an arms race against groups that benefit from the abilities to copy and share games.
The hack originates from a Russian website and has been pushed into the public by Brasilian retailers. The hack isn’t necessarily a jailbreak for the PS4, nor is it really a homebrew technique.
What they did was use a retail PS4, with several games installed on it, with it’s entire game database and operating system (including NAN/BIOS). This was then dumped onto a hacked PS4 via Raspberry Pi.
The entire process costs about $100 to $150 to install 10 games and $15 per additional game.
“Open source groups like Homebrew with more altruistic motivations of extending the functionality of the console alongside groups selling modified consoles specifically to play copied games and of course the resell of the games themselves at fraction of the actuals costs. This has happened historically with all of the major consoles. It would be highly unlikely not to continue with the PS4,” he said.
The deal that helped Crytek recover from its recent financial difficulties was Amazon, according to a report from Kotaku.
The online retail giant signed a licensing deal for CryEngine, Crytek’s proprietary game engine. Sources within the company put the deal’s value at between $50 million and $70 million, and suggested that Amazon may be using it as the bedrock for a proprietary engine of its own.
However Amazon uses the technology, though, the importance of the deal for Crytek cannot be overstated. Last year, during the summer, it became apparent that all was not well at the German developer. Employees hadn’t been fully paid in months, leading to an alleged staff walkout in its UK office, where a sequel to Homefront was in development. Koch Media acquired the Homefront IP and its team shortly after.
When the company’s management eventually addressed the rumors, it had already secured the financing necessary to take the company forward. No details of the deal were offered, but it’s very likely that Crytek got the money it needed from Amazon.
We have contacted Crytek to confirm the details, but it certainly fits with the perception that Amazon could emerge as a major creator of game content. It has snapped up some elite talent to do just that, it acquired Twitch for a huge sum of money, and it has been very open about where it plans to fit into the overall market.
SUSE has released OpenStack Cloud 5, the latest version of the its infrastructure-as-a-service private cloud distro.
Version 5 adds the OpenStack brand front and centre, and its credentials are based on the latest Juno build of the OpenStack open source platform.
This version includes enhanced networking flexibility, with additional plug-ins available and the addition of distributed virtual routing. This enables individual computer nodes to handle routing tasks together, or if needs be, clustering together.
Increased operational efficiency comes in the form of a new seamless integration with existing servers running outside the cloud. In addition, log collection is centralized into a single view.
As you would expect, SUSE OpenStack 5 is designed to fit perfectly alongside the company’s other products, including the recently launched Suse Enterprise Storage and Suse Linux Enterprise Server 12 as well as nodes from earlier versions.
Deployment has also been simplified as part of a move to standardise “as-a-service” models.
Also included is the company’s new Sahara data processing project designed to run Hadoop and Spark on top of OpenStack without degradation. MapR has released support for its own service by way of a co-branded plug-in.
“Furthering the growth of OpenStack enterprise deployments, Suse OpenStack Cloud makes it easier for customers to realise the benefits of a private cloud, saving them money and time they can use to better serve their own customers and business,” said Brian Green, managing director, UK and Ireland, at Suse.
“Automation and high availability features translate to simplicity and efficiency in enterprise data centers.”
Suse OpenStack Cloud 5 becomes generally available from today.
The computer security firm says it has discovered new spyware that infects iPhones, gathers large amounts of personal information and sends it to a remote server.
The spyware, called XAgent, is delivered via a phishing attack using a technique called island hopping. In that, the phones of friends and associates of the true target are first infected and then used to pass on the spyware link. It’s based on the assumption that the target is more likely to click on links from people they know than from strangers.
Once installed, XAgent will collect text messages, contact lists, pictures, geo-location data, a list of installed apps, a list of any software processes that are running and the WiFi status of the device. That information is packaged and sent to a server operated by the hackers. XAgent is also capable of switching on the phone’s microphone and recording everything it hears.
XAgent runs on both iOS 7 and iOS 8 phones, whether they’ve been jailbroken or not. It is most dangerous on iOS 7 since it hides its icon to evade detection.
On iOS 8 it isn’t hidden and needs to be manually launched each time the phone is rebooted — a process that would require the user to purposely reinfect their phone each time. For that reason, Trend Micro believes the spyware was written before iOS8 was launched last year.
While close to three quarters of Apple mobile devices are using iOS 8, a quarter are still running iOS7, according to data published by Apple this week.
“We’ve been monitoring the actors behind this for quite some time,” said Jon Clay, senior manager of Global Threat communication at Trend Micro, in a phone interview. “The criminals have introduced [the iOS app] as part of their campaign to move further into the [targeted] organization, using this rather than PC malware.”
While the identity of the hackers isn’t known, Trend Micro says it believes those behind what it calls “Operation Pawn Storm” to be a pro-Russian group. Past targets have included military organizations, defense contractors, embassies and media groups.
Dell has unleashed a mobile workstation aimed at developers, designed to be the “beast” to the already available XPS 13 ultra-mobile system “beauty”.
The Precision M3800 was previously available only with Microsoft Windows 8.1, but the new Precision M3800 Developer Edition will ship with the Ubuntu 14.04 Long Term Support Linux distro.
The developer version was unveiled by Barton George, Dell’s director of developer programmes, who talked about the company’s “beauty and the beast” strategy for Linux-powered PCs to produce an ultra-portable laptop as the XPS 13 and then a more capable machine.
Work on making the Precision M3800 a more Ubuntu-friendly machine started soon after the XPS 13 release thanks to developer Jared Dominguez, who improved the code in his personal time and put together instructions on how to run the OS on the machine.
After listening to “tremendously positive” feedback, George said that Dell has now officially added a Ubuntu 14.04 LTS customisation option to the company’s official online shop.
The Precision M3800 Developer Edition weighs 1.88kg, and is less than 18mm thick. It runs a 4th-generation Intel Core i7 quad-core CPU coupled with an Nvidia Quadro K1100M GPU, 16GB of RAM and a 4K Ultra HD screen option.
Dominguez explained that there are still problems with Ubuntu support for the Precision M3800 hardware as the distro shipped with the first M3800 units doesn’t include support for Thunderbolt ports.
The updated kernel of Ubuntu 14.04.2 will add “some” Thunderbolt support, however, thanks to the hardware-enablement stack in Ubuntu, the developer said.
Cablevision System Corp said that it would launch in February a wireless Internet phone service to give customers an alternative to more expensive data plans from cellular companies such as AT&T and Verizon.
The “Freewheel” phone service, which runs on any WiFi connection, is an attempt by Cablevision to retain and potentially add subscribers at a time when cable companies are losing out to lower-priced, bundled TV and Internet services from telecom firms.
Cablevision said the phone service was the first of its kind to be launched by a cable company and aims to tap users seeking to download unlimited amounts of data on their mobile phones using WiFi, which is less expensive than a cellular connection.
Such services could pose a challenge to traditional telecom carriers. Currently, carrier Republic Wireless and Massachusetts-based startup Scratch Wireless offer users similar services that use WiFi to control data costs.
“There has been a dramatic shift in how consumers use their mobile devices: today, it’s all about data, and WiFi is now preferred and clearly superior to cellular,” Kristin Dolan, chief operating officer of Cablevision, said in the statement.
Cablevision, controlled by New York’s Dolan family, has been investing in its “Optimum” WiFi network since 2007, setting up over 1.1 million WiFi hotspots or access points in New York, New Jersey and Connecticut.
Cablevision’s WiFi phone service will be offered at $29.95 per month and $9.95 per month for subscribers of its “Optimum Online” service. It will be available exclusively on the Motorola Moto G smartphone that users will have to purchase, the company said.
The $180 Android phone will be sold to “Freewheel” users without a contract at a discounted price of $99.95, it added.
Over the last few years, the industry has seen budget polarization on an enormous scale. The cost of AAA development has ballooned, and continues to do so, pricing out all but the biggest warchests, while the indie and mobile explosions are rapidly approaching the point of inevitable over-saturation and consequential contraction. Stories about the plight of mid-tier studios are ten-a-penny, with the gravestones of some notable players lining the way.
For a company like Ninja Theory, in many ways the archetypal mid-tier developer, survival has been a paramount concern. Pumping out great games (Ninja Theory has a collective Metacritic average of 75) isn’t always enough. Revitalizing a popular IP like DMC isn’t always enough. Working on lucrative and successful external IP like Disney Infinity isn’t always enough. When the fence between indie and blockbuster gets thinner and thinner, it becomes ever harder to balance upon.
Last year, Ninja Theory took one more shot at the upper echelons. For months the studio had worked on a big budget concept which would sit comfortably alongside the top-level, cross-platform releases of the age: a massive, multiplayer sci-fi title that would take thousands of combined, collaborative hours to exhaust. Procedurally generated missions and an extensive DLC structure would ensure longevity and engagement. Concept art and pre-vis trailers in place, the team went looking for funding. Razor was on its way.
Except the game never quite made it. Funding failed to materialize, and no publisher would take the project on. It didn’t help that the search for a publishing deal arrived almost simultaneously with the public announcement of Destiny. Facing an impossible task, the team abandoned the project and moved on with other ideas. Razor joined a surprisingly large pile of games that never make it past the concept stage.
Sadly, it’s not a new story. In fact, at the time, it wasn’t even a news story. But this time Ninja Theory’s reaction was different. This was a learning experience, and learning experiences should be shared. Team lead and co-founder Tameem Antoniades turned the disappointment not just into a lesson, but a new company ethos: involve your audience at an early stage, retain control, fund yourself, aim high, and don’t compromise. The concept of the Independent AAA Proposition, enshrined in a GDC presentation give by Antoniades, was born.
Now the team has a new flagship prospect, cemented in this fresh foundation. In keeping with the theme of open development and transparency, Hellblade is being created with the doors to its development held wide open, with community and industry alike invited to bear witness to the minutiae of the process. Hellblade will be a cross-platform game with all of the ambition for which Ninja Theory is known, and yet it is coming from an entirely independent standpoint. Self-published and self-governed, Hellblade is the blueprint for Ninja Theory’s future.
“We found ourselves as being one of those studios that’s in the ‘squeezed middle’,” project lead Dominic Matthews says. “We’re about 100 people, so we kind of fall into that space where we could try to really diversify and work on loads of smaller projects, but indie studios really have an advantage over us, because they can do things with far lower overheads. We have been faced with this choice of, do we go really, really big with our games and become the studio that is 300 people or even higher than that, and try to tick all of these boxes that the blockbuster AAA games need now.
“We don’t really want to do that. We tried to do that. When we pitched Razor, which we pitched to big studios, that ultimately didn’t go anywhere. That was going to be a huge game; a huge game with a service that would go on for years and would be a huge, multiplayer experience. Although I’m sure it would have been really cool to make that, it kind of showed to us that we’re not right to try to make those kinds of games. Games like Enslaved – trying to get a game like that signed now would be impossible. The way that it was signed, there would be too much pressure for it to be…to have the whole feature set that justifies a $60 price-tag.
“That $60 price-tag means games have to add multiplayer, and 40 hours of gameplay minimum, and a set of characters that appeal to as many people as they possibly can. There’s nothing wrong with games that do that. There’s some fantastic games that do, AAA games. Though we do think that there’s another space that sits in-between. I think a lot of indie games are super, super creative, but they can be heavily stylised. They work within the context of the resources that people have.
“We want to create a game that’s like Enslaved, or like DMC, or like Heavenly Sword. That kind of third-person, really high quality action game, but make it work in an independent model.”
Cutting out the middle-man is a key part of the strategy. But if dealing with the multinational machinery of ‘big pubs’ is what drove Ninja Theory to make such widespread changes, there must surly have been some particularly heinous deals that pushed it over the edge?
“I think it’s just a reality of the way that those publisher/developer deals work,” Matthews says. “In order for a publisher to take a gamble on your game and on your idea, you have to give up a lot. That includes the IP rights. It’s just the realities of how things work in that space. For us, I think any developer would say the same thing, being able to retain your IP is a really important thing. So far, we haven’t been out to do that.
“With Hellblade, it’s really nice that we can be comfortable in the fact that we’re not trying to appeal to everyone. We’re not trying to hit unrealistic forecasts. Ultimately, I think a lot of games have unrealistic forecasts. Everyone knows that they’re unrealistic, but they have to have these unrealistic forecasts to justify the investment that’s going into development.
“Ultimately, a lot of games, on paper, fail because they don’t hit those forecasts. Then the studios and the people that made those games, they don’t get the chance to make any more. It’s an incredibly tough market. Yes, we’ve enjoyed working with our publishers, but that’s not to say that the agreements that developed are all ideal, because they’re not. The catalyst to us now being able to do this is really difficult distribution. We can break away from that retail $60 model, where every single game has to be priced that way, regardless of what it is.
Driven into funding only games that will comfortably shift five or six million units, Matthews believes that publishers have no choice but to stick to the safe bets, a path that eventually winnows down diversity to the point of stagnation, where only a few successful genres ever end up getting made: FPS, sports, RPG, maybe racing. Those genres become less and less distinct, while simultaneously shoe-horning in mechanics that prove popular elsewhere and shunning true innovation.
While perhaps briefly sustainable, Matthews sees that as a creative cul-de-sac. Customers, he feels, are too smart to put up with it.
“Consumers are going to get a bit wary of games that have hundreds of millions of dollars spent on them”
“I think consumers are going to get a bit wary. Get a bit wary of games that have hundreds of millions of dollars spent on them. I think gamers are going to start saying, ‘For what?’
“The pressures are for games to appeal to more and more people. It used to be if you sold a million units, then that was OK. Then it was three million units. Now it’s five million units. Five million units is crazy. We’ve never sold five million units.”
It’s not just consumers who are getting wise, though. Matthews acknowledges that the publishers also see the dead-end approaching.
“I think something has to be said for the platform holders now. Along with digital distribution, the fact that the platform holders are really opening their doors and encouraging self-publishing and helping independent developers to take on some of those publishing responsibilities, has changed things for us. I think it will change things for a lot of other developers. “Hellblade was announced at the GamesCom Playstation 4 press conference. My perception of that press conference was that the real big hitters in that were all independent titles. It’s great that the platform holders have recognised that. There’s a real appetite from their players for innovative, creative games.
“It’s a great opportunity for us to try to do things differently. Like on Hellblade, we’re questioning everything that we do. Not just on development, but also how we do things from a business perspective as well. Normally you would say, ‘Well, you involve these types of agencies, get these people involved in this, and a website will take this long to create.’ The next thing that we’re doing is, we’re saying, ‘Well, is that true? Can we try and do these things a different way,’ because you can.
“There’s definitely pressure for us to fill all those gaps left by a publisher, but it’s a great challenge for us to step up to. Ultimately, we have to transition into a publisher. That’s going to happen at some point, if we want to publish our own games.”
While the Sony PlayStation 4 has been selling very well, it seems that Christmas was not really its season.
Sony said that the PlayStation 4 has sold more than 18.5 million units since the new generation of consoles launched. While that is good and makes the PS4 the fastest selling PlayStation to date, there was no peaking at Christmas.
You would think that the PS4 would sell well at Christmas as parents were forced to do grevious bodily harm to their credit cards to shut their spoilt spawn up during the school holidays. But apparently not.
Apparently, the weapon of choice against precious snowflakes being bored was an Xbox One which saw a Christmas spike in sales.
Sony said that its new numbers are pretty much on target, it sold the expected 2 million sales per month rate.
Redmond will be happy with that result even if it still has a long way to go before it matches the PlayStation 4 on sales.
It appears that Apple waited too long and relied too much on the press to keep interest in its iWatch vaporware product going. New research has showing that interest in the device has been falling faster than a free fall team of parachuting elephants who have forgotten to pack the key ingredient of their act.
The Tame Apple press is beside itself with worry as Apple does not like failure and it might not invite them to one of its press launches again unless people get enthusiastic about the watch again.
One tech press reporter seriously wrote “One would assume that ever since Apple announced the introduction of the Apple Watch, anticipation for the product would be steadily growing.”
Why would that be Sherlock? The longer Apple leaves it the more it will be out of date?
Investment firm Piper Jaffray asked 968 iPhone owners whether they were interested in purchasing an Apple Watch, and only seven percent said they planned to buy it. That figure is down from eight percent in September, when Apple first unveiled the product at its annual iPhone event. By the time the product is actually launched next year (maybe) that figure could drop even further.
Some analysts who have been drinking Apple’s Kool Aid, like Trip Chowdhry of Global Equities Research, have claimed that every iPhone user will also be an Apple Watch user. If Piper Jaffray’s figures prove right, GER should sack Chowdhry as a warning to other analysts who promote Apple at the expense of their company’s credibility.