Transitions: The Launch Games/End Games Blog

Posted on Feb 22nd 2012 at 04:38:46 PM by (dsheinem)
Posted under Vita, launch games, system launch, PlayStation

This week marks the North American release of the PlayStation Vita, Sony's second handheld gaming device and the follow-up to the PlayStation Portable.  As a PSP enthusiast, the Vita has me quite excited; in fact the Vita is the first system of any kind I am picking up on release day in over a decade (the PS2 was the last time I had a system from day one).  Since I also happen to run a blog that focuses, in part,  on system launches (I've previously chronicled the launch of the Game Boy Advance, the NES, the SNES, and the VCS), I figured it would  make sense to share my thoughts on the Vita's debut.


There are several interesting considerations when analyzing the Vita launch: the machine itself, the launch lineup, and its place in the current gaming landscape.

The Hardware
The Specs. As was the case with the PSP before it, the Vita comes onto the market as the most impressive handheld gaming device ever created.  It has a blazing quad core processor (vs. the 3DS' dual core), the ability to push 33 million polygons a second (vs. the 3DS' 15.3 million), a relatively small 512MB of RAM (vs. the 3DS' even more paltry 128MB), a beautiful 5 OLED screen with 221 pixels per inch (vs. the iPhone's superior 320ppi retina display), and a host of ways to connect the device to wireless networks, computers, the PS3, etc.  The unit is backwards compatible with PS1 classics and PSP games downloaded from PSN.  The price point of $250 for the base system, considering what you are getting, is quite impressive.  It would seem that Sony is probably selling these at a loss, which follows their standard model.

The Features.  Easily the most maligned design choice of the original PSP was the absence of a second analog stick, forcing many genres to abandon the platform altogether or to be adopted with hit-or-miss work-arounds. The most obvious addition to the Vita is the inclusion of a second analog stick, an addition that places it more comfortably in the hands of gamers who prefer a dualstick or a 360 control pad.  In addition, the rear touch pad on the Vita allows for both interesting gameplay mechanics as well as way to incorporate L2 and R2 buttons (via touch) into the unit.  Like most handheld devices made in the past several years, it also sports a pair of cameras, a touch screen, and a gyroscope, all of which further expand the potential to do lots of different things with the Vita.  Battery life over time is yet to be determined, but 3-5 hours of gameplay at a time seems to be typical for most users so far and is pretty close to what you can get with a 3DS or with more resource-intensive iOS or Android games. 


The Media. One questionable design decision Sony has made with the Vita is the lack of substantial on-board storage memory.  Instead, users are required to purchase a separate proprietary flash card (between 4GB and 32GB) if they want to store PSN downloads, media, or game data.  Sony also will continue to publish games at retail, abandoning the UMDs used for the PSP for flash cards that are similar to (but smaller than) what is produced for the DS/3DS.  That means that most users will have two cards -  a game card and a memory card - in their system at any given time.  Sony is also pushing digital distribution of all Vita games for users who want an experience closer to what was available on the PSPGo, Sony's less popular UMD drive-less version of the PSP.


The Launch Lineup

The U.S. launch of the PS Vita includes a pretty strong selection of games from different genres, and at 24 titles, features about 25% more games than the PSPs launch seven years ago (by comparison the 3DS launch featured about 18 games and the DS launch featured only 6 games).  A few things stand out about the launch lineup:

Racing Heaven. Even though the Vita is the first PlayStation system of any kind to launch in the US without a Ridge Racer title available on launch day, there are five racing games available for the system at launch ranging from futuristic racers (Wipeout 2048), to Kart Racers (ModNation Racers and Ben 10: Galactic Racing), to more standard racing fare (F1 2011 and Asphalt: Injection).  Racers are traditionally good at showing off system horsepower, and most of these titles have features which are only possible on the Vita (ModNation's use of the rear pad for design, Wipeout's cross-platform play, etc.).  If you are at all a fan of racing games, odds are there's something for you in the Vita's launch.


Lack of games that benefit from the second stick.  One surprising component of the Vita launch is that the vast majority of the games are in genres where the second analog stick -  one of the Vita's major selling points - is rarely used. Uncharted and the PSN-only downloadable game Super Stardust Delta are the most obvious second-stick required games, but the majority of the games available at launch could have worked with the inputs available on the original PSP.  There are no FPSs and only a few games that would require the second stick to navigate the camera (e.g. Touch My Katamari).


Target Audience?  Given Sony's past emphasis on attracting a different demographic than those who play on Nintendo's handhelds, it is surprising that there are only three M rated games at launch (Ninja Gaiden, Shinobido 2, and Army Corps of Hell).  Furthermore, there's an abundance of 2D titles (BlazBlu: Continuum Shift Extend, Marvel vs Capcom 3, Lumines Electronic Symphony, Rayman Origins), a few games aimed at children (Ben 10 and, arguably, ModNation Racers and Little Deviants), no first person shooters, only one RPG (Dungeon Hunter: Alliance), and no sports titles from the four big leagues in the USA (NHL, NFL, NBA, or MLB).  Many of these games are currently in the pipeline, but so far the Vita hasn't done much to differentiate itself as a platform to attract those audiences that blindly throw down $60 on any iteration of Madden, Call of Duty, Final Fantasy, or other "core" franchises.


Spin-Off and Port City.  Though the Vita lacks a lot of the big name franchises at launch, it does feature a lot of familiar titles.  Only 3-4 games are representative of new IPs (the PSP only had two at launch), with the rest of the launch library representing a port of a preexisting game or a new entry in a previously established series.  This is probably a safe bet for Sony, as new consoles need to have familiar names associated with them.  Still, it is a strategy that could backfire given the PSP's (perhaps undeserved) reputation amongst many gamers as a home for titles that were (sometimes inferior) ports and for less impressive entries in existing series. 

The Vita's Place

The hacking question.  Undoubtedly the PSP's life was shortened and sales were hurt by rampant piracy.  But, on the other hand, the ability of the machine to emulate a wide range of retro consoles and to play those pirated games certainly contributed to hardware sales.  I personally have little interest in playing pirated Vita games, but the prospect of playing PS2, GameCube, or Dreamcast games on the device via emulation and homebrew was enough to make me drop some extra dough on the largest memory card for the system.  As with any console, it is only a matter of time before hackers figure out how to do some interesting things on the Vita (some have already posted some exciting video clips of early work), and the thought of playing virtually every console game from pre-2005 on one handheld device is a tantalizing prospect.


Do Smartphones = Death?  A frequent point raised by the media at the launch of the 3DS last year and with the Vita this year is the question about whether or not there's still a market for handheld gaming devices given the widespread adoption of smartphones with excellent touch-screen gaming capabilities.  The argument goes something like this: "The Vita has to compete against not only Nintendo, but also against Apple and Android devices.  Many quality games can be had for free or $1-$5, take up minimal storage, and are stored remotely for download as needed.  In addition, smartphones can handle a lot of other tasks (web surfing, GPS navigating, etc.). Given that an iPhone can do so many things well, why do we need an additional device that does one thing better?"  These questions have some merit, and the answers remain to be seen, but it is hard to imagine Sony sees the Vita as a direct competitor to any of these devices or to the 3DS (which, incidentally, has now moved over 5 million units).  The PSP was certainly financially successful for Sony despite not eclipsing Nintendo in the handheld market, so is it unreasonable to expect that the Vita can be successful without being as successful as its competitors?  The question, for me, is less about whether or not the Vita can surpass or stay close to the sales of the 3DS or smartphones manufacturers, but whether or not it can carve out enough of a niche for itself to have a successful run in its own right.

Is anyone else picking up a Vita this week/month?  Are you enthused or bored by the launch lineup and by the potential of the system? Is handheld gaming on its way out? Share your thoughts below!




Posted on Jul 25th 2010 at 06:36:56 PM by (dsheinem)
Posted under Atari 2600, Atari VCS, System Launch, Launch Games, Classic Gaming

Easily the most popular early cartridge based system, the Atari Video Computer System (a.k.a.  Atari 2600) would forever change entertainment in the home.  This entry takes a quick look at what gamers encountered when picking up the system almost 33 years ago.


The VCS launch itself was a delayed event, held up due to some legal issues between Atari and Magnavox.  Magnavox (makers of the Odyssey 1 and 2) owned the rights to publish Atari games through June of 1977, and so even though a working version of the VCS was ready in 1976, Atari waited until that contract was over so they could publish their games for their own system.  In June of 1977 the contract expired and Atari brought the VCS to the Consumer Electronics Show in Chicago (which, incidentally, was the same show that introduced VHS to North America). 

A few months later, on October 14, 1977, the console was released for $199 (or $249, depending on which source you read) in the United States.  This initial VCS unit (later nicknamed the Heavy Sixer for its weight and number of switches) launched with nine titles.  Surprisingly, the system had trouble maintaining sales, failing to sell all units shipped in 1977 or 1978 (it wasnt until a home port of Space Invaders hit in 1980 that the system really started moving off shelves). 

The nine games released for the VCS at launch were Air-Sea Battle, Basic Math, Black Jack, Combat (as a pack-in game), Indy 500 (with driver controllers packed in to a big box), Star Ship, Street Racer, Surround, and Video Olympics.  Customers browsing store shelves on launch day that October had these titles to choose from:


Launch games were sold in gatefold boxes (they open up like a book, similar to Odyseey2 boxes), a packaging style which was discontinued after the first year of (relatively poor) sales for the system. 


I had some difficulty tracking down prices for new games, but based on what I found $20-$30 seems like a reasonable guess.  Adjusted for inflation, that is $70-$105 a pop today!  Purchasers could console themselves with the fact that they got multiple games, or modes, per purchase.  With the exception of Blackjack, each game offered between 8 and 50 different games in each package, with the number displayed prominently on the box.

I plan to look more closely at some of these games in future installments of the blog, but there are really only a few titles that seemed to have much staying power through the life of the console or today.  Combat is the obvious gem, but Indy 500 and Video Olympics both made this informal poll of AtariAge readers Top 100 2600 games of all time .  Past those three however, the rest of the launch games are a mixed bag.  Air-Sea Battle and Star Ship both offer some fun shooting, and the latter actually shows off some interesting graphics for a launch game.   Surround is more or less a Tron cycle style game, and Blackjack is, well, blackjack (a very tough version played with a paddle controller).  Woe to the poor kid whose parents brought home Basic Math or Street Racer, both of which were low points in fun for the launch lineup. 

If you wanted to pick up four titles with your new system, you would be looking to spend about $300-$350 in 1977, or about $1000-$1200 today.  By comparison, a 60GB PS3 at launch with four games and an extra controller would have cost about $900. 

A few things stand out about the system launch. 

For one, the titles of most of the games were very basic and descriptive, a strategy also used by Nintendo when they launched their NES in the U.S. some seven years later (with titles like Tennis, Kung Fu, Baseball, Golf, Pinball, Duck Hunt, etc.).  This simple naming practice, paired with what continues to be some of the most imaginative box art ever produced , allowed for shoppers to easily identify what kind of game they were buying. 


Also notable is the lack of any well known arcade games, games based on movies, or any other connections to popular culture of the mid-late 1970s (the first arcade port would be the aforementioned Space Invaders a few years later).  Atari basically had to launch a system featuring games with no known properties, something that has not been done since.

The inclusion of a pack-in game, a practice that has fallen out of favor with many of the more recent system launches, is significant.  Not only did it give purchasers the illusion of extra value at the register, but unlike pack in games for some other systems (Super Mario Bros., Altered Beast, etc.) Combat doesn't have a single player mode.  This sent the message to consumers that the VCS was meant to be played with others and that multiplayer gaming was the foundation for the console.  This message was reinforced by the inclusion of two joysticks, another practice that has unfortunately dropped out of most system launches.


Indy 500, which was released with the driver controllers in a bog box, is also an important title for its inclusion of accessories.  While pricing information is scarce and unreliable, Indy 500 most certainly would have cost more than a standard game because of its inclusion of these controllers.   Like modern console manufacturers, it seems Atari recognized that money could be made selling additional hardware, controllers, cables, and other add-ons for their system (the 2600 would see many accessories over the years).  Starting customers out on launch day with some extra hardware made good fiscal sense.


As a whole, it seems that the launch of one of the most successful game consoles in history did some things right (pack-ins) and some things wrong (no known IPs).  Fortunately for Atari, they did enough right to sustain the VCS for a few years until it really became popular with the addition of licensed titles. Tracking down the original launch games and the Heavy Sixer itself in the original boxes would be quite a daunting task today (the Heavy Sixer alone fetches a hefty premium over the other models on eBay), but I'd love to hear from anyone who has done so or who remembers the launch itself.



                                                                                                                                                                                                                                               
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