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Shinobi11.25.2000 | Holiday Shopping | Index
     > Well, well...  the launch of the ultimate powerhouse console has come and gone.  The hype has died down.  The mystery is over.  Sony Playstation 2 is here.  Some people have now witnessed the raw power of 20 million polygons/sec -- or is it 30 million?  50 million??  Maybe we should get the Libs to help us count the PSX2's polygons, assuming they eventually finish counting Algore's votes. =)

     > Sony's new hardware is blowing off the shelves, while the software remains in stock.  Actually, there's no shortage of launch titles, nor the usual mediocrity factor.  There's really only one problem in Sonyland.  For whatever reason you choose to believe, they aren't supplying enough systems.  So can Sega pick up some of Sony's would be holiday dollars???

     > I'm sure Sega is benefiting from PSX2's triumphant arrival on these shores.  Just how much is hard to nail down.  Rumors are flying around that Sega bumped up Uberconsole production by a million units, once word of Sony's supply problem became apparent.  What are retailers doing though???

     > It's no secret that the Uberconsole is available in more outlets than its predecessor (one of the most noteworthy additions would be Circuit City).  Also, Cleveland area retailers aren't even advertising PSX2 hardware -- just the software (I'm sure the same is true nationwide).  Concurrently, many of them are giving more ad space and promotion to the Uberconsole.  A local Best Buy (for one) has placed a huge rolling cart full of Dreamcast Sports Pack systems right next to the entrance!  A local Babbage's has Dreamcast boxes lining the walls, signs in front, and an all Dreamcast release list behind the counter!  My local Wal-Mart even buried the PSX2 software in favor of PSX1 games!  All is not rosy though... My local Toys 'R Us moved the Dreamcast demo system to face the back wall, while placing a PSX2 demo system in its old spot!  A lot of good that's going to do them...

     > Anyway, things are looking good so far for Sega.  SegaNet is taking off much faster than Sega anticipated.  Uberconsole sales are doing great.  New games are plentiful, even for people that want way more choice than their budget could dream of supporting.  Shenmue and Skies of Arcadia are regularly selling out (locally).  And finally, Grandia II, Phantasy Star Online, and Daytona USA Online are almost here...

Good Gaming,
-Shinobi

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Senpi11.17.2000 | Senpi's Treatises: Graphics and Sound | Index
     > Welcome! With the OK from Shinobi I will be doing a series discussing the art of criticism in relation to the art of video games (basically talking about game reviewing). This series will try to divert the discussion from numeric ratings (which in all honesty, have been done to death) to territory previously loosely defined, but I believe vastly more insightful to us gamers (and hopefully to game developers). Thus I welcome you to:

Senpi's Treatise on Graphics and Sound!

     > I'd like to assist the process of personal analysis of a piece of art by providing major categories within. I believe our present method of critique affects our sense of view; what we focus upon to grade eventually diverts us away from other aspects. Namely I am speaking of a general fixation on technical presentation, which through the years has exacerbated to a point where people can hardly enjoy anything less than 60 FPS, THX sound, with all special effects on. True, this area can be concretely measured and thus criticized upon merits and failures, but aren't we shortchanging ourselves? We can criticize film, literature, music, and painting in esoteric terms, acknowledging intended audience, internal vs. external representation, and symbolism. Can we not view interactive entertainment, video games, in this manner as well? For when we do in our perspective it then shall be art.  So with new eyes I encourage you to explore new subcategorizes in which to view visual and audio presentation. 

     > First, art design. Seems like a no brainer, but you'd be surprised how people gloss over this. Usually the cop out is whether the material is "original," and if not it is therefore bad, end of story. Well, I disagree with that; take more time examining the material. Determine if effort really went into this part, whether the product is a fusion, fission, or conglomeration of themes or ideas. See if new visions of design emerged from careful selection and cultivation, or whether it is a "genuine original," yet randomized and alien mess. Determine if there's artistic cohesion between the lush (or not so lush) designs that create the whole world. Lack of cohesion could be artistically purposeful, a sign of laziness, or perhaps belying a job meant to impress via flash and not much else. Be observant, take it all in; this was the dream of a designer made into form (with an elaborate and sometimes unfriendly process in between). The designs are the themes within the picture of the puzzle, the aspects setting atmosphere and mood. 

     > Second, which needs placement here so as to avoid confusion, artistic presentation. This touches upon the aspects of medium(s), gameplay, and design. Seemingly complex, be not daunted, let me explain. This is the part where the decisions for 2D/3D, MPEG usage, backgrounds, character interaction with environs, coupling of sounds to effects, and locations of BGMs come into play. This is not to be understood only as what has been used to create the game, but why; has the best tool been used at the best time to convey the intent. This is the manner in which the pieces of the puzzle interlock and interact. One can have excellent design, brilliant story, fantastic technical presentation, superb gameplay and yet still leave audiences confused and unpleased by lack of good artistic presentation. This basically is  where you feel empty in a game, and the integral part of all complaints can be summed in one word: flow. Amazingly enough we forget that video games as an art are a performance art and thus the importance of flow in the presentation. Just like a dramatic play one needs style to capture the imagination, substance to provide meaning and relevance, good equipment well utilized for structural and interactive support, and the brilliance of timing to make all of it flow into a performance worthy of an ovation.

     > Third, and last in my broad categories for graphic and sound judgment, technical presentation. Considering most of us are intimately familiar with this aspect I am going to be brief. This is the area where one grades how the equipment worked and whether it hinders or elevates the experience. This deals with any bugs not caught, slow down, unnecessary pixelization, sound channels dropping out, out of sync effects... As mentioned above, this is the "equipment well utilized..." An easy category to recall, we are saturated with its criticisms. I don't believe it holds the integral aspect of audio and visual category, just an oft judged sub category to supplant for design and presentation.

     > Lastly, I would like to reemphasize the comparison of video games to a puzzle or dramatic play. Within these metaphors I encapsulate my view on the manner of approach one should take for audio or visual artistic interpretation. That these could help others see a new the world of artistic entertainment, that is our passion (video games), would be a great pleasure.

Good Gaming,
-Senpi

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Shinobi05.23.2000 | Are Add-ons Worthy? | Index
     > This seems to be a topic that will never go away, which is fine with me because people need to see the light on this subject instead of the lop sided crap spewing from the mouths of "hardcore" gamers and writers.  Add-ons are nothing more than options -- it's as simple as that.

     > If you don't want to make choices, then I suggest you either move to Cuba (where everyone drives the exact same Yugo), or re-elect Clinton for life (so that he can take care of everyone and spread misery equally from cradle to grave).  I, for one, want to live my life the way I see fit (whenever possible). That means basically maintaining freedom through hard work and getting the Federal Government out of our daily lives.  In the world of gaming, that means companies should continue to work hard on producing the best possible gameplaying experience -- which includes providing a multitude of games, consoles, peripherals, and (YES!) add-ons to choose from!

     > Here are some examples of why add-ons/options are a good thing, and the American way.  (1) If everyone would just buy a plain hamburger from McDonalds then they could lower the price.  Since all sandwiches would be identical, employees wouldn't have to be trained to dress umpteen different types or have to fool with special orders.  (2) If every home owner lived in the same 2 bedroom, 1.5 bath house situated on 1/2 acre, then we could save millions of trees, everyone would pay the same price, and the same furniture would fit into each home as well.  (3) If everyone would just buy the same computer with the same operating system and components, then we wouldn't need as many developers, manufacturers, and man hours to produce bug-free, compatible software.  It's called consumer satisfaction -- and it's why free societies desire choice...

     > If you've had a bad experience with add-ons, then CHOOSE not to buy one again.  However, just because YOU, or someone you know, may have had a bad experience doesn't mean I want to relinquish my ability to buy add-ons.  There is no excuse to get burned anymore...  Information abounds on the internet and in the media.  If you go out and blindly buy anything, then you run a greater risk of disappointment.  Basically, if I want to buy a "foccacian" DVD drive for my Dreamcast, a DVD player for my home theater, or a cable modem for my PSX2, then I don't need any nay-sayers to cry about how it isn't needed, wanted, supported, popular, or whatever!  I'm a big-consumer, and I'm capable of deciding what's good for me...

Good Gaming,
-Shinobi

What do you think? Email (comprehensible English only)


Shinobi05.22.2000 | Good Thing For Saturn | Index
     > I was thinking the last few days about all the articles quoting many un-named developers stating that the PSX2 is a difficult system to program for.  Of course, I knew this would be true when I heard of the multi processor architecture Sony chose to utilize.  The thing that struck me as funny was the fact that Sega may have helped Sony overcome the pain to program for excuse many developers used during the Saturn's tenure.

     > Companies like EA have been programming on multi processor consoles at least as far back as the Sega CD.  Then came the 32X (also multi processor) and finally Saturn -- probably the most well known multi processor (pain to program for) system.  Of course, developers aren't openly complaining now for some reason, they're just voicing reality...  Could it be that years of programming on Sega consoles has given them the necessary experience to soften the load?  Is it taboo to complain about Sony's PSX2?  Has this whole difficult programming issue been overblown?  I don't know for sure, but I think developers are simply putting up with it because of Sony's position at this time.

     > Anyway, I believe consoles like the Saturn have been vindicated because of the apparent lack complaining with regard to programming difficulties on the PSX2.  At this time it's become "cool" to use Assembly and to "get down to the metal" when programming.  Naturally, top end developers like Sega have been doing that for years (but that's just a side bar)...  What will be next, a developer stating that PSX2 is 6 times harder to program for and 3 times more powerful than Dreamcast (if you don't include anti-aliasing and textures)?

Good Gaming,
-Shinobi

What do you think? Email (comprehensible English only)


Senpi03.04.2000 | What to believe? Last Console Rumors... | Index
     > Well, this "knowledge" that the DC will be Sega's last attempt at home hardware has been getting a lot of exposure. Magazine after magazine ran with this news in the past few months, not to mention many web sites. The legitimacy for this story comes from a particular Shoichiro Irimajiri and  Isao Okawa  interview with videogames.com. So I guess there's no other perspective, hmm? If everyone says it, "especially the heads of Sega themselves," it must be true! Really? No possible error in interpretation? Well, I'll just provide you a compilation of articles which casts a different light.

     > How about you look at this article:
http://www.segaweb.com/News/1199/65.html
....misinterpretation impossible? Hmm. 

     > For greater details out of Sega of Japan, try this wonderful article. It deals with the restructuring that took place recently: 
http://www.segaweb.com/News/1199b/57.html

     > How about an article discussing what this news means from the SoA senior vice president, Peter Moore:
http://www.segaweb.com/News/1199b/58.html

     > And then there's the confidence held by Alexander Villagran, senior software engineer of Segasoft. This is his reply to a question on whether Sega will make another platform after the DC: "AlexV: Most likely as PlayStation 3 is being created, Dreamcast 2, or whatever it will be called, will probably be made.

     > Right now it isn't even on the radar, but trust me it will happen! So far we are having developers go crazy for the Dreamcast. We have already sold 1.5 million units, and it hasn't even been 6 months yet!"
The rest of the interview is here: 
http://www.segadreamcast.net/interviews/01172000_alexp1.html

     > And the most recent nail in the coffin of this long-lasting doom forecast goes to an article on a chip manufacturer:
 http://www.tech-junkie.com/articles/2000q1/videologic/index2.shtml

     > So there we go. These sources show that faith in Sega's future hardware development is well placed. The better question is when a new system will arrive, but this is getting ahead of what is going on at the present. As of now the DreamEye has been developed, and recent news appeared of Sega and Swatch's new collaboration on a swatch watch with wireless data transfer capability with DC. The new VMU with MP3 capability has been scheduled for creation and the cable modem is already in test market phase. All this occurred since the start of January. So much creation so recently, much of it geared for internet use in mind. New system development would be an odd turn of events at this time, they have so much more to focus upon. They have a system right now they must support. Does that mean a new one will never appear? Well, if you read those articles, the conclusion sounds like an emphatic NO. And honestly who would know better than the people who work most intimately with Sega's future plans? People who don't clarify a statement to ensure no misinterpretation? I think not.

Good Gaming,
-Senpi

PS: Much gratitude to Chris Hansen of SegaWeb and Sega Web itself, to Sega X and their great interview, and to Leonard Teo and Tech Junkie itself for their work. To search for truth and bring that light to others, I thank you.

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Shinobi02.15.2000 | The Good, the Bad, the Party | Index
     > Love them or hate them, third party publishers are important to the financial success of a given console.  Some would say that third party publishers (TPPs) were the main reason the Sega Genesis was able to compete with the "technically superior" Super Nintendo.  Some would also say that inadequate third party support was the downfall of Saturn.  Well, here are some thoughts on third party support and what Sega needs to do...  in my opinion.

     > The way I see it, TPPs are a double edged sword.  On one side, they provide consumers with more choice, localize foreign games, and bring hit titles to your console of choice.  On the other side, they can make too many games which tends to water down the quality, leads to dissatisfaction with the given publisher, and makes it hard for some publishers to make money.  You can see both sides to this blade in the current status of N64 and PSX releases (you can figure out which side belongs to whom).

     > I believe TPPs need to consider their future just as companies like Sega consider their own.  Specifically, they're collectively responsible for insuring that no single hardware manufacturer gets all the games because this can lead to the dark side of games -- no competition almost always results in crap software.  In turn crap, if left unchecked, can lead to the downfall of gaming (remember the videogame crash?) as we know it.  If the videogame market suffers, then TPPs are the first to suffer.

     > In the world of TPPs, Sega has their work cut out for them.  I think Sega needs to find a happy medium of Nintendo's relatively small third party support (N64) and Sony's relatively high third party support (PSX).  However, that's not enough.  TPPs need to get off their duff and make original Dreamcast games and Sega needs to help persuade them to that end.  Conversions are fine, but original development is usually better.

     > Speaking of conversions, I happen to think PC conversions are a good thing.  In an ideal world, PC conversions would have a simultaneous release and take advantage of the Dreamcast's strengths.  Now this isn't guaranteed, but Sega needs to push PC game developers and publishers to see the light.  I believe profits will follow in that world.

     > Taking advantage of the Uberconsole's power includes sharing developers' technology, and promoting the inclusion of network play.  After all, the Dreamcast is the first network capable console out of the box -- another Sega first in technology.  PC and console publishers should be convinced that using the Dreamcast's power only improves their chances of profit and recognition (assuming they don't already know this).

     >  To top it off, Sega needs to keep key TPPs on their team.  Publishers like Capcom, Namco, ESP, Eidos, Atlus, Genki, Konami, Masaya, NEC, SNK, Success, Tecmo, Ubi Soft, and Warp (to name some of my favorites) need to keep releasing Dreamcast games -- and the developers associated with them need to keep making games which utilize the power of Dreamcast.  Concurrently, Sega needs to court additional TPPs to the Dreamcast team to secure the future of the console as well as the industry (as described above)...

Good Gaming,
-Shinobi

What do you think? Email (comprehensible English only)


Shinobi01.28.2000 | State of Sega | Index
     > As we begin a new year, Sega Fans can't help but be excited about Dreamcast's future.  After all, in 1999 Dreamcast saw record sales of a console (over 3.8 million worldwide), numerous awards, and the fastest initial library of games to date (49 in America).  In 2000, Sega will initiate online gaming for American Dreamcast owners by completing the network and releasing games that utilize it.  Add several high profile titles, third generation software (including many exclusives), and plenty of third party support to understand the enthusiasm.

     > Why has Sega had this level of success so far?  I think a big part of it is that we've entered the information age (thanks to the internet).  Especially over the last two years, videogame information is readily available to those who seek knowledge.  With this new found ease of informing yourself, even casual gamers can't be fooled into thinking Sega sucks when they can clearly see it isn't true.  Of course, waiting the extra year, gathering third party support, and spending 500 million dollars didn't hurt either.

     >  What about 2000?  Will Sega just sail through this year on the boost of last year, or do they need to keep improving?  Obviously, improvements are needed to continue the Dreamcast's success.  I think Sega needs to make sure that the reason we're waiting to play online in America is that it's going to be varied and fun.  Japan has enjoyed online games like Sega Rally 2 and Virtual On OT for some time now.  When the Sega network arrives with DC Swirl and Chu Chu Rocket (initially), online compatible games need to keep coming to hold gamers' interest.  Ideally, games like NFL 2K1, NBA 2K1, Dark Eyes, Phantasy Star Online, Half-Life, and Baldur's Gate need to be available this year.

     >  Dreamcast also needs to keep getting high profile, and exclusive games.  Titles like Resident Evil: Code Veronica, Dead or Alive 2, Time Crisis 2, Ready 2 Rumble 2, Shenmue, Sonic Adventure 2, Ecco the Dolphin, Sega GT, World Series 2K, Metropolis Street Racer, Star Wars -Episode I- Racer, Tomb Raider: Last Revelation, Power Stone 2, Grandia II, Eternal Arcadia, Castlevania Resurrection, and D2 need to keep coming.  Sega will have to continue their tradition of exclusive, original, and fun software.

     > With at least two new consoles on the horizon, Sega must concentrate on making 2000 even more successful than 1999.  N64 and PSX owners need to see more proof that Sega is for real.  Sega has the price, processing power, ease of programming, lead, exclusive titles, and soon online gaming...  but will it be enough?  I think so.

Good Gaming,
-Shinobi

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