The Propaganda Project: Phil Harrison

Phil Harrison — Executive Vice President, Sony Computer Entertainment

A Brit who comes off worse in writing than person.

(For an explanation of what this article is, please read this.)
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Bitchy comments
“Nintendo knows its target audience, because it has really narrowed that down; and it’s pretty much defined by a boy or girl’s ability to admire Pokemon.”

“The idea of a handheld rivalry with Nintendo is an irrelevance, those formats don’t appear in our planning. It’s not a fair comparison; not fair on them, I should stress. That sounds arrogant, maybe, but it’s the truth.”

Something the PS2 was widely criticized for – and which Microsoft in particular has played up very much – is being extremely hard to develop for. →  [link only works on even seconds]

The Propaganda Project: Introduction

This project will seem unnecessary to many. It’s taken for granted that PR people don’t always tell the truth or say intelligent things, and actively worship Satan (probably). I, unfortunately, am still not numb to stupid things. Misleading statements, half truths, and arrogance still piss me off. Perhaps I overreact, but maybe people with six digit salaries would stop saying stupid things if the public called them out more often.

I have compiled a large body of research on each of the key figures in the three competing hardware giants. Not all fill explicitly PR roles. In fact, most of the people profiled have titles that indicate they should be doing something better with their time than insulting their competitors. Most of the sources for my research are interviews these important figures have given with game and business magazines and websites; sources are listed at the end of each profile. →  Silent Post 2

Review – Kingdom Hearts

I’m not sure why Jay asked me to review Kingdom Hearts. The game is fairly old by now, and just about everyone who wanted to play it already has. Then there’s the fact that the sequel has been out for months. Looks like I’m a little late to the party, but I still intend to crash it.

Kingdom Hearts is a perfectly mediocre game. At its best it was a lighthearted diversion, one that I could play while enjoying my then-girlfriend’s company while not having to think too hard about it. At its worst it was a mess of poorly implemented design choices based on typical Square drudgery and messy, stolen scraps from the Book of Miyamoto. If I had any care for in game stories, I probably wouldn’t have finished, as the game takes Disney characters and plots and compresses them into dull, mediocre shells of their former selves that are more offensive than enjoyable. →  If you die in the article, you die in real life.

What Loco Roco has to teach us about Sony

Sony has defined itself as high-tech. The Playstation bested the Saturn at producing the new graphical style sweeping the nation(s) – 3D. The PS2 had an emotional processor that would listen to your washing machines personal problems and keep your whole house in harmony. And the PS3 is a gourmet meal that makes all other systems look like that Chinese buffet that gave you food poisoning last summer.

A brilliant strategy for Sony. In a broad sense, the industry is entirely dependant on technology so it seems to follow that the company with the best technology will triumph. Wait, these consoles can play games, too?

Well, that changes everything. The PSP, Sony’s super powerful handheld, is being trounced in Japan by an inferior system that can’t play movies and doesn’t even use an optical format. →  Welcome to read zone!

Weekly News We Care About Wrap Up – 7.7.06

Japanese game market doing better
The market is up 33% in the first half of the 2006. Unsurprisingly, Nintendo played a large role. While I prepare the next news point, you pick one of the two following arguments:

– The Japanese game market is being revitalized by innovation. The success of the DS is a sure sign that the Wii will do well in Japan.

– The Japanese game market is being revitalized by handhelds. This does not mean their interest in consoles will pick up.

Ok, now find a friend who picked the argument you didn’t. Found someone? Excellent, now debate.

“Damn, I really need to shave my head and lose some weight.”

Microsoft’s iPod killer coming this Christmas
Funny, MS Word doesn’t recognize iPod as a word. →  Xenosaga 2: Jenseits von Gut und Pöst

Street Fighter Alpha 3

Street Fighter Alpha 3 is considered by the majority to be the pinnacle of the series, and is very often called the best Street Fighter game in existence. It certainly is the most popular, having been ported to four consoles and two handhelds since the days of the Saturn, and is usually the recipient of the highest scores among Capcom fighters.

My own obsessive collecting of 2d fighters over the last five years can be directly attributed to the day a good friend of mine brought it over for an afternoon. It was the first time I had sat down with a 2d fighter since the old days when I rented Super Street Fighter 2 on the SNES once a month. →  Assassin’s Read

Street Fighter Alpha 2

Much like you can tell that Alpha 1 was a rush job, so too can you see that Alpha 2 is the game that Capcom intended to make all along. The select screen is eerily similar, while the segues and sounds between fights are identical. The same core cast remains, while the few additions to the roster (which is now 18 strong) are careful and deliberate (spunky little Sakura makes her debut here, while classic characters Dhalsim and Zangief make a return). Tweaks and improvements make the combat deeper, faster and less obtuse. Capcom has even gone so far as to declare that the story of Alpha 2 replaces the one in Alpha as official canon in the SF universe.

SFA 2 makes its predecessor just about obsolete, and represents one side of the Alpha coin (the other side being A3 of course). →  Ultima IV: Quest of the Avatarticle

Street Fighter Alpha: Warrior’s Dreams

The first truly new Street Fighter post-SF2, Alpha 1 had quite a legacy to live up to. I remember the commercials for the game, which made it look a hundred times more intense than SF2 with its dazzling array of special effects and super combos. It even had Guy from Final Fight! Unfortunately, the actual product was a huge disappointment for many die hard fans, as it was rushed to release and is obviously an unfinished game. Yet I’ve also seen players reminisce about Alpha’s simple, straightforward gameplay.

So which side is right? I’ll have to agree with the naysayers. Alpha 1 is just too archaic and unpolished to be of much worth these days, especially considering how vastly improved its sequels are. →  Oreshika: Tainted Postlines

Review – Street Fighter Alpha Anthology

Yeah, the menus are that simple.

The last few years have been tough for Street Fighter fans. As 2d gaming continues to wane, Capcom is far too wary to release anything new, for fear that even something as big as Street Fighter 4 would not sell enough to warrant the cost of development. Instead, they’ve decided to take the conservative route with their 2d offerings, either by cobbling together something quick and dirty like Capcom Fighting Jam, or by releasing compilations of their older stuff. Many people frown at the concept, since Capcom rarely give fans what they want (even though they’re the target audience) and because the games exist solely for the company to milk its prize franchises as much as possible

Of course this is all true, but I don’t really mind the idea of compilations. →  Do a barrel read!

Lame Discussion: Immersion – Part 3

So this is really a lame conversation, not a lame discussion. It’s a follow up to last week’s discussion (Part 1, Part 2) that begins with me doubting the completeness of the Hawkins Memory-Prediction Framework but then develops into something more interesting.

Jay: OK, so I was arguing that there’s more to immersion than the predictability thing, because it doesn’t completely take things like dialog and art into account.

Stefan: I think immersion is all still the predictability thing. But that graphic style is a result of the same basic mechanics of memory-prediction. Or rather, the impact that graphic style has is a result of those. Immersion is achieved through all sensory input, and at all levels from simple perception of shapes to complex understanding of plot and character. →  Post of Tsushima