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e-gamer

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  1. e-gamer

    Xbox360: Kengo Zero

    O xbox360 está mais japonês que o PS3 percebam. hehehehehe
  2. Mais um fruto da estratégia perfeita defendida pelos sonystas... chorem. Sony: PS3 price is a high risk strategy Submitted: 5 Hours ago By: News Bot PlayStation 3 | News Article News4Gamers.com | Read & Add Comments (29) | Link to this article Sony boss Sir Howard Stringer has admitted that the PS3's higher than average price point is a 'high risk strategy', but has said that users are paying for its 'potential'. Speaking at a press conference, Stringer said of the PS3's high price point to assembled hacks that, "Obviously, it's a higher-risk strategy - as all new inventions are - but if the PS3 lives up to its total potential, then I don't think anyone will be worried about Nintendo or Xbox's cheaper price." Stringer acknowledged that the PS3 was an expensive beast, saying "The Price of the PS3 is high", but then went on to tell conference attendees, "but you're paying for potential." História original: Sony: PS3 price is a high risk strategy Monday 26-Jun-2006 10:06 AM Sony boss Howard Stringer admits the price is high, but says you're paying for the potential Sony boss Sir Howard Stringer has admitted that the PS3's higher than average price point is a 'high risk strategy', but has said that users are paying for its 'potential'. Speaking at a press conference, Stringer said of the PS3's high price point to assembled hacks that, "Obviously, it's a higher-risk strategy - as all new inventions are - but if the PS3 lives up to its total potential, then I don't think anyone will be worried about Nintendo or Xbox's cheaper price." Stringer acknowledged that the PS3 was an expensive beast, saying "The Price of the PS3 is high", but then went on to tell conference attendees, "but you're paying for potential." Advertisement:Stringer also had positive words about the new Blu-ray disk format, saying that movie makers are "beginning to sense, in Blu-ray, that the pendulum is swinging and swinging for a clear reason." Stringer identified the need for higher storage capacity as Blu-ray's real advantage and believed that it would be a crucial decider in the next-gen ware. Stringer concluded "Do you go for a cheaper transitional [format], or do you take a chance on future-proof, higher technology which will keep you going for many, many years?" Fonte: Computer and Videogames Endereço: http://www.computerandvideogames.com/article.php?id=142039 Periodicidade: Diária Confiabilidade: 9 (informações sempre baseadas em fatos e não apenas rumores) Observações Gerais: Noticias e matérias confiáveis. Não é tedenciosa e sempre posta informações completas.
  3. Assassin's Creed: Not So Exclusive? It's clear the game is coming to other platforms, so why is Ubisoft hiding it? by Luke Smith, 06/22/2006 Assassin's Creed is coming to the Xbox 360. It's one of those secrets no one is supposed to know about (like Halo: Forerunners) yet everyone does. Sources close to Ubisoft have informed us that the game will definitely see release on Microsoft's platform -- even though the company still refuses to admit the game's inevitable multiplatform fate. But why has there been all of this secrecy and ambiguity? And what now really is the full story with Assassin's Creed? Read on. Before it was unveiled as Assassin's Creed, the Ubisoft Montreal team (the one behind the Prince of Persia games) showed Project Assassins at Tokyo Game Show in September of 2005. Even then, the game was being positioned as a PS3 title from the Prince of Persia team. Yet, at last March's Game Developer's Conference, the tune had changed, with Project Assassins being shown as coming to both Sony's PS3 and Microsoft's Xbox 360. An internal memo leaked with Ubisoft's in-house upcoming list of games (a list that was later revealed to be 100-percent legit -- at least based on release plans at the time) clearly displayed Assassin's Creed (Assassins) as a multiplatform game. The leaked list from March shows Assassin's intended as a multiplatform title: Tom Clancy's Firehawk (PS3, Xbox 360, PC) Tom Clancy's Rainbow Six 5 (PS3, Xbox 360, Rev, PC, PSP) Tom Clancy's Ghost Recon 4 (PS3, Xbox 360, PC, Xbox, PS2) Assassin (PS3, Xbox 360, Rev, PC, PSP) Lumines 2 (PS2, PSP) Game 5 Haze (PS3, Xbox 360, PC) Alive (PS3, Xbox 360, PC) Naruto (Xbox 360) Rayman 4 (PS3, Xbox 360, Rev, PC, PS2, handheld) Dark Messiah of Might & Magic (PC, PS3, Xbox 360) At E3 06, that positioning changed again, with the game being announced as a PS3 title. Quizzically, Assassin's Creed appeared on the June cover of multiplatform print mag Game Informer -- rumors placed that cover story originally appearing in a PS2 specific print outlet. So where does that leave Assassin's Creed now? 1UP asked Ubisoft to clarify the situation. 1UP: Is Assassin's Creed an exclusive title for the PS3 or is it only announced for the PS3? Ubisoft: "Assassin's Creed is coming to the PS3. No other announcements have been made." 1UP: So it is not exclusive? Ubisoft: "Assassin's Creed is coming to the PS3. No other announcements have been made." So, at this point, Assassin's Creed is not exclusive to the PS3 -- or, at least, it most certainly has not been announced to be exclusive to the PS3. So why has it only been announced for PS3 and not other platforms? Sony may have come to an agreement with Ubisoft for the rights to announce the game for its platform first, similar to the multi-million dollar arrangement between Microsoft and Rockstar to announce GTA 4 on 360 at E3. It could also very well be that Ubisoft is hesitant to confirm Assassin's Creed for anything beyond the PS3 because Sony hasn't decided exactly what they want to do with the game and that Ubisoft and Sony are still trying to work out an exclusivity deal (though given Sony's recent downplaying of the importance of third party exclusives, don't hold your breath). Given Ubisoft's history as a multiplatform developer and its rise to prominence as such, it seems unlikely that Ubisoft would jeopardize potential revenue by limiting a new, promising franchise to Sony's PS3 (especially given the console's high price tag and limited audience within the first few months). Really, at this point, there seem to be two future possibilities: Sony may be considering a timed exclusive on Assassin's Creed: This deal would mirror the deal that Sony struck with Rockstar Games regarding its Grand Theft Auto franchise exclusivity on the PS2 -- Microsoft was able to publish the GTA games after an amount of time had gone by. Generally, the time frame for these exclusives is six months. A deal like this would be accompanied with a clause that keeps Ubisoft PR gagged from talking about the game coming to other platforms until a certain timeframe had passed. Sony paid for the exclusive rights to announce Assassin's Creed as a PS3 game : This option seems like the most likely, because it directly affords the publisher, Ubisoft, a tremendous negotiating advantage. Ubisoft has intended Assassin's Creed to be a multiplatform title, but by selling the rights to simply announce the game a company like Sony would reap the positive press from the admittedly impressive title. But even if Sony doesn't want to pay for the timed or lifetime exclusive rights to the game, this deal may have had a secondary element to it. If Assassin's Creed is -- as widely speculated -- a multiplatform game, both Sony and Ubisoft benefit from that information not being public. Sony benefits because the press surrounding Assassin's Creed, coupled with the knowledge that it will be available on PS3 serves to raise expectations and excitement for its next-gen platform. Ubisoft also has a pretty powerful bargaining chip if Sony decides it wants to pay for the rights to the game for a timed exclusive or a lifetime exclusive. But will taking money to keep Assassin's PS3 only offset the potential revenue loss from the system only being available on one platform? Ubisoft's lack of comment on Assassin's Creed's release calendar may indicate that the company is still considering an exclusive deal. Ubisoft's silence is justified because they benefit from it right now; so does Sony. But when this all sorts itself out, we're expecting to see Assassin's Creed on the Xbox 360 and we're expecting to see it at the same time as it ships for the PS3. However, it's why neither Sony nor Ubisoft will comment on Assassin's Creed that makes this game's path to release and the business of exclusivity interesting. Despite our hunch, if Sony wants Assassin's Creed exclusively, just like if they wanted Grand Theft Auto exclusively on PS2, it's likely that all they have to do is show Ubisoft the money... making the only question left: Will they? http://www.1up.com/do/newsStory?cId=3151655 Pois é. Mais um que se junta a lista...
  4. We recently spoke with the man behind the latest DS entry in the Castlevania series, Koji “Iga” Igarashi, about a great many things. Namely, why Portrait of Ruin is returning to the DS, what touch screen functions we can expect, if the game will feature co-op wireless online play, and what it would take for Iga to develop a game for Xbox 360. Game Informer: Why did you decide to pursue another 2-D game after Dawn of Sorrow rather than proceeding down the 3-D path again? Koji Igarashi: As you know, console game development involves a lot of time. We’ve done the first installment on Nintendo DS, which was quite successful, and we wanted to do something different as a second challenge. So we’re back again with Nintendo DS. GI: Is Portrait of Ruin going to utilize touch screen functionality like Dawn of Sorrow? Iga: With the first installment, we did have touch screen features in the game like the magic seals or breaking down the crystal blocks and stuff like that. It was good that we were able to present a DS feature, but there were pros and cons. My concern was over the Castlevania pure action gameplay, which you actually had to stop and let the user use the stylus to do something. So now that it’s approximately two years after the launch of the hardware, I took it easy (laughs). Maybe we don’t have to focus on the touch screen. Unlike previous games, we are less focused on the touch screen. That doesn’t mean we’re ignoring the touch screen. Obviously, we have a map display and all of these menu touch features, so it’s still in there. GI: So you weren’t necessarily displeased with the way the touch screen stuff worked the first time, but just thought that maybe it didn’t necessarily go along with your vision of how the pure action game should go. Is that right? Iga: It felt a little uncomfortable after beating a boss to get your stylus out and draw a magic seal. It seems to stop the moment of pure action. Personally speaking, I was playing the game with my finger and not the stylus, and my screen got really messed up. GI: We’ve been playing the 2-D Castlevania games for 20 years now. What is it about the 2-D side scrolling aspect of not only Castlevania, but games in general, that make that particular genre so enduring and appealing to people after games have been doing it for so long? Iga: One reason I think people love this franchise, specifically in 2-D, is that we provide a solid game system. Although we’ve been working on 2-D for years, we’ve been thinking about delivering a new game experience. So even if one game is presented out in the market with a sequel, it shows a much different game system that consumers won’t get bored with. That’s why the series has lasted so long, I think. GI: What direction are you going with the art style for Portrait of Ruin? Iga: We would like to make the packaging art for Portrait of Ruin more adult-looking than Dawn of Sorrow. The opening movie isn’t complete yet, but we’re definitely going to have a cool movie in the prologue. Once the movie is completed, we’ll use that as a reference for packaging. As a final goal we would like to stay with the anime style, but make it less vivid so that it’s targeting both younger and older audiences. GI: Will we still be collecting souls in Portrait of Ruin? Iga: Of course we are very much focused on the collecting items. Although with Portrait of Ruin, it’s more about collecting skills and items. It’s not about collecting souls. GI: With the two playable characters that you can either swap or use simultaneously in Portrait of Ruin, it seems like it would lend itself well to WiFi co-op play. Any plans for this? Iga: It’s not confirmed yet because I haven’t started work on it. (laughs) That’s why I can’t confirm. But actually I’m thinking about preparing a special unlockable stage where you can do co-op over WiFi. GI: Just from my initial play through it seems like it would be a lot of fun to play over Nintendo’s WiFi Connection in the full game. Iga: Technically speaking, I think we are able to do something like co-op, yes. But I have to make excuses. (laughs) This is our first big challenge over the WiFi Connection, so we’ll do our best. GI: You’ve been working on the Castlevania franchise for quite some time now, do you have any plans for starting a new franchise on next-gen consoles? Iga: Actually, I’m confused with all of this next-generation news. I don’t know what to do. I was really leaning toward PS3 in the beginning. But then at the Sony conference they announced the price and I was like, “Mmm, maybe it’s too expensive.” When it comes to Wii, obviously the controller has a unique feature, but I just can’t come up with a good idea that utilizes it. I mean, clearly you can with a lot of time. GI: Microsoft has talked a lot about wanting to penetrate the Japanese market. They’ve got Square Enix putting out Final Fantasy XI. They have Mistwalker working on some projects. As a Japanese developer, do you think this will work to draw in the Japanese market? Iga: I’m not really negative over Microsoft, but for some reason they tend to back off a little when it comes to something really foreign. But if Japanese developers would say they’re working on Final Fantasy or Dragon Quest or Metal Gear maybe, then I guess Japanese consumers would take it seriously and consider purchasing it. There has to be some killer titles to move the consumers into the 360 market. What I’m thinking is if Bill Gates uses his personal money and says, “I have a billion dollars. Why don’t you make a game for me?” Then we would love to work on it. (laughs) É impressão minha ou MS investe mais em pequenas do que grandes empresas no JP??? Manjado esse esquema hein MS. http://www.gameinformer.com/News/Story/200....1901.28664.htm
  5. 15 pics of Online-Service Live Anywhere. Live Anywhere will enable a variety of non-Xbox platforms such as a Windows Vista PC, Windows Mobile phones, and Java-enabled phones to connect to Xbox Live, albeit with lesser functionality. This revolutionary new service was demonstrated by Bill Gates on a Motorola Q phone running Windows Mobile. A gamer will be able to keep a Gamertag, purchase and play Xbox Live Arcade games, and connect to other Xbox Live users to play Arcade games and conduct text, audio, and (eventually) video chat. The service will be open to any 3rd-party developers, but must be able to provide key functionalities such as game ratings, achievement points, and the ability to properly connect to Xbox Live. Interessante. http://www.news4gamers.com/xbox360/News-2161.aspx
  6. This is a great opportunity for developers to explore the possibilities offered by multi-player game play at the scale of a casual game," says Joe Pantuso, CEO of TrayGames. "We expect to see creative entries that push the edges of current game genres. This challenge gives us the opportunity to promote the capabilities of the TrayGames platform and attract new developers to the idea of producing games for the Network." The $10,000 Grand Prize consists of a publishing contract for the winning game with an advance. In addition to the Grand Prize winner, all finalists will be awarded publishing contracts with revenue share and advances attached to them. All Challenge submissions that are accepted for publication will be available to play on the TrayGames Manager. For more information, please visit www.traygames.com, deadline for Challenge entries is September 5, 2006. Legal, vou criar um jogo. http://developer.traygames.com/ E vou ganhar
  7. "Lost Planet" utiliza 60% do potencial do Xbox 360, diz produtor da Redação Em entrevista ao site Eurogamer.net, Keiji Inafune, produtor da Capcom e principal mente por trás de "Lost Planet: Extreme Condition", para Xbox 360, disse que o jogo utiliza cerca de 60% do potencial do Xbox 360. Levando-se em consideração que o título apresenta um dos melhores visuais já vistos no console de nova geração da Microsoft e, por enquanto, ainda está no estágio de demo, é possível vislumbrar um futuro promissor para o Xbox 360. O cenário de "Lost Planet" é um planeta gelado e conta o embate entre os piratas do gelo, que usa uma roupa especial, chamada de VS, para sobreviver em condições extremas, e os habitantes nativos do planeta, os Acrids. O protagonista é um jovem vestido com uma VS encontrado congelado e que perdeu a memória. Tudo que ele lembra é da morte de seu pai e do assassino, um Acrid. O game promete uma quantidade gigantesca de inimigos, graças a grande capacidade de processamento do Xbox 360. Além disso, técnicas sofisticadas como sombras projetadas no corpo dos personagens deverão dar um grande realismo às cenas. Pelo jeito essa geração será curta mesmo... mas já?????????? Bom, pelo menos quase metade do poder do console. hehehehehe
  8. Analysts from Merrill Lynch are at it again, this time it's a statement predicting the Microsoft Xbox 360 domination over the Sony PS3 and Nintendo Wii. The statement suggests that the Xbox360 will win simply because of pricing. Merrill Lynch explains, "The PS3 will not only be significantly more costly than Xbox 360 at launch, but will continue to operate at a cost disadvantage for several years... The Xbox 360 could be selling at half the price of PS3 in the latter half of 2006." Merrill Lynch advised their investors to sell Sony stock after they predicted that the PS3 would be around $800-$900. Sony's stock fell 7.8% during E3 for a total of a $3 billion dollar loss. Could this be an unfair statement from Merrill Lynch since the PS3 isn't quite shipping yet? What we saw at E3 with the Sony PS3 controller left many in shock. Well, not the vibration of the controller, or the all-movement feature, but why Sony returned to the PS2-type prototype. Sony is betting on Blu-ray to dictate the PS3 success, while most of Hollywood is already backing the Blu-ray technology over Toshiba's HD DVD. As for the Nintendo Wii, well, they did put on a good show and many people liked what they saw. But it will be up to the consumer on which video game console will dominate. Remember, Merrill Lynch has been wrong before, and many times in regards to the video game industry. We were at E3 and did interview Sony, Microsoft, and Nintendo. There are plenty of exclusive high-res footage and interviews only found from our VIP section. Our daily VIP podcast and vidcast also has information on where the industry just might be heading. If you are not a VIP member and would like to join, visit: Xbox 360 coverage. A casa está ruindo... e-gamer( ) http://www.gameshout.com/news/analysts_pre...article5957.htm
  9. PS3 Pricing Could Spell Trouble for Publishers By David Cole Print | Send to a friend | Email the editor David Cole from strategic market research firm DFC Intelligence documents the events leading up to the PlayStation 3's final pricing, and suggests that the $600 price tag could leave PlayStation-dependent game publishers in a tough position. So now we have a price and boy is it a doozy: $600 for a PlayStation 3 (Ok, the cheapskates out there can buy a watered down version for $500). Frankly we are shocked, not so much at the price which Sony had telegraphed was going to be high, but more at what the timing of the announcement says about where Sony is going. We were surprised that Sony announced such a high price a full six months before launch. To us this seems to be a clear sign that 1) Sony is making a bold statement that it intends to shift focus from the blue-collar mass market to the high-end consumer electronics users and/or 2) internal events had spun so far out of control that $600 was as low as Sony could conceivably go. Either way this will have a profound effect on the interactive entertainment market for the next few years. To understand the pricing it is important to look at the context of the PlayStation 3 and how Sony's game division no longer exists in a vacuum. There were many cooks in the PS3 kitchen, as it became a core linchpin of Sony's overall strategy. In 2006 we are witnessing the results of years of strategic planning and it may be difficult to turn back the clock. Sony Corp. grew into a premium consumer electronics brand based on superior industrial design, quality, and timely innovation. That reputation allowed Sony to command premium unit prices for decades. Trinitron CRTs are a perfect example. Sony televisions and computer monitors retailed at a higher price than their competitors, and consumers understood why they were paying more. Much has changed six years into the 21st century. Led by the personal computer segment, it is much more common for competing technology brands to share many of the same commodity components originating from a small number of sources. Do consumers know where the guts of their Dell PCs come from? Apart from the Intel processor, consumers don't have a clue who designed the components in their PCs, or realize that Dell had little to do with the vast majority of what goes into its products. Similarly, a Sony or Dell Plasma Display may share the exact same screen sourced from the same South Korean or Chinese supplier. Despite trend-setting cosmetics and flashy advertising, Sony cannot sell its plasma screens at a premium MSRP, and there lies context behind the design of the PlayStation 3. On the video game side, Sony Computer Entertainment (SCE) president Ken Kutaragi began his career as an electrical engineer and he is widely considered the father of Sony's video game efforts. He attained much success and stature within the corporation as Sony achieved dominating console market share with the PlayStation and PlayStation 2. The PlayStation 2 reached a market share of around 67% and in March of 2003, Kutaragi's influence within Sony grew with his promotion to corporate deputy president and chief operating officer under then chief executive officer Nobuyuki Idei. Kutaragi also became president of Sony's semiconductor division. Always the engineer, and directly in line to succeed Idei, Kutaragi pushed for a return to design innovation. In 2003 he told Time Magazine, "Sony needs to return to its roots as an innovator of leading-edge technologies, and rely less on sexy design and savvy marketing." As late as January 2005, when asked what he would do if he were running Sony, Kutaragi told the Foreign Correspondents' Club in Tokyo, "...the company must revive its original innovative spirit, when it boasted engineering finesse with the transistor radio, Walkman and Trinitron TV." To Kutaragi, ensuring the future financial success of Sony meant driving premium, or aggressive, pricing by designing clearly differentiated consumer electronics hardware. At the official unveiling of the PlayStation Portable in Tokyo during the fall of 2004, the investor press questioned Kutaragi about why SCE didn't use more off-the-shelf components. He replied that SCE relied on Sony's semiconductor operations for 50 percent of the PSP's component value. Aggressive pricing was only possible, he said, because key ICs were designed and fabricated internally, using a 90nm process. "You can't pull off this kind of pricing by depending on off-the-shelf components," Kutaragi argued. Kutaragi championed the strategy that internal development and production of "key devices" were essential for differentiating Sony's end products. Out of this strategy came a PlayStation 3 with the inclusion of Blu-ray high-definition disc storage, and the development of the Cell processor with partners IBM and Toshiba. Under Kutaragi, over $4 billion for the three business years ending March 31, 2007, were invested in semiconductor development for Cell and other key devices. To support that investment, many of Sony's distinctive consumer electronics in the future would be built around the Cell and also sold at a premium price. Digital televisions and mobile devices are most often cited as being Sony's development target for Cell processors. In a May 2004 interview with the Japanese business daily Nihon Keizai Shimbun, chief executive officer Nobuyuki Idei explained the Cell would be used in other devices in addition to the PS3, including a network television that would offer functions similar to a personal computer. According to a white paper from IBM, the processor is currently targeted for electronics devices projecting graphics-rich images. The paper's author, Peter Hofstee, IBM's chief architect on the Cell project said: "Although the Cell Broadband Engine is initially intended for application in game consoles and media-rich consumer-electronics devices, the architecture and the Cell Broadband Engine implementation have been designed to overcome some of the fundamental limitations to processor performance. A much broader use of the architecture is envisioned." Early in 2005 IBM indicated that it would pitch the Cell processor at products that rely heavily on imaging, such as aerospace, defense, industrial and medical applications. The current Cell processor to be used in the PlayStation 3, and industrial servers, has one Power PC core supported by eight synergistic cores on the same wafer of silicon. Hofstee says many consumer electronics devices may not need that much power, and could use an abbreviated version of the Cell. "Clearly you don't want a 3.2-gigahertz chip in a cell phone, or you'd burn your ears off. Today, the implementation is optimized for certain systems. But the architecture we developed can eventually find use for that entire spectrum. You can have a chip with one Power core and one synergistic core, and your chip would be much smaller in size." So Kutaragi, ever the engineer, had pushed for an adaptable architecture that in any incarnation would boost digital processing performance compared to existing off-the-shelf competitors. In theory that would give any Cell-powered Sony product a technological edge warranting a more aggressive MSRP. As the first product to use the Cell before the processor's development costs could be amortized, the PS3 would be in line for the aggressive pricing Kutaragi had envisioned. But the costs of bankrolling such semiconductor R&D, at the same time Sony's existing consumer electronics products were not selling well enough, caught up with Kutaragi long before PlayStation 3s reach store shelves. During the previous five years, Sony shares lost two-thirds of their value, and the consumer electronics division lost money in both fiscal 2004 and 2005. So in a major executive reshuffling in March 2005, Idei retired, and Kutaragi lost control of the semiconductor and consumer electronics divisions, while remaining president of SCE. Incoming Sony chief executive Howard Stringer quickly dubbed the PlayStation 3 as one of the company's "champion" products. Like it or not, short-to-long-term Sony profits would depend a great deal on the Cell-powered PS3, and new management publicly fell in line behind the demoted Kutaragi at his core-contingency. "Obviously the PS3 is a vital device for the company going forward. So I am under no illusions about the value and importance of Kutaragi-san," Stringer said in an April 2005 interview. Ryoji Chubachi, who replaced Kutaragi as Sony's No. 2 man behind Stringer, as well as president of the semiconductor division, also had high praise for Kutaragi. "I respect him as an engineer," Chubachi told journalists in Japan. "In the area of semiconductors, I consider him my teacher." But not long afterward, Chubachi publicly began soft-peddling some of Kutaragi's cherished initiatives at a press conference. "Semiconductors are important, the investment should be continued. But I like to consider it a matter of balancing the total corporate strategy," he said. "Cell is also important for Sony's products, not just for PS3. We should continue to invest. But how to implement the processor in products is a challenge." Yet the technological die was cast with the PS3. Whatever its costs, it was now time to start selling the system. Sony Computer Entertainment America's president and chief executive, Kazuo Hirai, attempted to put PS3 pricing in a value context at the 2005 E3 convention. "What we try to do, true to our DNA, and being a part of Sony, is to make sure we pack in a lot of technology and provide that at a very good value proposition to the consumers. We haven't decided on a price yet, but rest assured, we have a very good relationship with consumers. We're not going to suddenly decide to change that philosophy." By June and July 2005, however, an unrepentant Kutaragi was making statements in Japan hinting at just how much PS3 technology may cost consumers. "Whether consumers think a product is expensive or cheap all depends on the balance between its appeal and price. Our ideal is for consumers to think to themselves, 'OK, I'll work more hours and buy it.' We want people to feel that they want it, no matter what," Kutaragi told magazine Toyo Keizai on June 28. "When Nintendo was selling its 16-bit machine at around 12,500 yen ($114), we sold the first PlayStation at 39,800 yen ($364). The press was saying that it was expensive, but it was a huge hit. It's the same thing with the PlayStation Portable from last year." At an SCE briefing in Japan on July 30, Kutaragi continued with the same theme on PS3 pricing. "I'm aware that with all these technologies, the PS3 can't be offered at a price that's targeted towards households. I think everyone can still buy it if they wanted to. But we're aiming for consumers throughout the world. So we're going to have to do our best. I'm not going to reveal its price today. I'm going to only say that it'll be expensive." By September 2005, SCE vice president Masatsuka Saeki held the PS3 price card much closer to the vest in an interview with Famitsu Weekly. "Concerning the PS3 price tag, I believe we will keep having meetings about it until the very last moment." Given this comment we were expecting a price announcement much closer to launch. This was especially true given the November 2005 launch of the Xbox 360 at $400 (with a $300 watered down version). With a $200 price difference now announced, consumers that were sitting on the fence can feel free to go buy an Xbox 360. For that reason alone we would have thought Sony would have held off on announcing such a price difference. Sony clearly feels confident with its brand strength and does not worry much about the competition in the video game space. Of course, with the PlayStation 2 there was not much need to worry. Furthermore, video game buyers in recent years have been remarkably price insensitive when it comes to high-priced, high profile hardware. In the portable market, Sony's PSP, outside Japan, has been able to hold its own at a price nearly twice the competition. However, at $600 we are talking a whole new ball game. This is not only well above the current competition, it is twice the initial PS2 price. The video game business model has been to build an installed base of tens of millions of users in a very short-time frame. A key factor in this model is relatively low cost hardware. At a $600 price point the PlayStation 3 is targeted at the much smaller base of elite power users. Of course, hard-core video junkies may go for the PS3's Blu-ray capabilities, as $600 is cheap for a new high-end technology like Blu-ray. But if those guys are not buying game software that does not do game publishers any good. The PlayStation 3 needs to justify its price difference as a game machine. In terms of game software it currently looks like the Xbox 360 will be able to match the PS3 punch-for-punch in the important genres like shooting, RPGs, racing, sports, Grand Theft Auto IV and others. Will Sony's brand name alone explain a $200 price difference to the gaming audience? Next month DFC Intelligence will be releasing updated forecasts for the interactive entertainment industry based on new announcements from E3. Suffice to say the higher priced the hardware, the lower overall industry growth will be. Our big question going forward is how fast can Sony bring that price down. Sony could just be waiting to milk the early adaptors that will snap up any new units no matter what the price. Unfortunately, there is a sinking feeling that things may have spun out of control for Sony and thus price cuts will be slow in coming. While that may be good news for Microsoft and Nintendo it could spell rough times for publishers that have come to rely so much on Sony's ability to build a huge market of devoted video game consumers. Texto interessante. Bem legal a história do Kuta, desde sua ascensão até os 2/3 de depreciação no valor da empresa.
  10. 2006/05/18 12:28:19: Posted by DM It seems that the XBox360 may be getting a new Final Fantasy title after all. Our MS man on the inside reports today that the 360 may be getting one or more of the Fabula Nova Crystallis FFXIII spin-off games that Square Enix recently announced at E3. On top of this, it seems that one or more of these titles may make their way to the XBox Live Arcade. Good stuff. This is the same source that told us Alan Wake was being published by MS well before the official announcement was made, so this info may indeed have some merit. Rumor mill for now though. http://www.gamersreports.com/news/2644/
  11. e-gamer

    Parabéns MM

    Conseguiu se superar PQP: http://vgbr.com/forum/index.php?showtopic=8141 Perdão, mas depois de tanta merda, tive que fazer uma homenagem e relembrar os velhos tempos.... MM é história webal, perdão.
  12. GDCE: Sony "unlikely" to offer two versions of PS3, says Harrison Ellie Gibson 16:23 31/08/2005 VP of studios questions Microsoft's wisdom in offering consumers a choice of Xbox 360s Phil Harrison has criticised Microsoft for planning to put two versions of the new Xbox 360 console on the market, claiming the decision will merely "create confusion" for consumers. Microsoft recently announced that the Xbox 360 Core System, which does not include a hard disk, will retail for GBP 209.99 at launch. For GBP 279.99, consumers will be able to purchase a console with a 20GB hard disk, wireless controller, Xbox Live Silver membership, HD-AV cable and removable faceplate. Speaking at the European Game Developers' Conference in London today, when asked if Sony might follow in the Redwood giant's footsteps the VP of studios replied: "Unlikely." "Are there two versions of the Xbox 360 that people want to buy, is my question," he continued. "I don't know." "This is my personal view, not my corporate view, but when I look at those formats, I think it just confuses the audience. They don't know which one to buy, developers don't know which one to create for, and retailers don't know which one to stock." "So I think we wouldn't take that strategy. We wouldn't create confusion," he concluded. However, Harrison did go on to suggest that consumers will have a variety of options to choose from in the longer term. "There have been various versions and variants of PlayStations in the past - some run through the hardware and some through the software, and that's worked pretty well for us, offering different value propositions to the consumer." "Exactly what we do with the launch? Too early to tell." Harrison did commend Microsoft with regard to the success of the Xbox Live service, telling the audience: "Microsoft has done a lot of things right, and there are certainly things that are going to form the model for many of the high quality consumer experiences that we will deliver with PS3." "But I think our role is always to go beyond, to push further," he continued. "I'm not in a position today to share with you all the details but PS3 was a network platform from the very beginning, and that is designed into every aspect of the machine." However, Harrison did state that Sony is planning to offer a "more open platform" -a service that will give consumers access to content which is either free, or sold by publishers themselves. "Perhaps distinct from our competitors, we are happy for other publishers to form their own commercial relationships directly with the consumer," he said. "We want other companies to see the PS3 as a platform that they can exploit for their content, services and communities." Harrison was also keen to emphasise Sony's commitment to producing innovative games: "We do have the privilege of being the platform holder, and of having the opportunity and, I think, the responsibility to invest in more esoteric titles." "We have to continue to put creativity and innovation first, otherwise we will turn into a formulaic industry and consumers will go elsewhere." However, Harrison said, financial considerations still have to be taken into account. "We are a business, we do have to make a profit. We can't just do this for the fun of it - we're not art house theatre. We have to balance the two." Harrison went on to discuss the PlayStation Portable, which finally launches in Europe at midnight tonight after a series of slips. "Obviously we didn't plan it that way, factors outside of our control contributed to us having to delay the launch." "Although the benefit to European consumers is that the machine we launch tomorrow has got a Version 2 operating system on it, there are more games, more movies, and the production output for our factories in Japan will be able to sustain demand in the US and Europe," Harrison said. The VP of studios also took the opportunity to hit back at those who have criticised the PSP launch line-up, telling the audience: "Don't judge the life of the format on the first games that come out for it - remember we launched PS2 with Fantatvision. Although it's a lovely piece of software, it's by no means the software that will define the format." "I think it's natural that when a format first comes out, the games that you make are the games that you know how to make, because you only have a limited amount of time to make them," Harrison continued. "Then the next games to come out on the platform are where the innovation starts to happen." "We're doing some things internally and I know a lot of people externally are too. We're really starting to see that innovation coming through on PSP, and it will certainly come through on PS3." Unsurprisingly, Harrison declined to comment on a possible price point for the PS3, telling the audience: "It would be foolish of me to make any comments about pricing at this early stage." "I'm sure Ken will continue to be enigmatic about that." Relembrar é viver. Não preciso nem comentar o tabefe bem dado na cara dos sonystas. http://www.gamesindustry.biz/content_page.php?aid=11209
  13. Cell yields 'horrible', sources claim Aimed a little too high By Charlie Demerjian: quinta-feira 04 maio 2006, 07:32 SOURCES CLAIM that yields of the Cell microprocessor for the Playstation 3 are not good. A process mole tells us that the Cell yields are far enough below par that the amounts of good dies off the test wafers are "horrible". The problem is that IBM and Sony designed the chip for some very aggressive process technologies that did not materialise in the way the fab boys were expecting. Because of this, we are told Sony is scrambling to get yields up before it has to make them for real, a fast approaching deadline. Will it get it done? Who knows. Will it be able to make enough to satisfy initial demand? Not a chance. Then again, in consoles, what else is new?µ Calma sony, quando eu disse que o PS3 seria atrasado, não precisava me levar a sério... Ps.:no release oficial, traduzindo do japonês pro inglês, sai que a produção mensal deles é de 100 mil unidades, pro release mundial hehehe... http://translate.google.com/translate?u=ht...Flanguage_tools http://www.jp.playstation.com/info/release...060315_ps3.html
  14. OWNADOS com a ajuda da IBM agora hehehehe: http://www-128.ibm.com/developerworks/powe...?ca=drs-#table4 PS3 smoke and mirrors?: IBM stats Posted Apr 30th 2006 11:45PM by Ken Weeks Filed under: Console wars I don't pretend to be an expert on matters technical, but reader Crimson Angelus sure sounds like he knows what he's talking about: At this year's E3 (or thereabouts) Sony proclaimed that their processor could achieve 200GFLOPS! However, according to IBM's white paper, only 155.5 GFLOPS was actually achieved (Table 4). BUT, IBM's tests used all 8 SPEs. The PS3 will only use 7 SPE's, due to manufacturing yield issues. The efficiency of the Cell is 75.9% (Table 4), with of a theoretical peak of 201GFLOPs (Figure 5)--running 8 SPEs at 25.12GFLOPS apiece (Table 2). Similarly, the theoretical peak for the PS3's processor will be 176GFLOPS, using 7 SPEs at 25.12GFLOPS apiece. Assuming the same 75.9% effieciency, we could easily interpolate the PS3's Cell to be capable of 133.6GFLOPS. The take home message is that with the PS3 being cabable of 133.6 GFLOPS and the Xbox 360 being capable of 115.2 GFLOPS, the PS3 is not nearly as far ahead of the Xbox 360 as we were lead to believe. we should expect relatively similar power coming from both consoles, processor power, and ease of programming all considered. Not to mention that one of the SPE's in the PS3 are reserved for the OS and the bottlenecking of the data transfer between the SPE's and the on board memory. I see the 360 hand in hand with a gaming Revolution taking home this next round at least, if not the whole cake over time. He's working off this data, which has been around for a while. So much for "twice the processing power," though I'm interested to learn just how many GFLOPS it takes to enter the fourth dimension. Any tech-minded PS3 fanboys care to argue, or are you still busy making fun of the Wii fanboys? MEU DEUS MEU DEUS, SONYSTAS AM CRY MAIS UMA VEZ.
  15. e-gamer

    QUE PALHAÇADA EH ESSA?????

    http://vgbr.com/forum/index.php?showtopic=7084 http://vgbr.com/forum/index.php?showtopic=7188 http://vgbr.com/forum/index.php?showtopic=7209 LOP, porque vc tranca os topicos mais legais???? Eu aqui louco pra catar os recalcados e vc nem dá tempo???? Poxa, quero e divertir tb
  16. e-gamer

    Meu aniversário

    Ae galera VGBR, Dia 24 deste mês, na próxima sexta feira, estarei comemorando meu 27º ano de vida na Secrett (antiga Brixxton) e conto com a presença de vocês! Secrett: Rua Nova Cidade, 181, Vila Olímpia, São Paulo - (11) 3842.9669 Valores(nome na lista): Homens:R$15,00 / Mulheres:VIP Quem for comparecer, favor informar o nome e o do(s) acompanhante(s) para que sejam colocados na lista. A balada é bem legal. E vai ter bolo ehehehehe. Ah, e sem trocadilhos com a data do meu nascimento.
  17. e-gamer

    Fiascos Tecnológicos

    Vamos postar os maiores fiascos tecnológicos de todos os tempos aqui e discutir as causas de seus fracassos. O que vou postar é o Iridium, da Motorola. Iridium (satellite) From Wikipedia, the free encyclopedia The Iridium satellite constellation is a system of 66 active communication satellites and spares around the Earth. The system was originally to have 77 active satellites, and was named for the element iridium, which has atomic number 77. Iridium allows worldwide voice and data communications using handheld devices. The service is interdicted for political reasons in North Korea and Northern Sri Lanka. History Iridium communications service was launched on November 1, 1998 and went into Chapter 11 bankruptcy on August 13, 1999. The first Iridium call was made by then Vice President of the United States Al Gore. Its financial failure was largely due to insufficient demand for the service. The increased coverage of terrestrial cellular networks (e.g. GSM) and the rise of roaming agreements between cellular providers proved to be fierce competition. The cost of service was also prohibitive for many users, despite the continuous world-wide coverage of the Iridium service. In addition, the bulkiness and expense of the handheld devices when compared to terrestrial cellular mobile phones discouraged adoption among users. Mismanagement has also been cited as a major factor in the program's failure. In 1999 CNN writer David Rohde detailed how he applied for Iridium service and was sent information kits, but was never contacted by a sales representative. He encountered programming problems on Iridium's website and a "run-around" from the company's representatives. After Iridium filed bankruptcy it cited its "difficulty [in] gaining subscribers". The initial commercial failure of Iridium has had a dampening effect on other proposed commercial satellite constellation projects, including Teledesic. Other schemes (Orbcomm, ICO Global Communications, and Globalstar) followed Iridium into bankruptcy protection, while a number of proposed schemes were never constructed. The Iridium satellites were, however, retained in orbit, and their services were re-established in 2001 by the newly founded Iridium Satellite LLC, owned by a group of private investors. Present status The system is being used extensively by the U.S. Department of Defense for its communication purposes through the DoD Gateway in Hawaii. The commercial Gateway in Tempe, Arizona provides voice, data and paging services for commercial customers on a global basis. Typical customers include maritime, aviation, government, the petroleum industry, scientists, and frequent world travelers. Iridium Satellite LLC claims to have approximately 137,500 subscribers as of September 30, 2005, which is a 22% increase from the third quarter 2004. Revenue for the nine months ended September 30, 2005 was up 24% over the nine months ended September 30, 2004. Phone rates from land lines to Iridium phones are $3 to $14 per minute, from Iridium to land lines about $1.50 per minute and between Iridium phones less than $1 per minute. Iridium and other satellite phones may be identifiable to the listener because of the particular "clipping" effect of the data compression and the latency (experienced as a noticeable lag or time delay) due to the electronic equipment used. Iridium operates at a data rate of 2400 baud, which requires very aggressive voice compression and decompression algorithms. The former Iridium provided phones from two vendors, Kyocera and Motorola. Kyocera phone models SS-66K and SD-66K are no longer in production, but still available in the second hand and surplus market. The Motorola phone 9500 is a design from the first commercial phase of Iridium, whereas the current 9505A model is a more modern design which is especially popular in military applications. Currently all equipment is provided by Iridium Satellite through its distribution partners. Motorola no longer manufactures equipment for Iridium. The 9505A is the most current version of the handset and the 9522A is the most current version of the OEM L-Band Transceiver module designed for integration into specific applications. Iridium phone numbers all start with +8816 or +8817 (which is like the country code for a virtual country) and the 8-digit phone number. Iridium streaks Because of the satellites' peculiar shape with three polished door-sized antennas, 120 degrees apart and at 40 degree angles with the main bus, the Iridium satellites have a highly visible satellite flare, also called iridium streaks. The forward mirror faces the direction in which the satellite is travelling. On their orbits, the antennas directly reflect sunlight, creating a predictable and quickly moving illuminated spot of about 10 km diameter when the reflected beam hits the earth. To a spectator this looks like an extremely bright flare in the sky with a duration of only a couple of seconds. Some of the flares are so bright (up to −8 magnitude) that they can be seen at daytime, but they are most impressive after dusk and before dawn. This flashing has been of extreme annoyance to astronomers in that the brightness of the satellites disturbs observations and can damage sensitive equipment. These satellites normally have a +6 magnitude and are barely visible under the best of conditions. Technical details The constellation The Iridium system requires 66 active satellites in orbit to complete its constellation, with spare satellites in orbit to fill in in case of failure. Satellites are in low Earth orbit at a height of approximately 485 miles. Satellites communicate with neighbouring satellites via intersatellite links. Each satellite can have four intersatellite links: two to neighbors fore and aft in the same orbital plane, and two to satellites in neighboring planes to either side. The satellites orbit from pole to pole with an orbit of roughly 100 minutes. This design means that there is excellent satellite visibility and service coverage at the North and South poles, where there are few customers. Because satellites use an over-the-pole orbital constellation design (known as a "Walker star") there is a "seam" where satellites in counter-rotating planes next to one another are travelling in opposite directions. Cross-seam intersatellite-link handoffs would have to happen very rapidly and cope with large Doppler shifts; Iridium only supports intersatellite links between satellites orbiting in the same direction. The cellular lookdown antenna has 48 spot beams arranged as 16 beams in three sectors. The four intersatellite cross links on each satellite operate at 10 Mbit/s. The cross links were originally envisioned to be optical. The satellites The satellite contains seven Motorola PowerPC 603E processors running at roughly 200 MHz. Processors are connected by a custom backplane network. One processor is dedicated to each cross-link antenna ("HVARC"), and two processors ("SVARC"s) are dedicated to satellite control — one being a spare. Late in the project an extra processor ("SAC") was added to perform resource management and phone call processing. The original design envisioned a completely static 1960s "dumb satellite" with a set of control messages and time-triggers for an entire orbit that would be uploaded as the satellite passed over the poles. It was found that this design did not have enough bandwidth in the space-based backhaul to upload each satellite quickly and reliably over the poles. Therefore, the design was scrapped in favor of a design that performed dynamic control of routing and channel selection late in the project, resulting in a one year delay in system delivery. Earth base-stations Iridium routes phones calls through space. There are four earth stations and the space-based backhaul routes phone call packets through space to one of the downlinks ("feeder links"). Station-to-station calls can be routed directly through space with no downlink. As satellites leave the area of an Earth base station the routing tables change and frames are forwarded to the next satellite just coming into view of the Earth base station. Patents The main patents on the Iridium system are in the area of mass production of satellites. Iridium made a key hire of the engineer who set up the automated factory for Apple's Macintosh, and he created the technology necessary to mass-produce satellites in weeks (instead of months or years) on a gimbal, at a record low cost of only $5 million per satellite ($40M including launch costs, 1998 dollars.) Quotes "Iridium will succeed because every time we estimated the growth of cellular phones, we were LOW by a factor of four" - Bary Bertiger of Motorola, system inventor. In fact, Iridium is a "fill-in system" which depends for its success on these incorrect estimates of terrestrial cell phone growth. So when the inventor of Iridium used this argument to justify the system, he was actually predicting its imminent demise. mini resumo: A Iridium é uma empresa do grupo Motorola que faliu. Sua proposta era oferecer telefones portáteis em qualquer ponto do globo. No entanto seu preço e a concorrência dos celulares, cuja evolução de tecnologia permitiu uma série de vantagens enterrou os planos da Motorola que perdeu, com isso, vários bilhões de dólares. A empresa foi obrigada a desativar seus satélites e destruí-los. Lembro até hj quando anunciaram que estavam queimando os satélites na órbita da terra. hehehehe Na minha opinião, o serviço não foi pra frente por causa do preço, principalmente, e porque tb não era a hora. A tecnologia ainda era rústica e haviam vários relatos de que não funcionava em vários lugares... Até me lembro que o ator Marcio Garcia, falando sobre o Iridium na Veja, disse que o dele não funcionava nos túneis da cidade. Isso pq o barato deveria funcionar até no pico do Everest... Minha opinião:depois disso percebi que a Motorola, pra sanar o preju, começou a fabricar celulares a torto e a direita, baratos e com pouca tecnologia, o que não era a cara dela... mas enfim, ela não faliu hehehehe fonte: http://en.wikipedia.org/wiki/Iridium_%28satellite%29
  18. What's up with the PSP??? Clique na imagem para ampliá-la by OPM Staff 08.11.2005 t's amazing how the perception of Sony's PlayStation Portable has changed within a matter of months. "The PSP will elevate portable entertainment out of the handheld gaming ghetto," said Kaz Hirai, president of Sony CEA, at the Consumer Electronics Show earlier this year. "The PSP is full of innovation far superior to anything on the market today. Just as the PlayStation in 1995 revolutionized gaming and the way our industry does business, PSP will serve as the disrupter in the portable entertainment space." However, the way the industry does business also makes it easy for something like the PSP to cause outlandish expectations amongst consumers with statements like that. And the way that consumers ultimately do business requires that quality be partnered with a consistent flow of software for a new system. As electronics history has shown, having great hardware is only part of the equation. The PSP has traveled the spectrum of being hailed as the greatest piece of hardware since the introduction of the original PlayStation to being treated like a Goodwill store where developers drop off bare-bones ports and shoddy, old games. Since the release of the PSP on March 24, 2005, to the time of this writing, there have been approximately 30 games released, 17 of which were released during the launch window. Around 10 or so of the games available could be considered ports of PlayStation 2 games, which is about one-third of the entire PSP library. And if you work out the math with the number of games released since the launch period, it comes out to less than one PSP game release per week—.76 games to be exact. "Most PSP games weren't built from the ground up. " Even though there's always a slow period after the launch of new hardware, that's still not a lot of games for a platform that's supposed to change the face of portable gaming. What's even sadder is that those figures don't actually take into account the games that are worth buying. Out of the 30 games released as of press time, nine have received scores of four or above from OPM. That's not too bad until you consider that 14 games have scored a three or lower, tipping the balance in favor of mediocrity. But as far as potential PSP customers were concerned, it was easy to buy into what Hirai and third-party developers were saying before the PSP launched. It seemed like everything the PSP came in contact with would instantly turn into gaming gold. "These are not ports," Warren Wall, executive producer and head of EA's Team Fusion, told OPM back in January 2005. "That's not what we're after. We want something that's compelling and new, but we do have great franchises, and we want the experiences on PSP." While EA succeeded in delivering a somewhat original take on its Need for Speed franchise with Rivals, the other five of its six launch games essentially turned out to be either toned-down ports (thus qualifying them as "original") or just ports with a few extra minigames thrown into the mix. But EA is hardly the only culprit. Sony's own first-party teams are just as guilty. Early versions of 989 Studios' PSP baseball game still featured the color-coded DualShock button icons shortly before it was released. Capcom's Darkstalkers is a port of a Dreamcast collection, just with a new survival mode and a few extras thrown in. Tony Hawk's Underground 2 Remix features four new levels and some added multiplayer options, but most of its content is from the PS2 version of the game. The list goes on, but the point is that most PSP games simply weren't built from the ground up; many publishers just wanted (or needed) to cash in on what would undoubtedly be an incredible hardware launch. But it wasn't. At least, not as incredible as it was expected to be. American Technology Research conducted a survey of 150 retailers as a barometer of PSP sales during its launch period. Only 50 of the 150 retailers reported that their shipments of PSPs had sold out. Sony's own numbers reported that 602,000 units out of a million-unit shipment were sold, falling in line with results from the survey. Still, industry analysts were optimistic. "We think the PSP will be the dominant handheld gaming device in two years," says USB analyst Mike Wallace in his Video Game Industry Overview. Of course, anything can happen in two years, but if there continues to be a trickle of releases, let alone quality releases, then chances of the PSP assuming that role are pretty slim. Indeed, it's almost impossible to predict what will happen, but if E3 is any indication, it might be a little rough going. There were plenty of PSP announcements at the show, but most of those games are either ports with the requisite minigame extras thrown in or are based on preexisting licenses or properties. As for actual physical software support for the PSP at the show, some considered it to be a little lacking. "What the f*** was up with the lack of games for PSP at E3?" wrote David Jaffe, director of God of War, in one of his blog entries. "When I get back, I have to chase down some answers. There has to be a s***load of games being made. Why were they not being shown?" Then there's the question of the PlayStation 3 and how it will affect the PSP. With game budgets becoming an increasing strain on companies, how will a publisher or developer find enough money to develop a solid project for the PlayStation 3 and then turn around and do a PSP game, or vice versa? Many companies will have to choose one platform over the other in many cases, and in the circumstances that they don't, the potential for ports increases exponentially because there simply isn't enough time or money to do anything else. Could it be that developers are canceling PSP projects so they can go to work on the PS3 instead? Or maybe that's not the right question to ask. Maybe developers are just losing faith. That certainly may be the case in Japan, where sales of Nintendo DS games have been faring better than sales of PSP games. Six Nintendo DS games placed in the top 20 in sales during the last week of May. Not a single PSP game managed to perform as well during the same time period. This contradicts what people predicted based on earlier trends, which showed sales of PSP hardware and software gaining steam and beating the DS by a significant margin in the early months of 2005. "There's the question of how the PS3 will affect the PSP. " Perhaps the lack of apparent support merely has to do with the PSP's current position in the market when publishers and developers look at the bottom line. There have reportedly been 5 million Nintendo DS units shipped worldwide, while 2.5 million PSPs have been shipped around the globe. However those numbers do neglect one very important factor: The DS has already launched in Europe, while the PSP European launch is scheduled for September. Though it's unlikely that 2.5 million units will be sold in Europe in any short period of time, it's still a pretty significant difference for publishers to take into consideration when pledging support. At any rate, it almost seems like Sony was banking on the PSP's extra media-playing capabilities to lessen the impact of a potential gaming lull. "[The PSP user base] will expand quickly with support from motion picture studios and the music companies," Hirai said in an interview in OPM #91. In fact, sales of UMD movies continue to do surprisingly well for a format that's less than a year old. At least two UMD movies have sold well over 100,000 units each, putting the total number of UMD movie sales possibly around the 500,000 mark (actual figures were not available as of press time). This also doesn't include the copies of Spider-Man 2 that were included in the first shipment of PSPs. In addition, studios are seemingly announcing more and more support every day for the PSP, seizing the opportunity to sell yet another version of a film or TV show. Still, it all comes down to this: With the drought of game releases, PSP owners are obviously looking for something else to do with their PSPs, and that something else seems to be watching movies or TV shows. Listening to music may not be as much of a factor, considering the popularity of the iPod, but it's still a feature that could distract the casual PSP owner from the lack of game releases. However, there are a lot of PSP owners out there wondering why they forked out $250 for a gaming device that they've actually used more for watching movies or listening to music rather than playing games. Looks like it'll take a little more than promises and technology to really get handheld gaming out of the ghetto. Já sabia que PSP seria um gamegear 2... só está faltando um TV-Turner... ops, mas pera ae, já foi anunciado....hehehehehe alias, já vi tópicos em fóruns americanos do tipo: "PSP or X360???"... e-gamer (eu adoro esse smile que fica rolando de um lado para o outro... já disse isso pra vcs??? HAHAHAHAHAHAHAA)
  19. SISTEMA VIÁRIO Governo retém R$ 313 mi em verbas que, por lei, devem ser usadas em educação no tráfego e prevenção de acidentes Lula congela 80% dos gastos de trânsito ALENCAR IZIDORO LUÍSA BRITO DA REPORTAGEM LOCAL A pensionista Francisca Dantino, 92, é obrigada a esperar uma folguinha no tráfego para atravessar a rua na faixa de pedestres próxima de sua casa, na alameda Casa Branca (zona oeste). Sem semáforo, nenhum motorista pára. "Às vezes tenho que dar uma corridinha, como fiz agora, para eles não baterem em mim", dizia Francisca, na sexta, após escapar de uma motocicleta que ignorou a presença dela. "Isso é falta de educação, de respeito e de vergonha." Esse é só um dos hábitos contumazes de condutores brasileiros que afrontam as regras do código de trânsito e ameaçam a segurança. A julgar pelo gasto federal para resolver esse problema, Francisca não pode ficar esperançosa. A gestão Lula congelou, nos dois primeiros anos, 80% dos recursos que recebeu de motoristas que pagaram multas e seguro obrigatório, deixando de usar R$ 313 milhões (sem considerar a inflação) que deveriam, por lei, ser investidos em educação e prevenção de acidentes. O governo petista diz que, em 2005, a retenção drástica das verbas continuará. A decisão visa acumular recursos em caixa para atingir as metas de superávit primário. O procedimento já era adotado na gestão FHC, mas com Lula atingiu recordes negativos. O governo tucano, desde a implantação do código de trânsito de 1998, havia congelado em média 42% da receita com multas e seguro, percentual que quase dobrou nesta gestão. A constatação frustra especialistas, que viam como uma das novidades mais importantes da legislação a vinculação dessa arrecadação às medidas preventivas. Nos últimos sete anos, capitais como São Paulo conseguiram reduzir as mortes devido à obrigatoriedade do cinto de segurança e ao controle eletrônico da velocidade. No Brasil inteiro, mesmo com estatísticas subestimadas, ainda há mais de 30 mil mortos no trânsito, 350 feridos e um prejuízo superior a R$ 10 bilhões por ano. A verba do trânsito congelada é formada pelo Funset (Fundo Nacional de Segurança e Educação de Trânsito) e pelo DPVAT (seguro obrigatório). Ela não pode ser usada para outras finalidades. Na própria União, porém, há quem duvide que algum dia será destinada para prevenir acidentes. O Funset foi criado para custear as despesas do Denatran (Departamento Nacional de Trânsito) "relativas à operacionalização da segurança e educação de trânsito" e tem sua receita formada por 5% dos valores arrecadados com multas de trânsito do país todo. De 1998 a 2002, a gestão FHC usou 68% dos R$ 216 milhões (valor da época) enviados ao Funset. Em 2003 e 2004, Lula usou só 32% de R$ 218 milhões arrecadados. O DPVAT foi instituído em 1974 para amparar as vítimas de acidentes viários, sendo pago por proprietários de veículos. Pelo código de 1998, 5% da receita deve ser usada em "programas voltados à prevenção de acidentes". O Denatran, com FHC, gastou 49% de R$ 262 milhões recebidos -contra 5% de R$ 174 milhões na gestão petista. Entre os projetos de Lula ainda sem sucesso para melhorar a segurança estão a inspeção veicular e a compensação de multas interestaduais. "Dá a sensação de que as leis que deveriam ser cumpridas por todos não são cumpridas nem por quem deveria dar exemplo", afirma Kazuo Sakamoto, ex-presidente do Denatran e que participou da elaboração da lei de 1998. "Uma das boas inovações do código era a vinculação da receita das multas a projetos de educação, algo que não foi feito pelo governo federal e municípios", diz Eduardo Vasconcellos, engenheiro especialista em trânsito. A lei também estabelece que 95% da arrecadação dos municípios com multas deveriam ser usados "exclusivamente" em "sinalização, engenharia de tráfego, de campo, policiamento, fiscalização e educação de trânsito". A prefeitura paulistana sempre buscou artifícios jurídicos para tentar driblar a exigência -motivo de críticas ferrenhas, na época, do atual presidente da CET, Roberto Scaringella. No governo José Serra (PSDB), Scaringella ainda não disse se adotará a prática. Me engana que eu gosto... Bem que eu sempre desconfiei que esse dinheiro era desviado... Por falar em desviados, SM tem sobrevida aqui. hahahahahahahahahahahahaha
  20. e-gamer

    Oie

    Atendendo a pedidos de meu companheiro LOP, me cadastrei nessa joça. Agora vcs vão ter que me engolir aqui tb, hehehehe. Ah, Merdamaníaco está aqui tb? Se estiver, banam o indivíduo...hehehehe, tô brincando, fofas (LOP e Koston)...
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