Monday, November 10, 2008

Gears of War 2: Epic Sales

Gears of War 2: Epic Sales

Gears of War 2: Epic Sales

Navneet Prakash, Nov 10, 2008 1621 hrs IST

Staggering 1.4 million units sold in the U.S.

Epic's Gears of War 2 was always expected to be a hit, so the fact that it has sold over 2 million units in one day doesn't come as a big surprise.

The Xbox 360 exclusive game with its expanded single-player campaign and a new and improved multi-player package has received rave reviews. VGchartz.com has the sale numbers, which show a staggering 1.4 million units sold in the U.S. alone. The game is a direct sequel to the 2006 hit and follows Marcus Fenix's story as he fights the Locusts. This isn't Microsoft's biggest first day numbers; Halo 3 sold over 3.8 million units on the first day, making Microsoft richer by $300 million, while Gears of War made about a $100 million.

Many believe that Gears of War 2 will not sell systems, but it does add to the exciting game's lineup for the upcoming holiday season. We recently got some hands-on time with the game; read about it here.

Sunday, November 09, 2008

Report Shows Xbox 360 has Highest Attach Rate

Gamers love to revel in competition, so these numbers should fuel quite a bit of heated (but civil!) discussion. Working off of a series of graphs and slides that Nintendo demonstrated last Friday, Gamasutra has put together an in-depth examination on everything from hardware sales for all three consoles over the past three years, to a look at the growth of the portable gaming market. But the most interesting figures were left for the last page, when console "attach rates" were compared for the Wii, PlayStation 3, and Xbox 360 -- that is, how many games the average owner of each console has purchased. Perhaps not too surprisingly, the Xbox 360 came out on top.

As you can see above, the average Xbox 360 owner has 6.6 games for his or her console, while the average Wii gamer has 5.5, and the PlayStation 3 owner has 5.3. One important thing to keep in mind is that this chart shows attach rates for the first 23 months of each system’s release, meaning the 360 numbers are only though September 2007, while the Wii and PS3 numbers are through September 2008 (if you add in the extra year the 360 has at retail, its total attach rate stands at 8.1).

A few interesting things can be gleaned from this chart. For one, as most would probably expect, the Wii has a big edge in first-party sales, while it lags considerably behind in third-party sales. This falls in line with the standard mold in which many have placed Nintendo’s console, with their own games selling in huge numbers while third-party developers struggle a bit more.

But more interesting is what these numbers might not show -- yes, the Wii is in second place in terms of its attach rate, but could its staggeringly large number of hardware sales be throwing the relative strength of its software sales out of proportion? For instance, in a couple of other charts provided in the report, U.S. software sales for all three consoles are compared in their first 23 months of release. In terms of first-party sales, the Wii clobbered the 360 and PS3, with around 30 million units, compared to the 360 at a little fewer than 10 million, and the PS3 at around 5 million. It’s much closer in terms of third-party sales, although the Wii still wins with sales close to 40 million, with the 360 near 35 million, and the PS3 down at a little fewer than 25 million.

So in conclusion, in the first 23 months of each system’s release, the Wii outsold both the 360 and PS3 in both first-party and third-party software sales in the U.S. While this doesn’t take into account software sales in both Europe and Japan, what it might suggest is that while the Wii came in second place in console attach rates, it probably isn’t in second place in terms of hardware sales in general -- Wii owners may buy fewer games, but there are so many of them that they still buy more games in the long run anyway. Boy, it must be good to be Nintendo these days.

Friday, November 07, 2008

Halo Wars Ships February 2009 (XB360)

The T-rated real-time strategy game that takes place in the Halo universe will be shipping to retail in February 2009. Halo Wars, announced earlier this year, will put players in charge of commanding troops across large battlefields and features a new storyline that precedes the events of the the first Halo game.

The Xbox 360 exclusive will come in a standard edition and a Limited Collector's Edition that will include three new 'Halo 3' Multiplayer maps (called Assembly, Orbital and Sandbox); a graphic novel, Halo Wars: Genesis, which covers the first military campaign against the Covenant (the Halo universe's bad guys); a special in-game vehicle and more. Anyone who pre-orders the game will be able to download a special in-game Warthog vehicle, decked out with flames on the front.

The standard edition of the game will run $59.99 and the collector's edition will cost $79.99.

HALO 3 WAL-MART EXCLUSIVE BLUE SPARTAN



By Thomas Wheeler

There can certainly be no question that the HALO franchise is one of the most popular video game series of the modern day -- and I maintain that this is not a thing easily accomplished. The video game world today is as diverse and extensive, if not moreso, than television, movies, or perhaps even music. For anything to rise above that cacophony is nothing short of incredible. And yet, HALO has done so.

The third game in the series, HALO 3, emerged a while back. Halo 3 holds the record for the highest grossing opening day in entertainment history, bringing in $170 million in its first 24 hours, going on to gross $300 million in its first week. More than one million people played Halo 3 on Xbox Live in the first twenty hours. As of January 3, 2008, Halo 3 has sold 8.1 million copies, and was the best-selling video game of 2007 in the U.S.

The Halo 3 game features vehicles, weapons, and gameplay not present in previous titles of the series, as well as the addition of saved gameplay films, file sharing, and the Forge map editor; a utility which allows the player to perform modifications to levels.

Halo's story centers on the interstellar war between 26th century humanity, led by the United Nations Space Command, and a collection of alien races known as the Covenant. The player assumes the role of the Master Chief, a cybernetically enhanced supersoldier, as he wages war in defense of humanity, assisted by human Marines as well as allied alien Elites led by the Arbiter.

Halo 3, like its predecessors, is set in the fictional Halo universe, taking place during the year 2553. According to the backstory, humans developed faster-than-light travel (using a Fujikawa-Shaw engine attached to a regular space shuttle) and colonized hundreds of planets before encountering the alien Covenant in 2525. The Covenant declared humanity an affront to their gods and began destroying human colonies by turning the planet's surface into glass. Despite efforts to keep the Covenant from finding Earth, a Covenant fleet discovered humanity's homeworld during Halo 2. By the beginning of Halo 3, the Covenant have arrived in full force on Earth, with most human resistance crushed.

The titular 'Halo' refers to massive ringworlds several hundred kilometers in diameter that are scattered across the galaxy. These rings were constructed thousands of years ago by an enigmatic race known as the Forerunners as a weapon of last resort against the parasitic alien species known as the Flood. When activated, the seven Halos would destroy all sentient life in the galaxy, thereby depriving the Flood of its food. The ringworlds were activated once in the distant past, and the Forerunners are believed to have perished.

Halo 3's protagonist is the Master Chief, a cyborg supersoldier who is one of the last surviving members of the SPARTAN Project, and one of humanity's greatest warriors.

But, if you're going to have a multi-player environment -- you're going to have to bend that rule a bit. Although there is technically only one Master Chief, who wears olive green armor, there's been no real shortage of Spartans over the course of the games, who wear virtually identical armor to Master Chief, just differently colored.

Interestingly enough, for the first assortment of Halo 3 figures, the main colors available of those other Spartans has been, patriotically enough, red, white, and blue. But you'll only find the Blue Spartan at Wal-Mart.

I confess, I almost missed him. I didn't really expect these figures to blast out of the stores as quickly as they did. These days, action figures just don't do that. Let's face it -- it isn't the 80's anymore. The days when the average toy store or even department store had several aisles dedicated to action figures, and the shelves were lined with heaping assortments of the likes of G.I. Joe, Transformers, Masters of the Universe, MASK, and other cool stuff, are long in the past. As are the days when the new stuff shot out of the store as quickly as it came in.

These days, if a department store has one aisle devoted to action figures, it's considered well supplied, and even the new stuff tends to not be too hard to get, even if it's got a new movie backing it up. So really, when I first saw the Halo 3 figures on the shelves, including the Wal-Mart exclusive Blue Spartan, I more or less assumed I'd have a decent amount of time to get him.

Now, I'll be honest here. I've never played Halo -- any of the versions. In the first place, I don't own an XBox 360. In the second place, I'm pretty terrible at video games. On the rare occasions I have played video games, I've sent so many characters to their untimely deaths that I almost started to feel guilty about it. I mean, come on, the characters have the skills to win this thing -- I'm just no good at getting them to use them! I suspect if I tried Halo, I'd last about as long as it would take for some alien something or other to turn my armor into recycled soda cans.

Better I should stick with the action figures. At least that's something I understand. And I certainly know a cool action figure when I see one. Now, I originally had in mind to try to round up a fairly complete collection of the Spartans. At this point in time, I don't think that's going to happen. Between general scarcity and the number and even greater scarcity of the various exclusives, it's just a little too much. But, I imagine I'll pick up the occasional Spartan or equivalent here and there, and I look forward to reviewing them as I do.

McFarlane has done a good job with these toys. They're solidly made, certainly extensively articulated, and at just about precisely 5" in height, they're a somewhat more agreeable size than Joyride's 9" figures, for those with limited display space who would like to pose a decent number of Spartans. Seeing as how this line has already been planned out through its third series, with a growing population of armored warriors including no shortage of new exclusives, that's probably a significant factor for those intending to snag every one they possibly can.

The Blue Spartan is pretty much identical to the Master Chief -- except obviously he's NOT Master Chief. The blue of his armor is a fairly dark blue, with the only distinctive colors beyond that and the black "undersuit" being the gold visor on the helmet, and yellow stripes on the upper right arm and upper right leg, with the Roman numeral "VI" in them, for "Mark VI Armor", which is the designation of armor these Spartans wear.

Interestingly, the back of the package actually shows a RED Spartan. Not too surprising since this blue one is a Wal-Mart exclusive, but it also states, "Swap Helmets with other Spartans", and shows not only the Mark VI Spartan, but also the CQB and EVA versions. The CQB helmet is shown to be Blue. Whether ALL Blue Spartans were Wal-Mart exclusives I really don't know. This first series has vanished so quickly there was literally no opportunity for me to check. The other two colors shown are White and Red.

Let's discuss articulation. It's really excellent on this figure. The package boasts "18 points of articulation", but that's almost a misnomer when you consider the range of motion that these areas of articulation have. The Blue Spartan is poseable at the head, arms, elbows, wrists, mid torso, waist, legs, knees, ankles, and foot-fronts. However, all of these areas have a considerable range of motion, most of which is quite well concealed by the figure design. In this, the Spartans remind me a lot of Hasbro's Star Wars Clone Troopers. The very design of the character as portrayed in its original source material allows the toymakers to incorporate a considerable level of articulation without it being as evident as it might be on a figure with a different look. The design allows the articulation to be well-worked in and almost concealed.

I will say that I would not move this figure harshly or forcefully, especially on some of his finer points like his wrists. This really isn't an action figure that you want to hand to a six-year-old and let him tear through the playground or backyard with it. It looks and feels sturdy, but there are likely some fragile points on him, starting with the wrists, and possibly a few other areas.

The Blue Spartan is somewhat weathered in appearance, a practice I don't usually approve of, but given the level of battle these guys see, it's not really inappropriate, and given the heaping levels of weathering and dirtying McFarlane Toys has put on some of their previous toys from other concepts, it's positively subdued in comparison here, and really doesn't do much more than highlight the armor panels. And certainly the overall paint detailing is excellent and precise. Some of the smallest areas, little slots in the armor, have been given a bit of color, mostly light blue. A lot of other toy companies probably wouldn't even have bothered.

The Blue Spartan comes with a fancy, futuristic, but not at all implausible-looking Assault Rifle, as well as several grenades, including a few that are so small that I recommend the immediate implementation of a Ziploc bag to keep them preserved.

So, what's my final word on this figure? Very impressive. The Blue Spartan is well-designed, well-made, well-articulated, and darn cool looking. I doubt very much at this point you're going to find one actually at Wal-Mart., even taking into consideration at least one shipment of straight cases of JUST Blue Spartans. It's been several weeks since my nearest Wal-Mart's toy department even had shelf-tags for Halo figures, and a basic check at three other Wal-Marts recently revealed the same situation. You'd never know they even carried the line. Still, there's always the secondary market.

McFarlane Toys has done an overall excellent job with this Halo 3 line, and certainly it's proven to be massively popular, and I would expect it to continue to be over successive assortments. Meanwhile, assuming you can find one, the HALO 3 BLUE SPARTAN definitely has my recommendation!

Thursday, August 07, 2008

Dell offering up a $299 Xbox 360 Elite while supplies last


Dell did its best to unload its seemingly abundant supply of Xbox 360 Elite bundles by selling them alongside XPS M1730 machines, but just in case a few of you didn't have $3,000 set aside to score the both of them, Dell is now offering the Elite bundle all by its lonesome for mere $299 -- a nice $150 savings. To un-sweeten the deal, they're also tossing in a couple ugly faceplates, Forza 2 and Marvel Ultimate Alliance. Get 'em before they're gone.

Cro-Mag Rally for iPhone

Between Enigmo and Cro-Mag Rally, Pangea Software decided to recycle its existing games to support the new platform rather than develop new original titles. I find Enigmo ( to be a much more compelling iPhone offering than Cro-Mag Rally, even though Cro-Mag Rally got the early press.

Cro-Mag Rally originally made its debut on the Mac. It’s a go-cart racing game featuring cartoon-style cavemen and dinosaurs, and it was popular back in pre Mac OS X days. It’s one of Pangea’s biggest hits, in fact, so it’s understandable why they’d give it another try here.

Let It Snow: Adapted from its Mac origins to run on the iPhone, Cro-Mag Rally lets you race go-carts along many different tracks.

Cro-Mag Rally makes an easy conversion to the iPhone. Graphics are large and clear, the sound effects and soundtrack of the original game are here, too, and gameplay has been retained. You guide your caveman (or cavewoman) through a series of courses that wind to and fro, past hazards (lava pits, tornados and such), while you pick up power ups (like bones you can throw as weapons, extra traction for your tires, and oil slicks) you can use against the other drivers.

There are two main game modes—Race, in which you’re trying to beat the other computer-controlled players to the finish line, or Gather, in which you’re trying to pick up objects around the track as quickly as possible. And there are a number of different track options—everything from a desert setting to a jungle environment, ancient Egypt and an underwater course (Atlantis) that trades in the caveman carts for submarines.

For the most part, you control vehicle acceleration using on-screen forward and reverse buttons along with the iPhone’s accelerometer, to control left and right direction. You can also tap an icon to let loose with your weapons if need be.

The game lets you choose from several different vehicles, each with different performance characteristics. Some accelerate better, others take corners in more control. The powerups can also help augment your vehicle’s handling capabilities.

I found the on-screen controls to be somewhat awkwardly placed and a little too small for my fingers to use conveniently. I’d often find myself stopping mid-track for no apparent reason, only to discover that my finger had slipped slightly off the “hot spot” for the gas pedal.

Pangea has wisely included options that let you adjust difficulty, steering sensitivity and other settings. iPhone users can also turn off vibration, a fun but distraction option that can also wear down the iPhone’s battery.

Ultimately, Cro-Mag Rally is a fine iPhone game and really helps demonstrate what the first generation of action games for this new platform can do. The novelty wears thin quickly, however—a problem I don’t have with Pangea’s other iPhone game, the kinetic puzzle game Enigmo.


PlayFirst offers Cooking Dash game

PlayFirst on Wednesday announced the release of Cooking Dash, a new spin-off of the enormously popular Diner Dash series of casual games. Available for Mac OS X and Windows, Cooking Dash costs $19.95. A 60-minute trial version is available for download.

Cooking Dash

Master the art of handling a big kitchen in Cooking Dash.

Cooking Dash follows the story of Flo, the star of the Diner Dash series, as she and her beloved grandma fill in at DinerTown’s busiest kitchens to cover a cook shortage. Cooking Dash is a new “assembly-management” game, where you have to juggle multiple tasks simultaneously in order to succeed.

Cooking Dash is the first “Dash” game to feature Flo that isn’t a Diner Dash game. The game features more than 50 levels of play, and sports 3D rendered characters.

System requirements call for Mac OS X 10.4 or later, G4/800MHz or faster, 256MB RAM, 800 x 600 display and 30MB hard disk space.

Gameloft brings pinball to iPod

Gameloft has released Mystery Mansion Pinball for the iPod. It costs $4.99 and is available for download from the iTunes Store.

Mystery Mansion Pinball brings you to a haunted house, where you’ll encounter creatures like Frankenstein’s monster to Vampira as you keep a pinball hopping through a B-movie game. It features bumpers, high-scoring chutes and more.

The design is based on a real pinball game, and features “mini-videogames” you can play on the machine’s LED scoreboard. It incorporates special sound effects, animation, lighting and 3D graphics, and sports bonuses and unlockable fun modes.

Mystery Mansion Pinball is compatible with iPod nano third-generation, iPod classic and iPod (fifth-generation) models only — it will not work on the iPod touch or iPhone.


E3: Damned if you do, damned if you don’t

Last week the E3 Media and Business Summit took place, but you probably wouldn’t have known it unless you’re in the video game business, or make it a point to check video game news sites regularly. This is in stark contrast to past years—well, 2006 on back.

In fact, there was precious little news from this year’s event. Most of what was shown off had already been announced, and there weren’t any earth-shattering announcements. No major game announcements. No inkling of major new hardware. Nothing of real significance or import.

2006 was the final year of the “old” E3, or Electronic Entertainment Expo. It was a grand event put together by the Entertainment Software Association, or ESA, that assembled as many major video game publishers, developers and hardware makers as could fit under the massive eaves of the Los Angeles Convention Center. Every nook and cranny of that center was filled, and tens of thousands of people—many who had nothing to do with the industry, professionally—flooded hotels throughout L.A. to attend the event. Shuttle buses carted game executives, buyers, retailers, and game enthusiasts by the coachload from Century City, downtown hotels and elsewhere.

Without question, E3 had grown to gargantuan proportions over the past decade, and became one of the best known game industry trade shows. It also became a focal point for the industry—media coverage had become pervasive. And in order to win the hearts and minds of fickle buyers for retail chains, attention-deficit game journalists and others, the big names in the business poured ludicrous amounts of money into the event. They built multi-level booths that occupied huge chunks of the massive halls at the convention center, hosted veritable bacchanalian orgies of parties after hours, and threw their names, logos and identities on anything that would stick, from the sides of downtown buildings to the buses that carried people to their hotels to the very keycards that opened those hotel room doors.

It was that upward-spiraling budget that ultimately spelled E3’s doom. The big companies got sick of spending tens of million dollars on one event every year, only to try to outdo each other and themselves; the smaller companies complained that it wasn’t worth their time to participate because the big companies were spending so much more money to get their name out.

In 2007, the event bifurcated. The “business” end of the show became the E3 Media and Business Summit, an invitation-only event intended to give select top-tier press, analysts and retail buyers an opportunity to see the newest crop of game technology. That’s followed in October by E for All Expo , an event more squarely focused on the consumer. (And one that's sponsored by IDG World Expo, which also organizes the Macworld Conference & Expo every January.)

Last year The E3 Media and Business Summit was held in an aircraft hanger in Santa Monica. This year it returned to the L.A. Convention Center. In either venue, the event came up short, both in terms of news and announcements and attendance, and the shortcomings weren’t missed or overlooked by gaming executives, who have complained vociferously since last week. They miss the spectacle of the old show. They miss the spotlight the media world shined on E3. They miss the grandeur, the attention the world paid. In short, they miss some of the same things that, two years ago, they were complaining about.

E for All Expo was a more modest event, taking up one hall in the L.A. Convention Center and drawing about 14,000 people during its three-day run last October. Nintendo was the only big-name console vendor who came; both Sony and Microsoft sat it out. I went, and some of the people who I met during the show were E3 veterans who were very disappointed in both the exhibitor turnout and the attendee turnout.

The ESA has had a tough year. The organization, which represents the video game industry on Capitol Hill and has stepped in with legal representation when states attempt to pass laws that restrict the sale of video games, has lost several high-profile members. Those companies include Activision, which recently merged with Vivendi, another company that’s departed from the ESA’s rolls, along with Id Software, makers of Doom and Quake. LucasArts, maker of popular Star Wars-themed video games, has also left.

Some attribute the defections to a change in leadership at the ESA. Doug Lowenstein, the organization’s founder and former president, stepped down in 2007 to join an equity group. During his tenure Lowenstein saw E3 grow to enormous dimensions, and he was a vocal proponent of the industry and of video games’ artistic legitimacy as a storytelling medium. He also lobbied tirelessly against legislative efforts to restrict the business. Lowenstein was replaced by Michael Gallagher, a refugee from the telecom industry who maintains a much lower profile than Lowenstein ever did.

Some may question the wisdom of having a big trade show, having watched giant efforts like Comdex crumble over the years. But as the ESA, E3 Media and Business Summit, and E for All all struggle to find a place within the video game industry, other international events continue to thrive. The Tokyo Game Show in Japan draws tens of thousands of attendees each year; the Leipzig Game Convention, which happens in Germany, has drawn well in excess of 180,000 visitors for the past two years. Even PAX, an event put on each year in Seattle by the makers of a game-oriented web comic called Penny Arcade, has continued to grow.

So there’s certainly a place for a major gaming event in North America, if the multi-billion dollar video game industry can finally make up its mind about what it wants, and how it wants to show off to the public. One thing is for sure—the way it’s doing it just isn’t working for anyone, not the industry, not the public, not the press.