Showing posts with label XBox games. Show all posts
Showing posts with label XBox games. Show all posts

Sunday, March 29, 2009

Game Group slips on talk of new online rival

The bulls would point to new consoles, new games, as well as the company's buoyant trading performance, and the fact that competitors such as Zavvi and Woolworth have been taken out of the picture.

Bears suggest the growth cannot continue, and technology will ultimately mean games buying their fix online rather than traipsing down to the local shopping centre.

If the latter seems too far away to worry about, then a new launch in the US this week may well change people's minds. In a sell note on the company, analysts at KBC Peel Hunt has drawn the City's attention to a presentation at the Game Developer Conference of a new US start up called Onlive. Analyst John Stevenson said:

"Onlive has been developing the model for the digital distribution of games for seven years in relative secrecy and has announced its intended public beta trials for the summer, ahead of a full US launch at the end of this year. The system is designed to allow players to stream on-demand games of up to HD quality onto any Intel-based Mac or PC running XP or Vista, regardless of how powerful the computer, or to television via a plug-on box.

"What is the threat? Onlive is seeking to host games on its servers rather than requiring users to download the game itself and requires no specific console hardware. In other words, users will be able to play the latest PS3 or Xbox games without needing to own the console itself or buy physical game software in a direct distribution model to rent or purchase the games.

"While there is a huge step between concept, live demo and actual execution, US press previews appear to have been delivered without any hiccups and the business model has enlisted the support of most major games developers.

"Is this credible? Onlive is seeking to launch in the US only towards the end of 2009, albeit this has material implications for the games industry and current distribution channels if the company can successfully execute an online distribution model at real-time speed.

"Our sell stance on Game Group is predicated on our view that the current console cycle has peaked and operating profit will fall away over the next 2-3 years. We had assumed there would be a fourth generation console cycle in the near future, without the immediate threat of online distribution, with the next cycle still driven by the next generation Xbox, Wii and PlayStation.

"However, whether Onlive's initial foray is successful or not, the threat of online distribution has become much more tangible; the genie is now out of the bottle."

Thursday, March 26, 2009

Online Xbox and PS3

OnLive could threaten Xbox, PS3, and Wii

The OnLive system will be shown with 16 games from a series of major publishers during the Game Developers Conference in San Francisco this week. OnLive is aiming to upset the traditional video game business model.

(Credit: OnLive)

SAN FRANCISCO--Sony, Microsoft, and Nintendo, look out. Your traditional video game console business model may be in danger.

It's too early to tell how much danger, of course, but a start-up called OnLive announced a brand-new game distribution system Monday night that, if it works as planned, could change the games game forever.

OnLive, which was started by WebTV founder Steve Perlman and former Eidos CEO Mike McGarvey, is aiming to launch a system--seven years in the works--that will digitally distribute first-run, AAA games from publishers like Electronic Arts, Take-Two, Ubisoft, Atari, and others, all at the same time as those titles are released into retail channels. The system is designed to allow players to stream on-demand games at the highest quality onto any Intel-based Mac or PC running XP or Vista, regardless of how powerful the computer.

The system will also stream games directly to a TV via a small plug-in device, and players can use a custom wireless controller as well as VoIP headsets in conjunction with it.

The OnLive system includes the ability to use wireless controllers similar to those available for standard console systems like the Xbox or PS3. It also has a small micro-console that will allow games to be streamed directly to a TV.

(Credit: OnLive)

Based here in San Francisco, OnLive timed its formal unveiling to this week's Game Developers Conference, where it will be showcasing the technology and 16 initial games it will launch with.

The service is currently in a closed beta, but is expected to go into a public beta this summer, and to launch this winter.

According to Perlman, OnLive's technology will make it possible to stream the games in such a manner--high quality, no matter what kind of system the user has--by virtue of a series of patented and patent-pending compression technologies. And instead of requiring users to download the games, OnLive will host them all and stream them from a series of the highest-end servers. Users will have only to download a 1MB plug-in to get the service up and running.

OnLive is hoping to capture a significant portion of the video game market share. In February, the industry posted one of its strongest months ever, with total sales of $1.47 billion, up 10 percent from a year ago. And in February, the Xbox, PS3 and Wii accounted for total sales of 1.42 million units.

The OnLive system aims to bring cost-efficient instant and high-quality video games streamed to Macs and PCs.

(Credit: OnLive)

An intended benefit of this infrastructure, Perlman and McGarvey explained, is that users will be able to play streamed games via OnLive with no lag, so long as their Internet connections meet minimum thresholds. For standard-definition play, that would mean a minimum 1.5 Mbps connection, and for high-def, 5 Mbps.

That's obviously an essential feature, as it's hard to imagine anyone paying for a service like OnLive, no matter what games are on offer, if the user experience is inadequate. But the company promises that as long as users have the requisite minimum hardware, operating systems, and Internet connections, they should be able to have seamless play.

The upshot of this infrastructure model, Perlman said, is that OnLive is somewhat future-proof, meaning that players won't have to upgrade anything to keep on playing games on the system years into the future. Instead, the upgrades will happen on the back-end, with the company regularly boosting the power of the servers it uses to host and stream the games.

And while demos always have to be taken with a grain of salt, CNET News did see a real-time presentation of OnLive on at least two different computers and on a HD TV. Game play was as smooth and lag-free as advertised

So far, OnLive has yet to make its business model public, but what seems likely is some form of subscription service, where players will pay a monthly access fee and then pay additional costs, depending on whether they want to play games once, or buy them for permanent play.

The company also said that it will probably offer free trials of some or all of the games it offers, allowing consumers to decide whether they want to buy. OnLive recognizes that some players may use those trials as a way of deciding whether to buy such games from traditional retail stores, but Perlman and McGarvey suggested that as long as people are interacting with the OnLive system, they'll be happy.

It's clear that OnLive is modeling its system at least somewhat after Microsoft's hit Xbox Live service. So fans of multiplayer games won't be on their own. Rather, they'll have full access to multiplayer features of games built for them. And another interesting social feature is one that will allow users to digitally watch others play games in real time. The company thinks that users will find it exciting to watch the best players in action, even if they themselves are only kibitzing.

Perlman said that the concept of spectating in online game systems is, in and of itself, not new, but that OnLive presents the first time players will be able to look in on what others are playing without owning the games themselves.

Another social feature in the Xbox Live mold is what are called "brag clips." These are essentially 15-second replays of game action that players can share with friends if they want to show off their prowess. This is possible, Perlman said, because OnLive is continually recording the last 15 seconds of action.

The OnLive system includes social features such as 'brag clips,' which allow players to share 15-second videos of game action they want to brag about.

(Credit: OnLive)

All told, McGarvey said, OnLive offers a full suite of standard social features including friends, clans, rankings, leader boards, tournaments and more.

From the outset, OnLive isn't partnering with any of the first-party publishers--Microsoft, Sony, and Nintendo, meaning that franchises like "Halo" or "Zelda" won't be available. And that makes sense, since those companies are hardly likely to want to sign up with a company whose very technology may obviate their longstanding business models.

That means, Perlman and McGarvey acknowledged, that many players who sign up for OnLive's service will still maintain their consoles, and continue to buy games for them. At least for the rest of the current generation of machines, they said. But come the next generation, all bets are off, they said.

And for the nine--to date--third-party publishers who have committed to being involved, McGarvey said, OnLive presents a much more efficient and profitable distribution model than the standard retail structure. That's because the system is all digital, cutting down on physical distribution costs, and because it is designed to eradicate piracy and second-hand sales, both of which are banes of the publishers' existence.

Indeed, McGarvey said that OnLive has gotten strong commitments of titles from the nine publishers. That means, added Perlman, that the planned launch this winter could be accompanied by the most titles of any new gaming system launch in history.

In addition, McGarvey said publishers are eager for the kind of raw data that OnLive can provide about players' usage of the games, including whether they like or dislike games, how much they play, how they play and so on. That data is hard for publishers to collect with traditional consoles, he argued.

Clearly, OnLive has set an ambitious goal: dethroning the console makers as the game industry's kings. And as is always the case with brand-new and publicly unavailable technology, it is far too early to know whether the company or the service can live up to that goal. But if its demo is any indication, OnLive is definitely onto something, and given that the company has been in stealth mode for so many years, it's possible that the console makers will be caught off guard.

Tuesday, March 24, 2009

Xbox Walkthroughs - Benefits of Getting to the Next Level of Your Game

Benefit of XBox

Not every game player has the chance of striking the perfect game the first time they play. If you are just learning about an Xbox game, and need some assistance in getting it right, then using the Xbox walkthroughs is your answer to learning the instructions for good combat and to move to the next level. This particular set of guides is one that provides you with more entertainment and the best results for getting to the next level.

Benefits of Xbox Walkthroughs

The concept behind Xbox game walkthroughs is to provide direct instructions for various areas of one game. These are also referred to as Xbox codes or cheats, both of which provide you with the basics of getting to the next level in any game. According to statistics, almost 61% of game players use walkthroughs when they are stuck in a specific area, with 23% saying they would rather figure out the best strategy to get out of the area themselves. Only 16% of players constantly use walkthroughs as a main guide to help themselves in learning a game.

The best part of Xbox walkthroughs is that it provides you with the best alternative towards getting out of a spot you are stuck in. If you are not sure about the next moves to take, or are uncertain about a specific game spot, then using the cheats can act as a guide, simply to get you to the next level. For most, they consider this option an easy way to enjoy more of the game, without getting stuck.

Should You Use Walkthroughs?

Even though the popularity of walkthroughs is a part of the experience of gaming, some disagree with the concept, and believe that it is cheating your way out of being able to play a good game. Some say that the main disadvantage of using walkthroughs is that you don't get to consider the strategies and alternatives available for getting through a specific section, which makes it simple to work towards the complete win of a certain video game. Of course, if you use the walkthroughs correctly, this may not be the case.

Finding Walkthroughs

There are hundreds of online areas that store walkthroughs and share cheats with other members to help you get to the next level. Most of these are free Xbox walkthroughs, and are combined with social networks of what others have found working at certain levels of different games. Some of these areas combine the top games, while others focus on complete Xbox codes for only one game. You can also find options with the Xbox console itself; however, most of these are limited to instruction guides.

If you are looking for a better way of enjoying your Xbox game console, then using Xbox walkthroughs is an option to consider for a better game. This provides you with the best alternatives towards getting to the goal of your game and allows you to move through the most difficult parts of a game so you can enjoy new levels available through the area you are in.

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So what is your take on the usage of Xbox Walkthroughs?