Category “Gaming”

Review: The House of the Dead 4 (PS3)

Monday, 14 May, 2012

Before the age of armchair gaming, massive multiplayer meet-ups and 3D handheld gaming, ordinary folk would gather in arcades, their pockets heavily burdened with game tokens while queuing in line for their favourite game. There would always be at least one shooting game with those bright coloured plastic guns promising a few fleeting moments to absolutely annihilate hordes of monsters, zombies or general bad guys.

Sega brings back those fond memories, drags all that action into your room of living and trades those plastic guns for the PlayStation Move controller in The House of the Dead 4.

The House of the Dead 4 Screenshot 1

For fans of the franchise, this game is basically a port of the 2005 arcade game, slicked up with some high definition graphics, nifty motion control, a few special edition freebies, co-operative play and online leaderboards, all bundled into a sizeable PlayStation Network downloadable game weighing in at over four gigabytes. With the promise of no more ‘insert coin to continue’ prompts and given the modest pricing, all of this is (in true zombie fashion) a no-brainer.

In the timeline of The House of the Dead games, this fourth instalment serves as an interquel, bridging the first and second stories and is played out by one of two agents, either James Taylor or Kate Green. After an earthquake shakes your headquarters and re-awakens all manner of evil creatures, you will have to escape certain nuclear destruction equipped with an automatic weapon and a handful of grenades.

The House of the Dead 4 Screenshot 2

Expect the same rhetoric in storytelling, some unashamedly basic dialogue and dubbing. It makes no attempts to hide the fact that it cares more about getting straight into the action and shooting wave after wave of mutated monstrosities. Don’t expect any moments of profound character development, or unsurprising twists in the plot, just the promise of more willing candidates for your living room target practice.

Speaking of which, I must admit that the best part about The House of the Dead 4 has got to be the control system. For an on-rails shooter, where you don’t actually have control over your character’s movement directly, the targeting mechanism has to be quick, accurate and rewarding. I was not disappointed with the Move’s pinpoint precision and speedy response to my flurry of trigger pulls. It was a good showcase for how well the Move handles under high stress and the rapid pace of overwhelming targets that House of the Dead 4 serves up.

While it is possible to play with DualShock controller, I’d highly recommend the Move controller and possibly the Sharpshooter accessory if you have one lying around.

The House of the Dead 4 Screenshot 3

The basics of the gameplay involve aiming the Move controller at the screen, which controls the reticule of your weapon. Squeezing the trigger unleashes a burst of bullets so keep an eye on your ammo. To reload your weapon, you simply shake the controller, which can get rather tiresome when you’re reloading every five seconds (it would have been great to be able to shoot off-screen to reload as in classic arcade shooter style).

In addition to your sub-machine gun, you have a limited number of grenades – which you can throw by pressing the ‘Move’ button – for those claustrophobic moments. At the beginning of each stage, you get three lives which are depleted as you take damage. Once your lives run out, you can continue if you have enough remaining continues. You can earn extra lives by shooting hidden objects through the levels and additional continues by achieving perfect scores for truly outstanding marksmanship.

The House of the Dead 4 Screenshot 4

In ‘Free Play’ mode, you can set the difficulty level and amount of lives and continues you will have before you start the relatively short but action-filled game. You will face eight levels of solid shooting each with a challenging boss fight and twenty-eight unique opponents who not only look different but will behave and attack in new ways to keep you on your feet. Local co-operative play is drop-in / drop-out which is perfect if your partner doesn’t have the stamina to make it through an entire playthrough.

It would be remiss of me not to mention the high quality graphics and variety in both environments and creatures. Even with the fast pace of the game, the new high definition models show just how far these shooters have come compared to their lower resolution polygon predecessors. Sega delivered well by cramming in as much detail as possible to make The House of the Dead 4 as gory and explosive as any other in their family.

The House of the Dead 4 Screenshot 5

To be honest, I’m not a huge fan of this genre of games, but I must admit that once I got into the rhythm of regular reloading and honing in my headshot skills, it became hard to put down the weapon and just walk away. While it probably doesn’t have the best story and it may not be the best shooter out there, The House of the Dead 4 will definitely provide some solid brainless hours of fun which can be shared with friends. It proves to be more than just another reason to dust off your motion controllers – it’s a perfect fit for the PlayStation Move.

Rating: 3 stars
Contributor: Warren


Go to Source

Review: Datura (PS3)

Monday, 14 May, 2012

Datura is a PlayStation Network exclusive from Polish developer Plastic and Sony Santa Monica. Costing just R75, it’s a short-lived experience with little replay value but should appeal to people who enjoy PSN titles such as Flower and Journey that focus on having an emotional impact on the player rather than entertaining them with thrilling gameplay.

Datura is designed around the motion controls that PlayStation Move affords, but can also be played using a combination of the DualShock 3’s buttons and its SixAxis capabilities.

Datura Screenshot 1

Plastic’s last PSN title was 2008’s Linger in Shadows – a very surreal and impressionistic tech demo of sorts that only lasted a few minutes. Datura has a similar visual style to Linger in Shadows – one that appears more painterly than traditional graphics yet still maintains realistic proportions and colours. It’s a striking technique that makes Datura feel like you’ve stepped into a fascinating painting.

Thankfully this title is quite a bit longer and more interactive than Linger in Shadows was, ensuring that you won’t want to leave its atmospheric world until you’ve spent a good hour or so exploring all it has to offer.

Datura Screenshot 2

Datura takes place in a foggy, insect-filled forest with two main sections separated by a sturdy gate. You can walk from one side of the forest to the other in about two minutes flat so it’s not a very large area at all. You play from a first-person perspective and must basically walk around the forest looking for things to interact with. Handling certain objects or stumbling upon ‘event triggers’ will transport you into the middle of a variety of scenarios, most of which offer you a binary choice between being bad and good.

For example, there’s one point in Datura where you are whisked away to a frozen lake and must choose between freeing a person trapped under the ice and chipping away at another section of the lake to unearth a trophy that will earn you the ‘Greed’ trophy on PSN.

Datura Screenshot 3

You have a basic map to help you find your way around the forest and touching white-barked trees will fill in the surrounding area on your map. This only proves useful on your first playthrough, however, since Datura’s world is so small that by your second playthrough you’ll have it fully mapped out in your head.

The sturdy gate that separates the two main areas of the forest basically serves to keep you in the first area until you’ve completed Datura’s first four challenges. There’s also another locked gate in the second area that requires four additional challenges to be completed before you can witness Datura’s (unsatisfying) conclusion.

Datura Screenshot 4

These eight challenges effectively represent the bulk of Datura’s gameplay and feel more like separate tech demos than anything else – something that is made even more apparent by the fact that this title doesn’t have a coherent narrative. One challenge has you playing a xylophone while another sees you throwing fruit at a sleeping pig. Whether you choose to play Datura using Move or a DualShock 3, frequent control issues hamper the experience. There was one section where I needed to use a crowbar to open a boarded-up door that I found impossible to complete using a standard controller, while throwing a ball at a stack of tin cans using Move just doesn’t feel as realistic as it should.

Basic movement using Move is also an issue because you aren’t allowed to pair it up with a navigation controller. You have to hold down the ‘Move’ button to walk forward and hold down ‘X’ to go into ‘free view’ mode. Datura’s control system feels clumsy most of the time (the Move setup more so than the standard controller one) and I’m very surprised that a top studio like Sony Santa Monica didn’t raise a red flag regarding this issue.

Datura Screenshot 5

The best aspect of Datura is undoubtedly its audio-visual presentation. As I’ve mentioned, the graphics are spellbinding in their own way and the music and sound effects do a great job of enhancing Datura’s ambience and its ability to resonate on an emotional level with its audience. I must just point out that this title made me quite motion sick after about twenty minutes of gameplay so if you’ve ever felt queasy playing certain first-person games in the past then there’s a good chance this will give you motion sickness too.

While Datura’s brevity, incoherent narrative and control issues ultimately hold it back from greatness I still think that Plastic is a studio with a lot of potential. In my opinion Datura is a much richer experience than Linger in Shadows and explores some interesting surreal scenarios that just need a bit more fleshing out and tying together to form something of substance that gamers can hold on to. If you’ve got R75 to spare and want to experience one of PSN’s most artistic and bizarre titles, then be sure to add Datura to your download list.

Rating: 3 stars
Contributor: Tom


Go to Source

Review: Datura (PS3)

Monday, 14 May, 2012

Datura is a PlayStation Network exclusive from Polish developer Plastic and Sony Santa Monica. Costing just R75, it’s a short-lived experience with little replay value but should appeal to people who enjoy PSN titles such as Flower and Journey that focus on having an emotional impact on the player rather than entertaining them with thrilling gameplay.

Datura is designed around the motion controls that PlayStation Move affords, but can also be played using a combination of the DualShock 3’s buttons and its SixAxis capabilities.

Datura Screenshot 1

Plastic’s last PSN title was 2008’s Linger in Shadows – a very surreal and impressionistic tech demo of sorts that only lasted a few minutes. Datura has a similar visual style to Linger in Shadows – one that appears more painterly than traditional graphics yet still maintains realistic proportions and colours. It’s a striking technique that makes Datura feel like you’ve stepped into a fascinating painting.

Thankfully this title is quite a bit longer and more interactive than Linger in Shadows was, ensuring that you won’t want to leave its atmospheric world until you’ve spent a good hour or so exploring all it has to offer.

Datura Screenshot 2

Datura takes place in a foggy, insect-filled forest with two main sections separated by a sturdy gate. You can walk from one side of the forest to the other in about two minutes flat so it’s not a very large area at all. You play from a first-person perspective and must basically walk around the forest looking for things to interact with. Handling certain objects or stumbling upon ‘event triggers’ will transport you into the middle of a variety of scenarios, most of which offer you a binary choice between being bad and good.

For example, there’s one point in Datura where you are whisked away to a frozen lake and must choose between freeing a person trapped under the ice and chipping away at another section of the lake to unearth a trophy that will earn you the ‘Greed’ trophy on PSN.

Datura Screenshot 3

You have a basic map to help you find your way around the forest and touching white-barked trees will fill in the surrounding area on your map. This only proves useful on your first playthrough, however, since Datura’s world is so small that by your second playthrough you’ll have it fully mapped out in your head.

The sturdy gate that separates the two main areas of the forest basically serves to keep you in the first area until you’ve completed Datura’s first four challenges. There’s also another locked gate in the second area that requires four additional challenges to be completed before you can witness Datura’s (unsatisfying) conclusion.

Datura Screenshot 4

These eight challenges effectively represent the bulk of Datura’s gameplay and feel more like separate tech demos than anything else – something that is made even more apparent by the fact that this title doesn’t have a coherent narrative. One challenge has you playing a xylophone while another sees you throwing fruit at a sleeping pig. Whether you choose to play Datura using Move or a DualShock 3, frequent control issues hamper the experience. There was one section where I needed to use a crowbar to open a boarded-up door that I found impossible to complete using a standard controller, while throwing a ball at a stack of tin cans using Move just doesn’t feel as realistic as it should.

Basic movement using Move is also an issue because you aren’t allowed to pair it up with a navigation controller. You have to hold down the ‘Move’ button to walk forward and hold down ‘X’ to go into ‘free view’ mode. Datura’s control system feels clumsy most of the time (the Move setup more so than the standard controller one) and I’m very surprised that a top studio like Sony Santa Monica didn’t raise a red flag regarding this issue.

Datura Screenshot 5

The best aspect of Datura is undoubtedly its audio-visual presentation. As I’ve mentioned, the graphics are spellbinding in their own way and the music and sound effects do a great job of enhancing Datura’s ambience and its ability to resonate on an emotional level with its audience. I must just point out that this title made me quite motion sick after about twenty minutes of gameplay so if you’ve ever felt queasy playing certain first-person games in the past then there’s a good chance this will give you motion sickness too.

While Datura’s brevity, incoherent narrative and control issues ultimately hold it back from greatness I still think that Plastic is a studio with a lot of potential. In my opinion Datura is a much richer experience than Linger in Shadows and explores some interesting surreal scenarios that just need a bit more fleshing out and tying together to form something of substance that gamers can hold on to. If you’ve got R75 to spare and want to experience one of PSN’s most artistic and bizarre titles, then be sure to add Datura to your download list.

Rating: 3 stars
Contributor: Tom


Go to Source

Report: GameStop discontinuing PSP games at smallest stores

Monday, 14 May, 2012
Image

GameStop is going to stop selling PSP titles at the smallest 25 percent of stores, Kotaku reports. A GameStop representative called this move a “consolidation” and used phrases such as “maximize the merchandising space” to justify the dropped titles, Kotaku says.

GameStop will continue to sell PSP titles at its larger stores and online — where it’s also selling the PlayStation Vita. Just saying.

Report: GameStop discontinuing PSP games at smallest stores originally appeared on Joystiq on Sun, 13 May 2012 21:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments
Go to Source

Sega earnings down in fiscal 2011, Mario & Sonic sell 3 million

Saturday, 12 May, 2012

Sega’s earnings are down in the year ended March 31, 2012, which shouldn’t come as a surprise given the company’s recent extreme restructuring measures. Sega reported net sales of 395.5 billion yen ($5 billion), down 0.3 percent from 2011; net income dropped 47.4 percent to 21 billion yen.

In the “consumer business” division (the one that deals with home video games), Sega reported a year-over-year drop in unit sales. Its best-performing game was Mario & Sonic at the London 2012 Olympic Games, of course, at 3.28 million copies. Sonic Generations followed at 1.85 million; Virtua Tennis 4 sold 1.04 million across five platforms. Sega listed sales for Football Manager 2012 (710,000) and Yakuza: Dead Souls (550,000), but nothing else — so we don’t know how well Binary Domain did, except to guess that it probably didn’t do very well.

Sega earnings down in fiscal 2011, Mario & Sonic sell 3 million originally appeared on Joystiq on Fri, 11 May 2012 21:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments
Go to Source

Sony shares drop to 31-year low in Japan, 19-year low in US

Friday, 11 May, 2012
Image

Shares of Sony stock have dipped to their lowest number in 31 years in Japan and to a 19-year low in the US, following a dismal earnings report for the previous fiscal year. Sony shares dropped 7 percent in Japan, to 1,135 Yen ($14), and 2 percent in the US, closing at $15.37.

Sony CEO Kaz Hirai plans to lose 10,000 employees in a company-wide reorganization effort. Sony reported a net revenue loss of 9.6 percent for fiscal year 2012, dropping from $89 billion to $79.1 billion year-over-year.

Sony shares drop to 31-year low in Japan, 19-year low in US originally appeared on Joystiq on Fri, 11 May 2012 14:45:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments
Go to Source

Review: Awesomenauts (Xbox360)

Friday, 11 May, 2012

I enjoy games like DOTA and the spin-offs like League of Legends and Heroes of Newerth. The new DOTA game in development at Valve has my interest, but at the end of the day I just don’t have a mind to compute the increasingly difficult spells, recipes and builds to have the perfect warrior. What I need is a toned down, action-packed version of these games, and this is kind of where Awesomenauts comes in.

Awesomenauts Screenshot 1

I would classify Awesomenauts as an ‘action tower defence role-playing platform shooter.’ It sounds complicated, but it ties in really well and comes out of the other side as a slick game that surprised me by delivering a whole lot more than I first thought would be possible.

In its very basic form, Awesomenauts is a platform game that sees you controlling a character for either the red or the blue team. Each character has three different skills available and you use these to attack the enemies trying to attack you. On the various two dimensional levels you will find each team’s base. These need to be protected from the enemy, and as such each team also has a few turrets that will make mincemeat out of anyone that comes too close.

Luckily you do not fight alone. In your team you will have two team-mates. These can be AI in the training games, or they can be your buddies either on the same console, or via the internet. Your team will also spawn creep every so often to distract the enemy long enough for you to attack their base.

Awesomenauts Screenshot 2

Thus far, Awesomenauts may sound pretty interesting and simple, and it is, but there is more to it. Your character collects loot from downed enemies and these can be used to purchase upgrade items at the shop. The list of upgrades is customizable and you pick them before each round. Up to this point you will be excused for thinking the game offers very little innovation, and if you thought that it’s an amalgamation of those games I mentioned before, you would be mostly correct. What Awesomenauts has above and beyond those other games is character, and bucket-loads of it!

Awesomenauts as a whole has a fantastic cartoon feel to it, with each character completely individual and unique. Each one has a small story that gives you some background on why they are the way they are. They also have wacky accents that vary from ‘Texas Cowboy’ to ‘French chef’ to ‘Robot.’ There may only be six characters right now, but more are promised and if the support is there I am sure these will come sooner rather than later.

Awesomenauts Screenshot 3

Choosing the correct character is also vital. Some of them are considered tanks that absorb lots of damage, while others are healers that will keep your team’s members topped up to give you the upper-hand during those close battles. The humour of Awesomenauts also had me in stitches. Froggy G, a frog type character, has an item to purchase called ‘Hammer Pants’ which adds splash damage to his attack. Disclaimer: Pants may or may not actually contain a hammer.

Awesomenauts Screenshot 4

The action is also more intense than when I play DOTA or one of its kin. That may be simply because I am too slow during those games to actually make a difference. What makes a huge difference in Awesomenauts, though, is the way co-op games are handled. Online has obviously been catered for and the 3v3 games can be played with friends or random strangers.

If one of these strangers withdraws from the game they are automatically replaced by an AI, but often not as good as the player was. This is good as the game keeps it momentum without really punishing the team that lost a player, without giving them the upper-hand from the AI.

Local co-op is another story though. With the screen split into quadrants, three sections are used for actual gameplay, while the fourth quadrant is a shared map. This works surprisingly well and alerting your team-mates to where the action is becomes very simple and quick.

Awesomenauts Screenshot 5

Awesomenauts took me by surprise. It is fun and fast and is dripping with great style and design. If you feel that DOTA-type games are interesting but too complicated, then look at Awesomenauts. If you feel your average action platformer lacks some depth, then look at Awesomenauts. If you want to have hours and hours of fun for only $10, then look at Awesomenauts.

The Good: Great style; Easy to learn, hard to master; Cheap fun!

The Bad: Not to everyone’s tastes; Very little else

The Ugly: There is no actual hammer in my pants?

Rating: 4 stars
Contributor: Oltman


Go to Source

Review: Fable Heroes (Xbox360)

Friday, 11 May, 2012

Throughout gaming history there have always been games that grow from a single release into multi-release franchises. From the Resident Evil series through to the Call of Duty mega-blockbuster monolith, these franchises usually boast big groups of loyal followers and tend to survive multiple generations of platforms.

Sometimes these franchises grow so big that someone somewhere in the ‘Ivory Tower of Industry’ decides, for reasons not disclosed, it’s time to spread the franchise’s wings and move into other genres within the current franchise universe. Often times this bold move proves to be a dismal failure (think the X-COM series with X-COM: Enforcer, Command & Conquer with Command & Conquer: Renegade) but once in a while the move works and a sub-genre grows out of it (think of Halo and Halo: Wars, or Fallout and Fallout 3).

Fable Heroes Screenshot 6

The birth of Fable Heroes makes the Fable franchise the latest to fork out of its established comfort zone and into uncharted territory, from a strict RPG series to an arcade hack-and-slash beat ‘em up. The real question is, does Fable Heroes raise the franchise to new heights of adoration and success, or is it best relegated to the dustbin of disappointment and failed ideas?

In Fable Heroes, players (up to four supported in co-op mode) control one of twelve Hero Dolls and traverse the various levels beating up familiar adversaries from the Fable series while collecting gold coins to spend later on upgrades. The facts suggest Fable Heroes is not just a branching out, it’s a bold and revolutionary move for the franchise.

Fable Heroes Screenshot 2

The general feel of the game is akin to the Lego series of games in so much as players also destroy enemies and the environment to collect coins for later use and that each playable Hero Doll has a slightly unique weapon and ability, allowing for varying strategies of play. The drop-in / drop-out co-op creates a seamless experience between AI-controlled team-mates and buddies that want to hop in for a stint to lend a helping hand (or just steal those valuable coins).

Any associated profiles will automatically integrate with the puppet being controlled and load up the profile’s own upgrades with that puppet meaning players who join late can still track their puppets’ progress while dropping in. Each level follows a standard protocol – hack, slash, steal gold and follow the clearly-defined path. At the end of each level players are given the option of facing a boss battle or playing a mini-game, such as kicking chickens into a goal or having a sled race.

Fable Heroes Screenshot 5

Once the standard levels are completed, the ‘Dark Albion’ option is unlocked which gives players a chance to run through the same levels again, only in a much darker and more sinister environment. The nature of the game doesn’t really encourage co-operative play as much as it tries to create a sense of competitiveness between the party members and although it’s not a true co-operative experience, the thrill of outrunning your team-mates is as entertaining as the competitive co-operative nature of games like Castle Crashers.

The end-of-level upgrades are laid out in the form of a Monopoly-esque board game where players have to move from spot to spot to purchase their upgrades, with additional die rolls being earned during the level through acquiring bonus dice or earning extra ones with gold. Although somewhat obscure, the upgrade phase of the game is curiously quite a bit of fun despite its tedium.

Fable Heroes Screenshot 4

What stands up in favour of Fable Heroes is the generally happy-go-lucky feel of the game. The music is decidedly triumphant in its child-like audacity and plays an overwhelming role in creating the sense of bravado associated with being the heroes. The gameplay is straight forward while also being varied enough to keep things fresh.

The developers opted to try and revive the old platform experience into a new style of 3D platformer but this doesn’t always execute so well. The camera angle sometimes becomes most unhelpful and there is a general sense of not being able to see what is always going on, which is a concern more often than it ought to be and proves frustrating, distracting from the immersion into the game.

Fable Heroes Screenshot 5

Considering the original Fable series is a series of role-playing games with mature content, one would expect that the majority of fans of the franchise would by now be in their late teens at the very least. Subsequently, as a Fable game, I don’t really see how the usual group of Fable fans will find much to enjoy about this family-friendly title. It’s got no role-playing features, lacks any sort of drama, and the controllable characters are all Dolls – floppy arms, button eyes, and all. As a relief from the usual Fable-fare, Fable Heroes certainly does a great job of pulling you out of the usual RPG experience, but it’s definitely a spin-off of the mainstream Fable series, which Fable purists should be aware of.

Fable Heroes has sufficient variety in the levels and adversaries and ample replayability, however, which means young ones will be kept entertained for hours and the drop-in / drop-out co-op caters for those anxious hands-on parent minders, and the game is fun enough that the more mature minders won’t be bored playing alongside their kids during the babysitting duties.

Fable Heroes Screenshot 7

With the ‘family-friendly’ aspect of this (up to) four player co-op arcade game, I consider the bold move by Lionhead Studios one that paid off when it could just as easily have flopped. This game – for what it’s intended to be, a family-friendly romp through the Fable universe – is great fun! For gaming parents of gaming kids, Fable Heroes is Absolutely Fable-ous.

The Good: The Credits level is probably the best set of Credits I’ve ever seen in any game; Drop-in/drop-out co-op; Really family-friendly.

The Bad: Camera angles can become confusing; Game isn’t a true Fable experience.

Rating: 4 stars
Contributor: Bryan


Go to Source

Sony’s fiscal 2012 results: $820 million loss due to floods, earthquakes and exchange rates

Friday, 11 May, 2012
Image

Sony’s financial results for the fiscal year ending on March 31, 2012 are in, with the Japanese giant reporting year-over-year losses in revenue and operating losses that it attributes to “the unfavorable impact of foreign exchange rates, the impact of the Great East Japan Earthquake and the floods in Thailand, and deterioration in market conditions in developed countries.”

Sony’s fiscal 2012 ran from April 1, 2011 through March 31, 2012, with the company reporting net revenue of ¥6.49 trillion ($79.1 billion), down 9.6 percent year-over-year from the ¥7.18 trillion (approx. $89 billion) reported at the end of fiscal 2010. After expenses, Sony reports an operating loss of ¥67.3 billion ($820 million), which is actually a smaller loss than that reported at the end of fiscal 2011 (¥199.8 billion/approx $2 billion).

Year-over-year sales decreases were primarily due to Sony’s Consumer Products & Services (CPS) and Professional, Device & Solutions (PDS) divisions, with CPS sales down 18.5 percent at ¥3.13 trillion ($38.2 billion) in 2012 vs. ¥3.84 trillion (approx. $48 billion) in 2011, resulting in an operating loss of ¥229.8 billion ($2.8 billion) – more than a 2,000 percent decrease from 2011′s operating income of ¥10.8 billion (approx. $135 million). CPS encompasses Sony’s consumer electronics sectors, including LCD TVs, PCs, photography solutions and, of course, gaming.

Sony partially attributes CPS’ decline in sales to “lower sales of PlayStation(R)3 hardware due to a strategic price reduction and lower sales of PlayStation(R)2 due to platform migration,” among other reasons like deteriorating conditions in North American and European TV markets.

Sony’s fiscal 2012 results: $820 million loss due to floods, earthquakes and exchange rates originally appeared on Joystiq on Thu, 10 May 2012 23:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments
Go to Source

April NPD: Prototype 2 tops charts, industry-wide sales down 32 percent year-over-year

Friday, 11 May, 2012

The results for April are in, and things are looking a little rough out there in consumer video-game electronics land. As a whole, the gaming industry (which for our purposes includes all hardware, software and accessories sales between April 1 and April 28, 2012) brought in $630.4 million, a 32 percent decrease over the same period last year, where its various machinations resulted in collective sales of $930.9 million.

Breaking the industry down into its three major components, hardware sales accounted for $189.7 million (down 32 percent year over year), while software sales contributed $292.1 million to the cause – a 42 percent decrease year over year. Accessories, on the other hand, posted a 1 percent increase year-over-year at $148.6 million in 2012, as compared with $147.8 million in 2011.

The average amount of money spent on hardware increased year-over-year, however, due in part to the 360 Star Wars Kinect Bundle, according to NPD analyst Anita Frazier. Generally though, the period’s lackluster performance is due to the month’s release schedule: “Last April, the top seven titles outsold the top-selling title this year, and, simply stated, there were notably fewer new market introductions. I think it’s a simple as that because when we see compelling content come into the market, the games are still selling as well as ever – we just saw a lot less this April as compared to last.”

The list of April’s top 10 best-selling titles can be found after the break as per usual, with newcomers Prototype 2 and Kinect Star Wars leading the charge ahead of Modern Warfare 3, Mario Party 9 and Mass Effect 3.

Update: According to Microsoft’s Major Nelson, the Xbox 360 sold 236K units during April.

Continue reading April NPD: Prototype 2 tops charts, industry-wide sales down 32 percent year-over-year

April NPD: Prototype 2 tops charts, industry-wide sales down 32 percent year-over-year originally appeared on Joystiq on Thu, 10 May 2012 18:31:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments
Go to Source