// My first post //
Notable
Game List Polls //
Argumentation //
Sony defect rates
//
EA's Monopoly
10/24/1999
If there's one thing that I like about posting stuff on Usenet it is that I
can't look at my younger self with rose colored glasses. This is my first original
post on Usenet titled "Sega Haters, Why?".
One thing about most people that I don't like is their tendancy to memorize
first impressions, their habit of trying to put a new person in a box based
on the first time they met them.
Being the master of the first impression that I am, I chose this article as
my introduction to Usenet. The preceding three months on Usenet were littered
with troll posts and Sega bashing due to the release of the Dreamcast, and everybody
from Nintendo and Sony fans, to virtual non-gamers, to Sony, EA and Working
Designs, wanted to predict how the Dreamcast would die an early death, because
"Sega sucks", so they didn't have to buy one. That's right folks,
I chose an advocacy article, cross posted to four Sega groups and the Sony group
no less, to introduce myself.
What makes matters worse is that most of this stuff was either wrong or poorly
worded. I had not yet come to understand the merit in choosing one's words carefully
before spreading them all over the Internet. However, posting this article and
a few others like it also eventually led to the Notable Game Lists and Console
History pages under Fact MIJIN.
http://groups.google.com/groups
I argue for Sega more than any other company because of two reasons, I
rarely see any other company get beat on as much as Sega, and without Sega
where would gaming be right now? I will not reply to any "you just think
Sega made everything" replies, that is just a cop out. If you think
differently, show me why with reasoning or facts not with your opinion and a
blanket statement. And please read the entire thing and take all of my
comments in context if you reply, do not pull one sentence out and use it
against me. I am for competition and I do not hate Sony or Nintendo, I just
don't get this anti Sega crap.
Yeah, starting a cross post with dictations on how to reply to me, that never did turn out very well. ;)
Lets start in the 80s, what would the world have been like without the
Nes. Nintendo would not have ruled over the third parties and retailers
with an iron fist for five years and all of those third party games would
have come out for a system with 52 colors on screen and three times the
processing speed, the Sega Master System. Metal Gear, Mega Man, and all of
those other games would have shown up in upgraded form. Judgeing from
Sega's treatment of the market in the Genesis days, it seems fair to assume
that they would not have tried to corner the market like Nintendo did, thus
promoting competition and innovation.
A whole lot of speculation there. There's really no way to prove that the market would even be here today
were it not for Nintendo's massive success with the Nes. It's not like there was definitely a market of
platform game hungry people out there, just waiting for a console to come and satisfy it.
No, Nintendo made their market with a flood of 1st and 3rd party games, and
advertising, just like Sony made their market by advertising and meeting the
next gen expectations of the grown up 16-bit crowd. Not to mention practically
forcing the transition to 3D gaming.
Now, what would gaming be without Sega in the 80s? No Space Harrier,
Shinobi, Out Run, After Burner, Zillion, Zaxxon etc. Furthermore, the
Master System lasted five years on Sega's games alone, very little third
party support. People always give Square the credit for creating the first
console RPG, well then what was Phantasy Star? PS came out long before FF
and had all of the things that define the FF games and then some. PS
debatably started the Dungeon RPG as well as the traditional. Without a
Nintendo console we would probably still have Nintendo, so Mario and Zelda
and Metroid could have come out for the SMS too. Even if Nintendo did not
exist, the SMS had Alex Kid, Wonder Boy, Golvelious: Valley of Doom, and
Zillion, more than enough to get those genres started right fine. Now you
could argue that some of those games would not have been made if Nintendo
had not made the games it did, but you would probably have had some of the
minds behind those games in other companies, so something like them would
have showed up.
Yeah, and I suppose that the minds behind Sega's games would never have been born
if Sega didn't exist?
In Nintendo's own words they said that they were not going to make a 16-bit
system for a long time, and even with the Genesis kicking the Nes's but(sic)
they still took till 92' to release the SNES. I don't know if the TG16 could
take some credit for getting Nintendo moving into 16-bit because I have no
reliable info on what happened with it in Japan. It seems though, that if
Sega did not release the Sega Genesis in 89' we would have waited a long time
for games to advance to better hardware and better gameplay. Also, what would
gaming be without Revenge of Shinobi, Shinobi 3, Phantasy Star 2-4, the Sonic
the Hedgehog series, Golden Axe, Streets Of Rage 1-3, Toe Jam and Earl and
the countess other hits made by Sega in the early 90s?
(inserted paragraph break.)
I still agree with this. Nintendo is still the master of milking its franchises
and hardware for all they're worth, rather than releasing new hardware and games.
I do think the Saturn could have benefited greatly from being released after
the PS1, possibly when VF2, Sega Rally, Panzer Dragoon Zwei and Virtual Cop
were ready. Yet I'm very happy with my 50+ Dreamcast games.
The Dreamcast filled a much needed hole in gaming that might have been even more boring than the current glut of sequels and license games is
causing me. The Notable PS1 gamelist has 36 games released from September, 1999. Of them I own two,
and about ten appeared in far superior form on the Dreamcast. The N64 released Conker's Bad Fur day and
I'm sure a few others some would call notable, but that's all I own for it from that time period as well.
Nintendo offered Mario, Zelda, Super Metroid, Super Punch Out, and Donkey
Kong as the bulk of its games, with Mario Kart and StarFox taking up some
of there more innovative games. We would have had Galaxy Force 2 to carry
the 3D shooter genre just fine, Mario Kart would have been a loss in my opinion
though. But would any of these games have been made by now if Sega wasn't
there breathing down their necks all of the time, and inspiring some of these
games with their arcade games.
Again, not really a point worth making.
If it wasn't for Sega releasing the Sega CD, Nintendo would likely have
never started working on the SNES CD with Sony. Nintendo's own desire to
hold back CDROM gaming sparked the end of Nintendo's contract with Sony,
starting the adversity between Sony and Nintendo that spawned
every-one-but-mine's favorite PSX.
(Inserted paragraph break)
This is actually true.
Sega was already well into development
on the Saturn when the Sega CD came out, so that would have come out too.
Granted, it might have been without the 3D abilities, but it might have
been with them as well with arcade games like Virtua Racing, Daytona, and
Virtua Fighter 1-2 coming out in the arcades and Sega loves to convert its
arcade games to the home. Some might say that Namco still would have
carried the 3D flag without Sega, but they are using Sega's code, that is
now patented, to make all of those games, and besides, without the PSX those
games would have just come out on the Saturn along with all of the other
third party games that came out on the PSX.
(Inserted paragraph break)
That programming code thing turned out to be completely undocumented. According to Ken Small and Raymond
McKeithen (who has had me killfiled for 2 years), Sega patented it's 3D camera "style" used in Virtua Fighter
and nothing ever really came of it anyway.
Also, as much as I'd have loved to see what the Saturn's last gen
stuff would have looked like if it lasted until 2000, there's no way to prove that gaming would be what it
is today without Sony's massive success with the Playstation, the market may very likely have never grown to
the massive size that it is today.
What has Sony offered the
gaming market really, Crash? I don't think so. If it wasn't for the PSX
the third parties would have learned how to use the Saturn and we would have
seen the same games, if not a little better, on the Saturn. It took all of
the third parties, and Nintendo combined against Sega to kill the Saturn
after three years! That is not a bad run at all for one company to make
pretty much on its lonesome.
I can agree with this. Aside from forcing the market to go 3D almost overnight, Sony hasn't really done
much gaming wise. Also, I am still impressed with Sega's support of the Saturn, considering how poorly it
sold.
Now you might be able to say that Nintendo invented the 3D platform
genre, but Nights came out at the same time and had the same gameplay as
Mario 64 when you were walking, not to mention Tomb Raider.
I'm not sure what I was going for here. Though NiGHTs did share much of the control scheme of Mario 64,
and Tomb Raider did come out at the same time, neither are 3D platformers like Mario 64 is.
I have to ask, Sony advocates, what do games like Resident Evil, FF7,
Tekken, Soul Blade, and Gran Turismo really offer the gaming market over old
school games like Alien Syndrome (RE), or newer games like Shining the Holy
Arc, Shining Force 3, Panzer Dragoon Saga(FF7), VF1-2 (Namco), Daytona, Sega
Rally, Touring Car Championship(GT). Where I am going here is, did any of
the PS favorites enhance gaming so much that they could not be done without
or are they just rehashes of games that have already been made?
(inserted paragraph break)
I had to answer my own question. They offered mass appeal that the games I compared them to somehow didn't
have.
Now Destruction Derby, Twisted Metal and a few others actually did define a
genre, would they not have been made on the Saturn in the absence of the PS
from the market? Sony Imagesoft was making games long before the PS, so we
likely would have seen versions of 989 games on other systems without the
PS.
Another point not worth making, could be used against Sega's games too, them being a third party now.
Except for the annoying little fact that since they went third party they haven't ever been the same,
and haven't released nearly as many games per month as they did, even in the Saturn days.
Now we have the Dreamcast. Without it Sony would not have released the
PS2 until later than next year for sure, and Nintendo is just starting on
its new system now and it wont be seen until at least 2001. I always say
that competition is good, without it we may not have gotten the Saturn or DC
when they came out, but without Sega what happens to the gaming market?
Look at the last two years. What has come out on PSX and N64 in the last
few years that has not been done already?
(inserted paragraph break)
I'll tell you what happens. The practical death of arcade gaming, fast paced
action gaming, and the in your face Sega style of old. They've gone the way
of the side scrolling shooter, and 2D gaming in general, reduced to the occasional
underperforming title about once a year. Replaced by wanna-be city simulators
that let you kill people who are in the way for that purpose anyway, and fetch
quest 3D platformers. *sigh*
I'm sure a few can be argued, but
I have not seen a good argument to support that Sega is anything else than a
gaming powerhouse that drives innovation in gaming more often than any other
company. Many games have been made by Sega that defined a new genre or
redefined an existing one. The much debated Sonic Adventure is a prime
example, how long would it have been until we could have played a 3D
platformer that could truly be called an action game? Speed is of the
essence in the word action, not big explosions.
How long will it be till we play a fast paced action game, with solid controls, again?
A lot of this is just my opinion, but I try to base my opinions on facts
and will gladly change my opinion if I am proven wrong with a good source.
Prove to me that Sega does not drive the market more than any other
individual company. Prove to me that we would even be playing 32-bit games
without Sega's drive for the next level of gaming in the home. Prove to me
that gaming would even exist without classics like After Burner, Space
Harrier, Zaxxon, Galaxy Force, and G-Loc, or newer games Virtua Racing,
Virtua Fighter 1+2, Virtual ON, Daytona and Virtual Cop 1+2. I have an open
mind, just be reasonable about it and use documented facts or good reasoning
in your points, not just your opinion. I can already see some good holes in
my argument, especially on the PSX, but my primary goal is to stop all of
this Sega bashing not kill the other companies.
I could have narrowed my entire post down to these two paragraphs and it would
have worked swimingly.
Notable game lists polls:
Most of these google links have gone dead, rather than go back and find each
individual poll, it's just easier to go to
groups.google.com
and search for either "quality game list" or "notable game list",
each thread is individually titled by system, and all of the polls should be
contained in each search result.
PS1 polls:
1
2
3
Saturn polls:
1
2
Dreamcast polls:
1
2
3
4
5
PS2 Polls:
1
2
3
4
5
6
7
GenesisCD32X polls:
1
2
3
The following are the best examples of the excuse of fanboyism.
They are cases of me being called a Sega fanboy, simply for stating something
positive about something Sega related. These also contain the best examples
known to me of the very reason this web page exists. This, and the fact that
popular rhetoric about Sega consoles is almost always negative, that these sayings
are not contested by the media which often propagates said accusations, is why
my web site exists and continues to grow.
Brown = me, Blue = reply.
Specimen 1: <
Example 1> <
Example 2>
<
Example 3> <
Example 4> <
Example
5> <
Example 6>
Specimen 2: <
Example 1> <
Example 2>
<
Example 3> <
Example 4>
Specimen 3: <
Example 1> <
Example 2>
<
Example 3> <
Example 4> <
Example 5>
Specimen
1 Example 1: Brown = me, Blue = reply.
What's wrong with Airforce Delta? I own it and AC4, and find the
gameplay and level designs comparable at the least. Airforce Delta
has more difficult missions in my opinion, but the controls are solid.
What's wrong with it? boring to tears gameplay. Do nothing but
shoot missles all day. No variety of missions. Practically the exact same thing
over and over again, ie: blow up everything, yeah there are some missions like
escorts which are a bit different, but essentially its a one button game. All
planes are almost exactly the same besides some performance differences. I mean
give me a break.. an A10 doesn't carry bombs, and you use missiles to blow up
ground targets and dog fight. What's the point of having A10 then? graphics
was passable and some level designs were interesting but definitely not even
close to AC4 (the XBOX version of Air Force Delta Storm in particular looks
horrid). I know you like to defend your DC games Scott, but believe me this
game isn't worth it. Go and read any review site's review if you don't believe
me. AC just eats AFD for breakfast.
I agree that AC is an all around better (read: more varied and polished)
game. I just don't see AFD being so different that it's bad. I didn't find
it boring at all, and found there to be quite a bit of variety in the missions.
Some are in a city attacking fighter jets and large bombers, or land targets
and refineries, others are over the ocean attacking battleships, others are
straight attacks on stealth planes, still others involve flying through a
mountain hangar base without running into things, then there's the shoot down
the satellite before it hits the city level, or the escorting levels where
you have to escort either land vehicles or planes. The mission variety seems
similar to AC4 to me.
None of the bombers have bombs in AFD, that's true, but I don't find firing
bombs in AC4 all that different from missiles, they just blow up more of the
targets, targeting is the same. The dog fighting in AFD is at least on par
with AC4, if it isn't superior in terms of the AI actually getting behind
you while you're trying to target them. Also, the graphics are more than passable,
the danged thing was a launch game from 99', compared to a second-third gen
PS2 game from 2001. AFD holds up very well in the graphics department, especially
in the area of textures and plane detail. Again, I'm not saying it's better
in any way, but saying that AC4 eats it for breakfast is more than a little
exaggeration.
Then comes the reply, I compared the game's gameplay, and somehow gameplay
is completely ignored and replaced by an arguement that an average of the review
scores, i.e. the games' popularity level, is a better comparison of the two
games. Even the quotes from specific reviews have no comments on actual gameplay,
they're just catchy phrases from the review.
Gamerankings average ratio
Air Force Delta: 67%
Air Force Delta storm: 66%
Ace Combat 4: 85%
I'd say that pretty much sums it up. I'd call a 20% margin eating it for breakfast.
Go and read some of the reviews. I still recall one from Gaming Age that says
something like "AFD is a poor man's Ace Combat", or was it "AFD is Konami's
poor attempt at challenging Namco's far superior Ace Combat". Obviously all
those reviewers, as well as myself, don't see it as a very good game, especially
when compared to AC4. You seem to feel its better than that. Though given your
track record of always making out DC games to be better than everyone thinks,
you can understand if some of us feel your views might be slightly biased.
Example
2 of
Specimen 1: Brown = me, Blue = reply.
But take what I say in context. I always comment negatively in direct
reply to some gushing review of the same game, that doesn't mention any
flaws whatsoever. What would be the point in my restating all the good
things already stated in the original post, when all I want to say is yes
those are true, but don't forget that these other things are extremely
average, or bad? It's not like I'm OPing posts about how bad a game is out
of nowhere, it's usually in the middle of a discussion that is very one
sided for or against the game in question. Your comment that AFD "sucks" is
a good example.
it does suck, and most review sites agree with
me. So what you're saying is you always try to balance out things, so when someone
has something good to say about a game you'll point out the other side and lists
its faults. Similarly if something bad is said about a game, you would go in
there and say something good about it.
I would buy that. EXCEPT: there is a definitive pattern to all the games you
defend and all the games you knock. ie: what I stated earlier, you only defend
games on those three categories I listed and always knock games not in those
three categories. This pattern is characteristic of fanboyism, and because you
exhibit this pattern. I call you a fanboy.
I find this a particularly interesting paragraph. This pattern will repeat in
all of the examples here. The argument can be boiled down to, because I'm found
defending a Sega game or product, my argument shouldn't be considered, and because
they're not defending a Sega product, they don't have to explain why their point
of view is valid.
Specimen
1 Example 3 : Brown = me, Blue = reply.
More specifically, I hate Sony, their business tactics, and the fact
that the mythos surrounding the PS2 was all but forgotten when it failed to
live up when other systems get held to every word the company promises about
them. Before I bought a PS2 I looked into the specs, and technically it
*should* be able to display twice the polys per second of the Dreamcast's
max, and the same texture clarity. Unfortunately few games actually achieve
this, and thus I'm dissapointed and annoyed with it's flagrant success at
the same time. Especially since Sony's continued success is doing NOTHING
but killing competition in the console gaming Industry.
For starters, all the "mythos" that you put it surrounding the PS2 all
came out of the enormous success of its PS1. You think there were that
much hype over the PS before it was announced? ofcourse not.. nobody's
heard of Sony then in the console business. With success comes hype
that whatever it makes next is going to be a success as well. It
happens with game sequels, it happens with movie sequels, it happens
with EVERYTHING that is successful. There is always going to be hype
that its next product is just as awesome. In contrast, Sega has long
alienated many people with a string of bombs since Genesis, so when
people hear them developing a new console, its "yeah yeah.. yet
another highly promised product that's going to fail in a few years".
Basically Sega couldn't BUY hype at that time if they had all the
money in the world. Humans are creatures of habit, in the absence of
empiracal evidence we use history to forecast the future. While Sony
certainly didn't try and mute the hype, what they did to promote the
PS2 before its launch really was inconsequential in generating the
hype. The people generated that hype all by themselves based on the
success of the past system. They didn't need any help from promos.
This is all true. My complaint is that when Sony said (1) the PS2 would render
75 million PPS, to the Dreamcast's 3 Million, (2) that it could display Toystory
2 quality graphics in real time, (3) showed demos of CG that the PS2 could
never and would never do (the RRV chick, FFVIII's dance scene), (4) claimed
that the system was powerful enough to render individual grains of wood in
a door, and thus didn't need texture memory, and let's not forget (5) that
in 2002 we were going to be able to "jack
into the Matrix" with the same interface as in the movie, and I believe
it was Ken Kutaragi himself that said these things, no webzenes or game magazines,
or Sony fans complained when all of it was blatantly false.
That is what I don't like, it's not that Sony "hyped" their system, it's that
they flat out lied about it. Remember the original PS1 specs? 1 million PPS
non-textured or 500,000 texture mapped lit polys per second right? Wrong,
Sony was lieing about those specs all along, and has now fessed up to that
fact, and still nobody cares.
There's also the now well known Disc Read Error for PS2's, and several known
defects with the different PS1 models, that Sony's not made any public statement
about, but in fact denied exists as
an actual defect in the systems at all, and they're also releasing a new,
more robustly featured, PS2 (with progressive scan) and the PS2 TIVO player,
the PSX, and nobody seems to be complaining that they got stuck with a regular
old PS2.
First Sega went down to Sony's domination, but everybody blamed it on Sega,
blaming everything from their add-ons for the Genesis of ten years ago, to
the Saturn "not having any 3D ability, to
their advertising style, all the while ignoring the many things Sony has done
wrong, that've gone unchecked buy the consumer and the media. Now Nintendo
is suffering in the market, and even a company as big as Microsoft can't put
a dent in the market, and still nobody's seriously considered that Sony is
setting themselves up to be a monopoly. I dislike that the vast majority of
the gaming public is so in love with Sony's Playstation franchise, that they
completely fail to see or care about the problems the company is causing.
This stuff absolutely didn't matter.. for me anyways. I couldn't care
less about all these claims, as long as it has the games I want to
play on it. In fact, I paid very little attention to all this hype
making. I bought my PS2 cause it has all the games I want. I'm also
willing to wager than 90% of the general populace that bought the PS2
did so because of the previous success of the PS1 and not because they
were wooed by all the crazy promises.
exact.. nobody cares. So in the overall scheme of things, it don't
matter. You can say you don't like them for doing that, that's fine.
But you then went and said you despise them FOR THEIR SUCCESS because
they did this. This is where I will disagree, because I don't think
their campaign to constantly sexing up their machine was much of a
factor at all in their success.
Nobody is complaining because they're getting the important things,
the games they want to play. You see, if you deliver on that, people
will forget your little Blue lies. That's an art that Sony has
perfected, and I take my hats off to them for being able to pull it
off.
While Sony has done many things "wrong" as you put it, they've done
all the important things RIGHT, that is, first and foremost, securing
the biggest and most diverse library of all consoles. Who do I blame
for the Saturn's failure against the PSX? Sega, not Sony for putting a
hard to develop for console and fail to convince 3rd party to invest
in them. Who do I blame for the DC's failure? the general populace
who's gotten sick of Sega's broken promises and gave up on the system,
and Sega Japan who simply was a mess of management. Sony doesn't even
come into the picture. Unless you somehow thinks just because a
company makes a really good console means that it should be given a
free ride from all its competitors, and the right to reign for a
period of time without opposition. Which is obviously unrealistic.
Specimen
1 Example 4 : Brown = me, Blue = reply.
That is correct, and completely missing the point. If the Saturn or
Dreamcast had been a success, Sega's "mistakes" would be considered
positive
choices rather than mistakes. Just how Sony's lies and mistakes "don't
matter" because they have no larger failure that would cause people to
look
for mistakes in the first place. In other words, releasing too many games
and not advertising enough, making complicated dual processor hardware, and
making a 32-bit upgrade to the Genesis would have been considered great
ideas had_they_been_successful, and nobody knew at the beginning if they
would be successes or failures.
yes but they DIDN'T succeed now did they? You're
talking hypothetical
like if we go back in time and do it again the Saturn or DC might be
successful and it was just some fluke. It wasn't. They could try it a
hundred times and they'd still wouldn't be successful.
Oh, that's rich. According to <Specimen 1> the Saturn and Dreamcast
wouldn't have been successful no matter how Sega tried to promote them. The
Saturn wouldn't have been more of a success had it been launched after a
competitive launch line-up was ready, or if it saw better and more timely
localization of games like Grandia, Thunder Force V, Radiant Silvergun,
Panzer Dragoon Saga, Dead or Alive, Shining Force III Scenario 2+3, Dragon
Force 2, Gun Griffon 2 and many other high quality Japanese only titles.
The Dreamcast wouldn't have been more successful if EA had supported it
from day one, rather than bad mouthing about Sega and the DC at every
opportunity. The DC wouldn't have been more successful if Sega spent money
on marketing instead of games that flopped for them, like Space Channel 5
or
Jet Set Radio, or even Shenmue. The Dreamcast also wouldn't have been more
successful if SOJ hadn't left in a CD-ROM booting ability so games could be
easily downloaded, burned and played on any stock Dreamcast. All because
<Specimen 1> can't see it making a difference.
Specimen
1 Example 5: Brown = me, Blue = reply.
I don't know what makes me happier, that they're<PS2 Sega 3D ages discs>
comming out at all,
that they're coming out on 2 discs at a lower than full retail price,
or that they're coming out in Jan-Feb so I can get the new games I
want this season and not miss out on anything in the slow season. ;)
I know what DOESN'T make you happy Scott. The fact
that they're coming out for your most hated console. But don't fret, having
played most of them I'll tell you right now that alot of them aren't very good
anyways. So I'm sure we'll soon be hearing from you how the PS2 messed up Sega's
old classic games, and BTW.. don't even try and suggest that the Saturn version
of VF2 is better than the Sega Ages one, its not, I have both versions.
You need to get over whatever fetish you have for dogging me <Specimen
1>. I've not insulted you, and our differences, to the extreme that you
make them out of to be, are only in your mind.
Just to clarify, I think that the public could have and should have supported
Sega for the quality of their efforts. I do not think that either Sega or
Sony should be dominating the market for anything they've done, past or present.
Insisting that I am lying in every single post I've ever posted, and in every
single page on my website, that I actually wish that Sega were grand ruler
of the videogame industry is delusional at best. Your accusations are only
making you look bad.
By the way, thanks for the Berserk review, I'll be looking forward to it hitting
Stateside.
I'll get over it when you demonstrated even a smidge of
open-mindedness by atleast trying out, without pre-judgement, a small
fraction of the many many games that I and others have recommended to
you over the years instead of just SAYING "yeah.. that sounds
interesting", and going on with posting ridiculously biased and untrue
statements like PS2 doesn't have any innovative and original titles
when for example, I've told you about Katamari Damashi as one of the
most innovative titles of this generation if not the last couple of
generations, months before it came out.
I'll get over it, when you stop making obviously fanboyish comparisons
such as Air Force Delta is just as good as Ace Combat and Tokyo
Extreme Racer is just as good as Gran Tourismo, and SoA and Grandia
are just as good as any FF games.
I'll get over it, when you stop saying popular games are crap, and
somehow thinks games sales is inversely proportional with game
quality.
I'll get over it, when you stop making apologies for Sega consoles and
games on Sega consoles while at the same time short changing
everything on the Sony consoles.
I'll get over it.. when you've taken down that ridiculous web site,
and stop portraying Sony as the evil empire.
I think the existence of that web site proves beyond a shadow of a
doubt who is the one that looks bad
My Sega game reviews are meant for Sega fans that have moved on from
Sega consoles and is looking at what new title Sega is bringing to the
new generation. It's not for people that are stuck in the past and
thinks that the end of the DC was the end of good gaming or end of
Sega.
Well, this seems like a good point to stop, though the link above has my reply
to it. I encourage the reader to read my site, and if you find any evidence
of what he accused me of,
E-mail me
and tell me what I said and what claim you think it supports. I'll happily reword
myself if need be.
Needless to say, some of the claims above aren't even based on reality (TXR
being compared as better than GT, and the Air Force Delta comments are quoted
in example one), and I've not claimed that a game being popular makes it a bad
game.
I have, in fact, always held to the ideal that popularity doesn't affect the
game's actual quality at all, and that a game's quality can only be broken down
by its components (Graphics, Sound, and most importantly Gameplay). This is
the central theme of my website actually. I hope to convince whoever reads it
to look at each product on its own, and determine for yourself whether it's
worth a purchase to you, and learn to see quality, even if you end up not being
interested in the product.
Specimen
1 Example 6: Brown = me, Blue = reply.
I see no reason for praising them for turning a gaming system into a set
top box that the whole family can waste time with. That only benefits
the megacorps, and people that will not encourage better gameplay ideas.
the fact that they have more hardcore games available on their
consoles than Sega ever did makes them worthy of respect. I don't give
a damn if 90% of their games are for mainstream gamers nor do I care
90% of their userbased is filled with non-gamers. Why should I? All I
care about is the fact that there are MORE games for old school and
hard core gamers on those platforms than your so called "gamer
console".
Specimen
2 Example 1 : Brown = me, Blue = reply.
Well, I don't know who Scott H "reviews" games for, but I have
been writing articles and game reviews since 1998 for various magazines (PSExtreme,
Q64, and PSE2) and I've written about a dozen strategy guides for Prima (do
an author search on Amazon for "Androvich"), so I hope I have a clue...
Judging from our discussions last year, your best bet is to ignore him. He has
created a list that no one asked for (or cares about), with criteria determined
solely by himself, simply to gratify himself. That's fine and dandy if he kept
it to himself...but instead he gets on the newsgroup and claims to have created
some sort of masterpiece of factual "truth." We aren't worthy to ridicule it
or point out the flaws, since we haven't made an equal "contribution." And don't
bother to argue why a certain game should be included--either he'll include
it, taking your word without having played the game, or he'll argue that the
game you have in mind is not notable under his personal definition (an argument
you can't win).
As for me, I favor either extreme: Either every game in the universe should
be on such a list (because each game is created by a different team, with different
code, and has something "notable" about it, even if it is just a new title),
or no game after the very first videogame should be on such a list (because
every game is derivative in some way from every other game that has come before
it). *Anything* in between is merely a matter of subjective opinion, no matter
how strongly he insists there is a factual basis to determining whether or not
a game is "notable."
Example
2 of
Specimen 2: Brown = me, Blue = reply.
3rd party Original Post:
I want a game console that has inferior hardware specs, the option for high-latency
internet gaming, and one that forces me to buy memory cards for game-saving.
Bearing those requirements in mind, which console would I own? Please help!
Depends. Do you want to play hundreds of games, or will you be
content to play Halo for the rest of your life?
Says the unbiased PS mag reviewer.
Example
3 of
Specimen 2: Brown = me, Blue = reply.
3rd party comments:
Also, on gaming-age.com they did a poll before E3 asking who
out of Sony, Microsoft, and Nintendo would have the best showing and Nintendo
was the winner. Then after E3 they asked what everyone thought again and the
Xbox won.
And during the show, those of us who were there thought Sony
won. Go figure...
Says the "unbiased" PS game mag reviewer, again. This time in the Xbox
newsgroup.
Says the "unbiased" guy working on a objective list of notable
games...just so he can prove that the Dreamcast had more notable games than
the PS2 in its first year. Is that why you are in the Xbox newsgroup? Tired
of getting shouted down in the PS2 newsgroup?
What can I say? As a writer for a PS2 magazine, I'm happy with the current situation.
We backed the winning horse for two hardware generations in a row...soon to
be the handheld market leader as well. As an Xbox and GameCube owner, I'm disappointed
with both of those systems.
Example
4 of
Specimen 2: Brown = me, Blue = reply.
3rd party comments:
Wha? This is the biggest selling PSX game ever? I'd think I'd've heard
about that before now...
A few years ago, I asked my friends at Sony what the biggest selling PSX
game was, and they told me it was....
...Frogger!
"I asked my friends at Sony...." and he calls me biased simply for trying to make a game list for his console
based solely on gameplay.
Specimen
3
Example 1 : Brown = me, Blue = reply.
This thread went on for a very long time. The basic argument was about whether
the 32X Genesis add-on and the Saturn
could
have been made into a marketing success, and that Sega wasn't the only company
to make the mistakes listed in this thread that are claimed to be the cause
of the 32X and Saturn failing.
But using the 32X would have still been concentrating
on the past. The future was turning to dedicated 32-bit and beyond, regardless
of how many good games that were made for the 32X. SOA taking a risk at trying
to milk the Genesis cashcow was unwarranted and foolish, especially at the eve
of the Saturn. At the very most, Sega should have concentrated on more titles
that used their SVP chip.
Like Sony and other 3rd parties including Rockstar were living in the
past when they made PS1 games during the PS2's second year of life, or that
Sony designed the PS2 to be backward compatable in the first place? Or how
Nintendo and others were still making NES games well into the SNES's
lifecycle, and SOE still made Master System ports of popular Genesis games
because the Master System was still so popular in Europe?
Identifying that a console still has a lot of popularity and
marketability, even in the face of much more advanced, and expensive
hardware, is common practice in the industry. Finding a way to satisfy
budget gamer's desire to see 32-bit games on their Genesis was all the rage
in 94', and game mags even applauded the 32X, so far as to say it'd be an
instant success.
Because of all of these things, I say that if the 32X had been better
imp#0000FFnted, possibly only being released built in to a Genesis, or as that
and a smaller add-on to the Genesis, and definitely making the Saturn
capable of playing 32X games and releasing the Saturn later, the 32X would
have been a success, and Sega's name wouldn't have been damaged. The list
of games and 3rd parties signed up for the 32X in 94' exceeded 80, and at
least 30 of them actually came out, in its first few months, even though the
system rotted on the shelves. Much of the Industry thought the 32X was
going to be a success, it literally was SOJ that killed it before it even
hit the shelves.
You're talking about software, which is different to developing
hardware. Developing PS-1, NES and SNES games, and Master System games are pennies
to the developmental costs that would go into the 32X, and that doesn't include
costs to build up dev kits and marketing.
Also, when selling hardware, you lose money! When selling software, you make
money!
Big difference.
Sega could have simply made more good software for the Genesis instead of trying
to "breathe new life into it" through hardware.
Again, the 32X, despite what anyone may say to justify it, was totally unnecessary.
Specimen 3
Example 2: Brown = me, Blue = reply.
I'm saying that Sony doesn't have serious competition. Nintendo and Sega
fighting for half the market together was serious competition. Sony owning
the market, and Nintendo and Microsoft fighting for left overs is not competition.
Sony having the market because they made something
that appealed to the people. Anything can change in an instant. People looked
at Atari as invincible in the late 1970s-early 1980s. Now look at them.
The Industry wasn't bigger than the movie industry when Atari was considered
invincible. Atari didn't also own a majority of the movie industry when they
were considered invincible.
Does Sony Pictures control SCEI? No.
Does Columbia/Tri-Star constitute the majority of the movie industry? With Buena
Vista, Viacom, AOL Time Warner, News Corporation, Vivendi-Universal, StudioCanal,
Turner, MGM/UA, Dreamworks SKG, Village Roadshow Pictures, Artisan Entertainment,
and many others involved in the same market, HELL NO!
And don't even fucking say that they don't have anything to compete with Sony
Pictures. Viacom owns Paramount/MTV/VH1, AOL Time Warner is Warner Bros./Seven
Arts/New Line Cinema, News Corporation owns 20th Century Fox and bought out
Carolco Pictures, Vivendi-Universal owns Universal City Studios, Buena Vista
owns Walt Disney/Dimension/Miramax/Hollywood Pictures, MGM/UA owns Metro Goldwyn
Mayer/United Artists and controls some of the catalogue from Canon Films/Orion/Avco-Embassy/Hemdale,
StudioCanal owns catalogues from Avco-Embassy/Carolco, and ETC.
Sony doesn't have a majority in anything except in videogames and broadcast
equipment.
BTW, at the time that Atari achieved its height of profitability, a good percentage
of its stock was controlled by Warner Communications, now known as AOL Time
Warner.
To clarify humourously, a big chunk of Atari was owned by Bugs Bunny and gang
at Warner Bros.
Specimen
3
Example 3 : Brown = me, Blue = reply.
When people talk about the Sega CD and 32X, they most often cite splitting
of markets and consumer confusion as the reason they didn't succeed, but that
didn't stop Sony from releasing a system that could play PS1 games, PS2 games
and DVD movies.
Not just that, but that you must spend EXTRA
to enjoy the Sega CD and the 32X.
The difference was that it was all in one for the PS-2. Besides, the part that
runs the PSX games for the PlayStation2 also acts as the I/O processor for PS-2
modes, so you don't really pay extra for that functionality. As for DVD playback,
again, the PS-2 chipset is used to run it, as opposed to adding extra hardware
to make it happen. Sony got the extra functionality to work because the PS-2
was capable of doing it all by itself, without extra hardware expansions that
would inflate the price of admission.
Sega was making hardware upgrades to expand the capabilities of the Genesis
platform, which was looking forward but not totally for the customer's finnancial
benefit.
Sony's motive was simply to create a platform that could play the existing library
of PSX and DVD titles on the PS-2 since it could be done without extra research
or adding extra hardware, which was thinking about the customer.
The PS2 was $300 to the Dreamcast's $150? That costs extra, regardless
of what function you decide you're paying extra for, it was twice the price
and of comparable performance in game.
First, the Dreamcast cost $199 on initial launch. The price
would drop to $149 about 11 months later.
Second, Sega's pricing reflected desperation. At the time of the Dreamcast's
launch, Sega reportedly only controlled about 1%-5% of the game market and had
posted serious losses. They had to do whatever they could to gain marketshare.
Third, by the time the PS-2 was out, the Dreamcast was already flagging. In
this way, you were right, Sony didn't really have competition, or at least from
Sega.
What does your opinion of their emotional state have to do with the fact
that the price was lower?
It's not an emotional state in business. "Selling
in a panic" means selling aggressively at extremely low prices in an attempt
to get as much money as you can from a product that literally has no profitable
value anymore.
You are highly biased towards Sega and not very objective. You basically claim
that all of Sega products do not have weaknesses and are held in superiority
to their competition. You also bring up topics which have no real comparison
because of totally different purposes (SuperFX vs. 32X).
You may not directly claim it, but your posts REEK of such an impression.
There's another definition to people like you: fanboy!
I like the 32X because it was a cool accessory and it did have some great games,
but that doesn't change what I feel caused its failure. What you can't face
is the statement that its failure is most likely due to perceived competitive
conflict that had arisen between it and the Saturn, and the disagreements between
SOA and Sega Enterprises over the whole issue.
Specimen
3
Example 4: Brown = me, Blue = reply.
Look at any PS1 game, check out the warping as the textures apprach the screen,
and the spiderweb effect as edges of polygons seperate while the screen is
scrolling. Virtually every game does this.
Funny, I don't notice it. I don't see warping
nor do I see those spiderweb effects.
Perhaps you should show a picture and point out what I'm missing? That is, if
you can.
And at the end of this same post.....
P.S. I have blocked this subject from my usenet reader. Don't
bother posting a reply because it will go unread. This argument is going nowhere.
I then later posted this web page (
PS1 Glitches)
Specimen
3
Example 5: Brown = me, Blue = Specimen 3, other colors
= 3rd party.
I've become privy to this argument only when people have replied to Scott H.
He is in my killfile so any posts from him are blocked.
I remember returning my first PlayStation when it inevitably
broke down, only to receive a 'reconditioned' model that showed some weirdness
when playing Tomb Raider; most notably the colour shading in the underwater
sections - instead of being smooth shaded it looked more like an animated contour
map. Did Sony change the spec of the graphics processor in their machines at
some stage?
Yes, this was a bug in the earliest model.
(Specimen 3) asked for sources on that as well, and I discovered that no
magazine or website has a report on it at all, much less any kind of defect
percentage. Do you know of any sources on this subject?
A licensed developer mentioned it on a mailinglist and I've seen it
mentioned in a couple of other places. There may be some mention in some
developer documentation. AFAIK the problem is limited to the 1000 model,
don't know if the whole run has it.
In other words, the problem is manifested in a faulty run of first generation
hardware which may have been corrected with later models, including the second
generation SCPH-1001.
Because of this variable, Scott's argument may be flawed.
However, I've considered this subject dead for the longest time now.
ISTR it being a problem with gourad shaded polygons, reducing
their colour depth to 18-bit so the smooth colour gradient would be reduced
to bands of colour. This affected the SPCH 100x models (all regions) and the
early 'Blue' development units as well (H1001, H1101). It definitely rears it's
head in Tomb Raider.
Okay, so my SCPH-1001 may indeed be affected.
Fortunately, I mainly use my SCPH-30001 R PS-2 for my PSX games. But, still,
making the argument and accusing the entire format of being flawed just because
of a design drawback on first and second generation consoles is ludicrous. Most
SCPH-100X models are most likely out of operation anyways, replaced with later
models that did not have the bigger problems with disc reads that had plagued
that series. I own a mint condition SCPH-1001, but it's been mint because I've
serviced it to fix its disc drive defects.
I was referring to the much more common issue of having to turn the PS1
on its side or on its top so it'll play games without locking up. It had
something to do with the CD lens itself, or the motor, not sure which.
It was a common problem yet I know of no report of it, and no officially
admitted defect rate, even though it occurred for more than just the first
run of Playstations, and every repair shop I know of knows that Sony would
void people's warrantee for calling about it, claiming that the user
obviously played the system too much. It seems likes something there should
be some kind of article on, but there seems to be nothing at all.
Since someone went ahead and quoted, I'll explain to Scott what caused the
skipping.
The optical pickup in many early runs of the PlayStation console were made of
plastic. A part of the pickup rests on part of the traverse assembly and would
groove during normal use. Eventually, this grooving would cause the pickup to
rest at an angle the laser would aim off trajectory. The servo control would
correct the aim at the objective lens until the grooving becomes such that the
servo is unable to counter the physical tilt.
The fix was simple. Sony stopped using plastics for the pickup housing and
started using diecast metals instead. Newer SCPH-1001 consoles and pretty much
all later models do not have the skipping problems that the older SCPH-1001 and
SCPH-1000 have had.
The optical pickup can still wear out through normal use, but this is true of
any optical pickup for any laser optical disc drive. Most consoles that have
this problem will have been replaced by a newer model that has this problem
corrected.
Sony's Playstation and Playstation 2 defect rates has long
been an issue swept under the carpet by any and all media. It's being treated
as if it doesn't exist when in fact almost every 1st model PS1 was defective,
and Sony's unnofficially acknowledged about a 10% defect rate in all PS1s, and
the PS2's "disk read error" is very well known. This section compiles
damning evidence that both of Sony's consoles have a defect rate, and that the
rate is significant enough for the media to report on it, but for some reason
don't.
//
Example 1 //
Example 2 //
Example 3 //
Example 4 //
Example
5 //
1
. //
Sony Defects main //
Top //
the-magicbox:
Capcom's Biohazard producer Mikami has made some strong criticisms
toward Sony, Square and general customers in a recent radio program
interview in Japan.
He mentioned that Sony makes their consoles easy to break to increase
their installed base. He said the PS2 is selling so well because
many people are buying a second one for replacement.
He said he has bought two sets of PlayStation and PlayStation 2 in
the past, because the CD lens wore out quickly. When he played
Super Robot Taisen on PS, it took one minute to load up each battle,
he was so pissed off that he had to get a new PlayStation to play
the game.
Other than PlayStation, he mentioned the current PC systems, walkman
and Docomo cellphones are also easy to break, he said manufacturers
purposely make the systems easier to break, so that customers would
have to purchase a new one every one or two years. He said that how
come no customers have complained about it? It's almost like
cheating and committing a crime.... (the radio DJ interrupted
the conversation and tried to switch to another topic.)
When asked "Do you think the customers are foolish?", he replied
"Yes". He expressed that Square's Kingdom Hearts is selling so
well because of "Aura Purchase", i.e. people buy this game
because his/her friends are playing the same game, or really
liked the game; despite whether he/she likes the game or not.
He said that Kingdom Hearts does not deserve the 780,000+ unit
sales, it doesn't worth the 6800 yen price tag.
At last he said "Square please forgive me", because he was so upset that Kingdom
Hearts has sold a whole lot more than Biohazard on GameCube (both games released
at around the same time), he thinks Biohazard is a much better quality game,
although Kingdom Hearts is not a bad game either.
2
.
//
Sony Defects main //
Top //
sorry in advance for this, but I really dislike Sony at the mo' and can't
bring myself to subscribe to any PS1/PS2 newgroups...
I remember returning my first PlayStation when it inevitably broke down,
only to receive a 'reconditioned' model that showed some weirdness when
playing Tomb Raider; most notably the colour shading in the underwater
sections - instead of being smooth shaded it looked more like an animated
contour map.
Had several more machines that ran the same, long conversations with Sony
on the telephone, started to think I had imagined the smoother graphics on
my first machine, etc.
Sold my PS1 in exchange for an N64, couple of years later decided to buy a
PS1 again and it worked just like my first one.
Did Sony change the spec of the graphics processor in their machines at
some stage?
Yes, this was a bug in the earliest model.
(I was) asked for sources on that as well, and I discovered that no
magazine or website has a report on it at all, much less any kind of defect
percentage. Do you know of any sources on this subject?
A licensed developer mentioned it on a mailinglist and I've seen it
mentioned in a couple of other places. There may be some mention in some
developer documentation. AFAIK the problem is limited to the 1000 model,
don't know if the whole run has it. It only shows up when using a certain
combination of drawing options, so it's not visible in all games. Oh, and if you didn't guess it from the
description, the bug is in the dithering process.
ISTR it being a problem with gourad shaded polygons, reducing
their colour depth to 18-bit so the smooth colour gradient would be reduced
to bands of colour. This affected the SPCH 100x models (all regions) and the
early 'Blue' development units as well (H1001, H1101). It definitely rears it's
head in Tomb Raider.
Okay, so my SCPH-1001 may indeed be affected.
Fortunately, I mainly use my SCPH-30001 R PS-2 for my PSX games. But, still,
making the argument and accusing the entire format of being flawed just because
of a design drawback on first and second generation consoles is ludicrous. Most
SCPH-100X models are most likely out of operation anyways, replaced with later
models that did not have the bigger problems with disc reads that had plagued
that series. I own a mint condition SCPH-1001, but it's been mint because I've
serviced it to fix its disc drive defects.
3
.
//
Sony Defects main //
Top //
I was referring to the much more common issue of having to turn the PS1
on its side or on its top so it'll play games without locking up. It had
something to do with the CD lens itself, or the motor, not sure which.
It was a common problem yet I know of no report of it, and no officially
admitted defect rate, even though it occurred for more than just the first
run of Playstations, and every repair shop I know of knows that Sony would
void people's warrantee for calling about it, claiming that the user
obviously played the system too much. It seems likes something there should
be some kind of article on, but there seems to be nothing at all.
The optical pickup in many early runs of the
PlayStation console were made of plastic. A part of the pickup rests on part
of the traverse assembly and would groove during normal use. Eventually, this
grooving would cause the pickup to rest at an angle the laser would aim off
trajectory. The servo control would correct the aim at the objective lens until
the grooving becomes such that the servo is unable to counter the physical tilt.
The fix was simple. Sony stopped using plastics for the pickup housing and
started using diecast metals instead. Newer SCPH-1001 consoles and pretty much
all later models do not have the skipping problems that the older SCPH-1001 and
SCPH-1000 have had.
The optical pickup can still wear out through normal use, but this is true of
any optical pickup for any laser optical disc drive. Most consoles that have
this problem will have been replaced by a newer model that has this problem
corrected.
The first batches
of PS2s reportedly have DVD drives made out of inferior materials, which
Sony has acknowledged.
One of the biggest problems with the PS-2 drives is that they are allowed to
accumulate too much dust. This dust dries up the lubrication for the pickup
kicker mechanism, which keeps it from being able to move the pickup back and
forth as fast as it has to, especially in CD-ROM reads. (So now you know one
of the main causes that a problematic PS-2 may not read a Blue-bottom disc and
would also make rapid clicking noises while trying to read such a disc
unsuccessfully.) The dust can also accumulate inside the optical pickup
itself. Dust may not affect the bearings of the brushless spindle motor as
those bearings are permanently sealed.
I've repaired many problematic PS-2s by giving them a good cleanout. The dust
accumulation can be bad enough that a can of compressed air won't cut it. I
have to use an electric air compressor of the kind used to inflate car tires to
effectively clean out the pickup and drive of any dust. I direct the air in a
certain way which cleans the dust out, but doesn't damage the pickup. I also
have to clean out and apply new lubrication to the kicker mechanism. I've only
had one PS-2 that could not be fixed by doing this since it had a worn pickup.
Models repaired include the SCPH-30001 and SCPH-30001 R.
4
.
//
Sony Defects main //
Top //
I have yet to encounter a Sony fan who'll
even admit that there's a defect rate at all. What really bugs me though,
is that there are no reports of what percentage of units were defective, at
all. I can't even find sources to prove that any were defective. So, all
Sony fans do is ask for sources of the defective PS1s or PS2s, and the
discussion's over. Unless I want to point to google and Sony's forum for
user comments on the subject. I just don't get it, every other company
that's had defects in their releases (NES, DC launch discs) has had full
reporting done on the subject, but Sony's managed to come out squeaky clean.
I think Sony said once that a 10% defect rate was acceptable.
That's about the same as the concervative estimates on the NES defects,
which we now know where extremely common. Have you seen any web pages, or
any sources at all, that has any kind of report on the subject?
Nope.
5
.
August 2003 issue, page 18 in the "Dear GI" section:
"
READ(ER) ERROR>>>
I have been a Game Informer subscriber for the last two years, and have yet
to read any information on the PS2's infamous "Disc Read Error." I have
been told that these errors occur because of voltage screws and/or a dust
problem. What's the deal? My PS2 is useless right now because you have
failed to guide me in how to cheaply correct this problem. Until then, my
Xbox is keeping me afloat. Please help me fix my PS2 or show me where to
go.
Garret
Via email
We certainly get our jollies by helping those poor, unfortunate souls with
busted equipment. For complete instructions on how to get your Playstation
fixed, check out us.playstation.com/support/howtoobtainservice or, more
directly, call 1-800-345-7669 for repair pricing and shipping information.
If your PS2 is less than 90 days old, the machine is still under warranty
and you will only be respondible for shipping costs.
When we talked to the very courteous and informative representative John, he
suggested the following trouble-shooting techniques, 'Try different games to
see if they all give the same results. Make sure the disks are free of
scratches and/or fingerprints. Clean the disks with a cloth wipe - these
are available at most electronic and music stores. Try the system without a
GameShark or similar device plugged in. Try the games in a different PS2 to
determine if it's the games or the system having problems. Run the PS2 self
test and try again.'
If these steps don't resolve the issue, you'll problably have to send the
system to Sony for repairs. Give them a call for shipping address,
packaging instructions and a service identification number. We were quoted
15-20 working days for the repairs to be completed and Sony foots the bill
for return shipping via UPS Ground."
Notice specifically that both Game Informer and the Sony rep refuse to admit to the known defect rate of
PS2s with the "disc read error" problem, and that they imply the problem was caused by the user.
August 20, 2005
Google
Groups' version
My point was to ask why Madden isn't better than NFL2K when it's
outselling it by such a large margin. Why is Madden so overwhelmingly more
popular when NFL2K has been the innovator just as often, if not more often,
especially in the AI and physics, and online department? The reason, I
think, is simply that fans don't want a better or newer game, they just want
more of the same. Why millions of "gamers" will pay $50 each year for
slight tweaks on the same game, and a new roster (which ought to be
downloadable in previous versions) is beyond me.
Madden '99
http://www.gamespot.com/ps/sports/maddennfl99/review.html
" The AI of the computer-controlled players has dramatically improved over
last year's Madden. When the computer is on defense, the way that it covers
the play is very natural, and in turn, more realistic. Cornerbacks no longer
look like they are simply running preset paths next to your receiver, but
instead act as though they are aware of not only the man they are covering
but the other receivers as well. This is demonstrated when you perform a
pump-fake or a fake handoff, and the defense falls for it. The AI will
recognize your patterns fairly quickly, though, and won't let you get away
with too much. "
" The control feels typical of Madden football games, with one exception;
the game has a new gameplay feature called one-button mode. "
NFL2K
http://www.gamespot.com/dreamcast/sports/nfl2k/review.html
" For anyone who hasn't actually seen the game on a TV right in front of
them, the screenshots look too good to be true. In fact, when you see NFL 2K
for the first time right in front of you, they still looks too good to be
true. Even when you have the controller in your hands and you're playing the
game, you still shake your head in disbelief play after play. That's how
good NFL 2K looks, plays, and sounds. "
" Any die-hard football video-game fan knows that a football game's
graphics, features, and extras only go so far. When it comes down to it, a
game is totally about the control and AI. NFL 2K delivers both, with precise
analog control and an easy, intuitive button layout. It really lets you play
the game of football instead of worrying about complex controller and button
combinations. "
" The controls are great. The analog stick lets you move players where you
want, when you want, and at the speed you want. It's so awesome when you
barely press on the stick before a play and see your linebacker creep up
toward the line just a little bit and then bust into a full sprint as you
press the stick all the way just as the ball is snapped. Aside from the
precise movements of the players, you can also pass the ball precisely where
you want it by using what the game calls Maximum Passing. "
" This Maximum Passing feature isn't necessary for you to play, but the
level of control that it allows you to have is so great that once you get
used to it you'll realize it's the only way to play. "
" NFL 2K has an unbalanced set of teams that accurately depicts the action
in the NFL in that some teams can pass, run, and defend better than others.
Some teams allow you can air the ball up against them and they won't be able
to do anything, while other teams have great cornerbacks that will intercept
the ball or break up passes nearly every time you go to the air...... "
Madden 2000
http://www.gamespot.com/ps/sports/maddennfl2000/review.html
" Madden NFL 2000 features the usual array of game modes, like exhibition,
season, franchise, create-a-player, and so on, and it includes the full NFL
license with all the teams and players. EA beefed up the franchise mode by
allowing you to play up to thirty consecutive seasons with statistical
tracking for your dynasty. Along with statistics this year are fluctuating
player attributes that allow players to have hot and cold streaks. A player
in a slump will fumble the ball more often than someone who's in the zone
and catching everything you throw at him. This little feature really makes
you pay close attention - if one of your guys is going through a rough time,
you'll know to avoid giving him the ball. In addition to these extras Madden
NFL 2000 has three really big new features - a play editor, arcade mode, and
the Madden Challenge. "
" The play editor is rather nifty; it lets you create your own plays by
assigning each player his own route and/ or command. ..... The Madden
Challenge feature is by far the best new thing about the series. The Madden
Challenge is just that - a bunch of specific objectives that are outlined
for you. "
" In terms of gameplay, M2K feels pretty much the way a Madden football game
should, although with a distinctly tighter feel this year. The controls are
extremely responsive and match up with the game's onscreen visuals quite
well. The analog stick really lets you put your player right where you want
him, when you want him there.The AI of the computer is actually quite easy
on the regular setting, although for us Madden veterans, if you crank the
difficulty up, the AI kicks in and plays a bit more aggressively. The
receivers and cornerbacks play the ball well and really make you battle to
get a hand on the ball, whether you're playing defense or offense. The
running game of the computer is strong, although every once in a great while
the running back will get stuck behind one of his own guys. While this is
annoying it is literally one of the only flaws in the game, and it happens
very rarely. "
NFL2K1 (Online)
http://www.gamespot.com/dreamcast/sports/nfl2k1/review.html
"... Visual Concepts, the developer of the game, realized this as well, and
the team has improved everything it possibly could in an attempt to correct
this. We played NFL 2K1 for a considerable amount of time, and the results
of Visual Concepts' work over the past year are clearly evident. The game is
a much more refined, balanced, and complete version of the first game and is
not only amazing for its online gameplay capabilities but also for its
improved running game and greater overall depth. "
" The most obvious change is the addition of online play. NFL 2K1's network
options make it possible to play with or against other players over the
Internet, as well as download team roster updates throughout the season -
all you need is an active phone line and a service provider. "
" The new franchise mode lets you take a team through multiple seasons and
lets you deal with tons of managerial tasks such as drafting players,
releasing players, and signing players. You even have to take into account a
player's age when signing him, since some players retire at the end of a
season. The franchise mode adds a new depth to the series, which will
undoubtedly keep you playing NFL 2K1 for a long time to come. "
" While the additions of the franchise mode and Internet-play capability are
huge, fans of the first game will find the subtle control and AI
improvements to be just as important. "
" In the end, NFL 2K1 is a deeper, more refined version of the original
game. The vastly improved running game makes all the difference in the
world, since now you can truly mount an offensive attack that consists of a
true-to-life air-and-ground assault. ... The addition of the online gameplay
feature and franchise mode is more than enough reason for you to upgrade to
NFL 2K1. "
Madden 2001
http://www.gamespot.com/dreamcast/sports/nfl2k1/index.html
"The game has more features and options than any other Madden game before.
It includes all of the fundamental options, like exhibition and season
modes, and all of the in-depth options, like franchise, create-a-player, and
Madden challenges. The Madden challenges have a bit more to them this year,
since the completion of each one earns you tokens, which you can use like
money in the game. You can purchase special items like cheats, secret
players, and teams. You can even use the tokens, with the help of a couple
of memory cards, as currency to wager with when challenging another player.
The Madden challenge cards, which are displayed when you buy items, were
made in conjunction with Upper Deck and look like really cool digital
trading cards. They add a whole new incentive for playing the game and
completing the Madden challenges. "
" The control in Madden 2001 is pretty much just like any that of any other
Madden game, although some will find the overall feel of the game a bit too
slow and unresponsive. "
" The game uses a momentum-based physics engine, which is supposed to make
the gameplay all the more real. The only problem is that it plays a bit too
real - players have to literally stop their momentum when making a change in
the direction they're running, just like in real life. This, while
physically correct, just doesn't translate into fast-paced, hard-hitting
football action. Instead, it causes the reaction time of a controller
command to be a tad too slow, leaving the game feeling a bit sluggish. In
time, you do learn to accommodate for this, and the effect isn't nearly so
bad. "
" The AI of the game will surely to seem familiar to fans of the series,
particularly those who've played this year's PlayStation version. The AI's
easiest setting will let you get away with a lot and teaches you early on
that the game is all about knowing your team's plays and your players'
abilities. Knowing which players to go to will help you blow the doors off
the computer on the lower skill settings, but once you start to move up,
you'd better have more than just a few tricks up your sleeve. "
(That just takes the cake right there, the AI is the same as the Playstation
version, I can't think of a better example of lazyness)
NFL2k2 (Online) (but seemed to drop the ball)
http://www.gamespot.com/dreamcast/sports/nfl2k2/review.html
"Fans of NFL 2K1 know that the game was an almost perfect game of football
that was marred by a couple of unstoppable money plays. The NFL 2K1 online
community at its peak agreed that if it weren't for the money plays that
caused almost every online game to be a simple contest of halfback tosses
and quick out passes that the game would, in fact, be perfect. Many hoped
that NFL 2K2 would be that perfect football game, and while those two
particular money plays have been deprecated, NFL 2K2 really isn't that much
of an improvement upon last year's offering. "
" When you get right down to it, there are two big differences between the
way NFL 2K1 and NFL 2K2 play, and one is that the money plays from last
year's game are gone. Unfortunately, the second is that the running game in
NFL 2K2 has been tweaked to the point that it's nearly impossible for the
computer AI to stop your ground attack. Running backs can simply blast
through or around the defensive line, thanks to a new tripping/bumping
mechanic that literally lets ball carriers trip and bump their way right by
defenders. The mechanic is really more of a simple animation, but it's
extremely effective nevertheless. The only way a defender can really put the
ball carrier down is to really square off and deliver a solid tackle. There
still are, of course, shoestring tackles and such--it's just that as a
whole, it's much easier to get five or six yards on almost every running
play when playing against the computer. The one thing that's extremely
important to note is that the effects of this new tripping/bumping animation
aren't nearly as noticeable in an online or multiplayer game. Against the
computer on the default difficulty setting, you can call a running play
every single time with just about any team and end up destroying the
computer. "
" The overall responsiveness and control of NFL 2K2 hasn't really changed
that much. The game is just as fast, responsive, and as much fun to play as
the first two games. The only real gameplay element that feels different is
that the maximum passing--which lets you lead, underthrow, and overthrow
receivers when you're quarterbacking--is a bit less forgiving this time
around. Pushing the analog stick all the way to the right and throwing the
ball to a receiver will result in a wide right pass that can't be caught. It
takes some time to get a feel for the passing game, which requires a bit
more finesse than before. "
" In the end, fans of the NFL 2K series will undoubtedly find that it's hard
not to like NFL 2K2. But it's really a tale of two games. The computer's
inability to stop repeated running plays is fairly frustrating, especially
if you have played the first two games and were looking for a new
single-player challenge. But if you're looking to get back online and
challenge people from all over the country or just your friends sitting
across the room, NFL 2K2 is better than last year's game. "
Madden 2002
http://www.gamespot.com/ps2/sports/maddennfl2002/review.html
" While it shouldn't come as a surprise that Madden 2002 is simply a
beefed-up, slightly refined version of the first PlayStation 2 Madden title,
it is a bit disappointing. Even still, the game manages to one-up last
year's Madden in most categories. Madden 2002 includes a good list of new
features and options, as well as some slight but noticeable visual
improvements. "
" In the gameplay department, Madden 2002 plays almost identically to last
year's title. The game still features a momentum-based physics system that
accounts for the weight and speed of the player when determining how fast he
can change direction when running. This system makes Madden 2002 feel a
little unresponsive at first, but it quickly becomes second nature. The AI
is very solid, and the inclusion of an AI adjustment scale--which allows you
to adjust the AI of certain aspects of the computer's game, such as
receiving, running, run blocking, and so on--just makes it that much better.
"
" Once everything is accounted for, Madden 2002 is fundamentally the same
game as last year's title. "
NFL2k3
http://www.gamespot.com/ps2/sports/maddennfl2003/review.html
" Whether you're a hard-core football fan or a casual follower of the sport,
you'll find that NFL 2K3 delivers nearly every aspect of professional
football flawlessly. The game offers several different modes to choose from,
including a revamped franchise mode and the Sega Sports challenge, which
allows you to have your stats ranked against those of other players from
across the country. Aside from a few very minor gripes, the gameplay is also
incredibly balanced, and the introduction of the ESPN license gives the game
a better overall presentation and feel. "
" Perhaps one of the more intriguing options is the situation mode, which
lets you edit everything from the score and the amount of time left on the
clock to the line of scrimmage. So, for example, you could set up a game so
it starts in the fourth quarter with two minutes remaining, and your team
has the ball but it's losing by six points. You can create just about any
scenario with this feature, and it can present quite a challenge for even
veteran players, but if you're looking for something with a little more
depth, then you'll find it in NFL 2K3's season mode. "
" The running game in NFL 2K3 is excellent, and the running backs are easy
to control and have a nice assortment of moves, including jukes and
stiff-arms. In addition, when you're running the ball through the line, your
running back will turn his torso slightly so he can slip past his blockers
and the defensive line, which almost solves the problem of not being able to
get by the linemen in most previous football games. Similarly, if a defender
or a member of your team falls to the ground, your running back can leap
over him and pick up a few additional yards. The run blocking is also
excellent, as the fullback and guards will almost always pick up the
linebackers or any linemen who happen to break through the line. "
" Passing the ball in NFL 2K3 can be difficult at first because of the
excellent defensive back AI, but you'll start to adjust once you learn how
to read defenses and get the timing down. In fact, timing is a crucial
aspect when the defense is playing zone, as you have to throw the ball when
the defensive backs are switching up coverage. "
" The only annoying aspect about the passing game (and perhaps NFL 2K3's
biggest problem) is the defensive backs' propensity to time tackles
perfectly so your receiver can't hold on to the ball--just when you think
you have a completion, a safety will come running in and hit the receiver
the second the ball makes contact with his hands. Of course, this encourages
you to look for receivers who are a little more open, but it happens so
frequently that it seems a little unfair at times. "
Madden 2003 (Online)
http://www.gamespot.com/ps2/sports/maddennfl2003/review.html
" If you're relatively knowledgeable about the sport of professional
football, then you'll want to check out some of the customizable options,
namely the playbook editor, before jumping into a game. Like with most other
playbook editors, you can scour various playbooks from coaches around the
league and pick plays that you'd like to add to your own repertoire, but
this option also gives you the ability to create your own unique formation,
and from that you can create an entirely new play. "
" The defensive play editor is almost identical--it lets you make your own
formations and place defensive players just about anywhere on the grid.
Other editable options include the ability to make your own team and players
and to adjust rosters before starting the game. "
" The practice, situation, and two-minute drills are also helpful for
brushing up on your skills and getting to learn the different elements of
Madden NFL 2003's gameplay, which is still based on the momentum system seen
in previous games in the series. Essentially, if you're holding down the
turbo button, the player has more speed but less maneuverability, which
makes basic cuts a little more difficult to execute. However, this isn't a
huge issue since you can ease off the turbo to make a sharp cut, or you can
use a juke maneuver, but Madden NFL 2003's biggest problem is somewhat
related. "
" While the running game is pretty solid overall, it does have a few
lingering problems, the most apparent of which is line blocking, or the lack
thereof. Even with a high-powered offense, it seems like your offensive line
is rarely capable of clearing a large enough hole in the defensive line that
you can run through and not collide with any of your teammates. "
" For the most part, the passing game is really good. .... The only
noticeable problem with the passing game is that the out passing route
(where a receiver makes a sudden cut to the sideline) is still a little too
reliable for getting those 6 or 7 yards in a pinch. "
" But the defensive AI has been improved, so it's not quite as bad as in
previous Madden games. "
" Madden 2003 for the PlayStation 2 has online play, a robust franchise
mode, and plenty of secondary modes to keep you busy, but the minor issues
with the running and passing game really prevent it from being the absolute
best representation of professional football that's available. "
ESPN Football (NFL2k4) (Online) http://www.gamespot.com/xbox/sports/nfl2k4/review-3.html
" While Madden is the most realistic-playing football game on the market,
ESPN NFL Football is simply the most exciting football game on the planet.
You're not only forced to think strategically when picking plays, like
Madden, but you also pay or reap the rewards of actually making the right
cut when running. You're the hero when throwing the ball with just enough
push on the analog stick to lead your receiver so that he catches the pass
in-stride and continues downfield for a touchdown. Every play that goes your
way happens because you make it. ESPN NFL Football's responsive controls
simply give precedence to the action and the skill of the player rather than
to the animation or the will of the AI. "
" The advanced passing mode, called maximum passing, gives you a much
greater degree of control over the placement of the pass by tying the
direction of the pass to the left analog stick. It still works like the
basic icon passing mode, in that you press the corresponding button to the
receiver you want the ball to go to, but it lets you lead, overthrow, and
underthrow your receiver by simply nudging the left analog stick in the
direction you'd like the ball to go. "
" This year the game's running and tackling has become more realistic in the
sense that receivers who catch a pass in-stride are now rarely caught by
defenders who are lagging a couple of steps behind. "
" The AI balance of the computer-controlled teams is very well-done and is
extremely representative of the actual preferences and tendencies used by
individual teams. "
" With ESPN NFL Football's online capabilities, you can simply skip the
process of tweaking artificial intelligence all together by competing
against human opponents. "
Madden 2004 (Online) http://www.gamespot.com/ps2/sports/madden2004/review.html
" It's not an easy task for a development team to make enough improvements
to a yearly sports game series to warrant a purchase every year. However, EA
Sports has not only managed to add enough features and gameplay tweaks to
make Madden NFL 2004 a more than worthy purchase for those who bought last
year's game, but it has also created one of best football games to
date--especially in the case of the PS2 version, which is the only console
version featuring online play. "
" A perfect example of this is the playmaker control feature. While it
initially seems like nothing more than a quick audible option, playmaker
control is actually much more than that. Before the snap of the ball, if you
don't like what you're seeing on defensive side of the ball, you can adjust
the offensive play to compensate without calling an audible. "
" Similarly, after the ball's been snapped, you can direct teammates on the
field to block opposing players in front of the ballcarrier by pressing the
right analog stick in the appropriate direction. There's a little bit of
risk involved in doing this, since its effectiveness depends on the speed of
the teammate running over to block. "
" When using it on a passing play before the snap, playmaker control can
quickly change the route of a receiver if there appears to be a gap in the
secondary. "
" Defensively, the playmaker mechanic isn't quite as prominent. Essentially,
if you see a key receiver lining up one-on-one with a cornerback that you
don't have too much confidence in, then playmaker can be used to shift your
coverage over to that side, making it a little more difficult for the
receiver to get open. "
" The fundamental gameplay mechanics in Madden NFL 2004 have also been
slightly tweaked. Like in NCAA Football 2004, play-action passing plays are
much more effective against opponents, especially those controlled by human
players, since the camera briefly follows the running back--making it seem
as though it's actually a running play--before panning back to the
quarterback. "
" The running game in general feels much better, ... in other words,
getting stuck behind the ample posterior of an offensive lineman is much
less of a problem than it was in the previous game. "
" With all these slight refinements and changes, even blitzing seems to have
much greater risks and rewards. "
"All these changes are great, but perhaps one of the biggest single reasons
to buy Madden NFL 2004 is the owner mode, which is directly tied to the
game's franchise mode. The owner mode gives you an entirely new perspective
on the sport by portraying it as a business where you have to do everything
in your power to ensure not only that the fans are happy, but also that
you're making enough money to support the team and the stadium."
" If you don't feel like dealing with the business side of the NFL,
you can simply turn the owner mode off and the game will automatically
change to a more standard franchise mode. However, there are some slight
differences from last year's franchise mode. "
" All the other modes in Madden NFL 2004 are pretty much the same as
in last year's game. "
" The graphics haven't been changed all that much either, but the game
still looks great. "
" The PlayStation 2 version of Madden NFL 2004 is the only one that supports
online play. "
There are differences, in both NFL2K and Madden, but which company has
the greater amount of profit, and therefore the greater amount of ability to
improve on their game? Neither game is anywhere near perfect, especially in
AI and physics, these two areas alone could be improved upon greatly, and EA
has had by far the greatest opportunity to do so and has chosen not to.
The amount of money EA is making on this franchise alone would allow for a brand
new graphics, physics and AI engine every year, and they'd still have cash
to spare. *That* would justify the huge gap in popularity. Instead, just
like Gran Turismo, we have a bunch of fans that want that familiar feeling,
not innovation. I'm not sure which is worse, the fans for being that way,
or EA for feeding them. When new hardware comes out they'll get around to a
significantly improved gameplay experience, but that experience could be
getting refined today on the current hardware.