Eurogamer


Martin Hollis, creator of N64 classic GoldenEye 007, had to stop playing PS3-exclusive Flower because he found the experience too emotional.


Hollis, founder of Cambridge developer Zoonami, tried to play thatgamecompany's experimental downloadable title but had to put the controller down after experiencing an "upwelling".


"One of the interesting things about Flower was I couldn't play it because it was so emotionally provoking," Hollis told Eurogamer at the Nottingham GameCity festival last week.


"I couldn't play it properly because as soon as I controlled it I felt an upwelling and I had to put it down.


"That's an achievement."


Hollis was chatting to Eurogamer about the infamous games as art debate. Hollis argued that games are art if they leave a lasting impression on the player.


"Another example is Shadow of the Colossus, which I haven't played, because I've seen enough about it to know I wouldn't enjoy the feeling of killing those beasts," Hollis said.


"And yet still it's a part of me now, that game, even though I've made a considered decision not to play it.


"Again, an interesting achievement."


In the 2009 PSN game Flower players assume control of a gust of wind that blows petals around various lush 3D environments.


Hollis struggled to explain his feelings towards the game.


"There's something so magical that I'm not going to be able to explain that," he offered. "Getting analytical, I like the idea of holism and all of nature and humanity being a part of one whole.


"I don't see myself as a tree-hugging hippy, but nevertheless in another life I could have been.


"There's something very moving to me and the way the petals came together to be you, you suddenly leapt to the conclusion that that was you. That was unique and that was very moving."


Hollis, who has worked in the videogame industry for over 19 years, was head of software at famed UK studio Rare.


He was the director and producer of the critically acclaimed GoldenEye 007 and Perfect Dark, although he left Rare before Perfect Dark was released to work as a consultant on the Nintendo GameCube.


His last game was 2009 WiiWare title Bonsai Barber.

Video:

STAR WARS™ - The Force Unleashed™ Ultimate Sith Edition

Update: UKIE has released sales figures for the top 10 games. These show that leader Fable III sold 128,895 copies since launch on Friday - 6000 more than Fable II managed.

That makes Fable III the 13th biggest Xbox 360 launch ever. Halo: Reach, remember, is the largest.

Fable III also represents Microsoft's third Xbox 360 exlcusive UK all-formats number one this year.

Sales for the rest of the top 10 are as follows:

  1. Fable III - 128,895
  2. FIFA 11 - 75,703
  3. Fallout: New Vegas - 69,613
  4. Just Dance 2 - 58,375
  5. Star Wars: The Force Unleashed II - 56,054
  6. Medal of Honor - 48,650
  7. WWE Smackdown VS Raw 2011 - 47,785
  8. Professor Layton and the Lost Future - 45,470
  9. The Sims 3 - 28,624
  10. PES 2011 - 26,732

Original story:
Fable III is the new leader of the UK all-formats chart.


The Xbox 360 exclusive beat off challenges from fellow newcomers Star Wars: The Force Unleashed II (fifth), WWE SmackDown vs. RAW 2011 (seventh) and The Sims 3 on console (ninth).


Harmonix's fantastic Rock Band 3 spent a first week in 26th, with a significant 61 per cent of sales made on Xbox 360. The Sims 3 PC expansion Late Night arrived in 15th.


FIFA 11 held strong to take second, last week's leader Fallout: New Vegas was third and Just Dance 2 was fourth.


Medal of Honor occupied sixth, Professor Layton and the Lost Future seventh and PES 2011 rounded the chart out in 10th.

Rock Band 3's weak performance this week underscored a flagging music genre. Rival Guitar Hero: Warriors of Rock dropped again to 27th, and DJ Hero spent its second week down in 39th.

Vanquish struggled, too - dropping from 12th to 28th after two weeks on sale.

Video: This week's winner: Fable III. EG plays the first 15 minutes.
















































































































































































































This Week Last Week Title Platform(s)
1 New entry Fable III Xbox 360
2 3 FIFA 11 DS, PC, PS2, PS3, PSP, Wii, Xbox 360
3 1 Fallout: New Vegas PC, PS3, Xbox 360
4 5 Just Dance 2 Wii
5 New entry Star Wars: The Force Unleashed II DS, PC, PS3, Wii, Xbox 360
2 6 Medal of Honor PC, PS3, Xbox 360
7 New entry WWE SmackDown vs. RAW 2011 PS3, Wii, Xbox 360
8 4 Professor Layton and the Lost Future DS
9 New entry (re-entry) The Sims 3 DS, (PC, PS3, Xbox 360
10 9 Pro Evolution Soccer 2010 PC, PS2, PS3, PSP, Wii, Xbox 360
11 6 Wii Party Wii
12 7 Wii Sports Resort Wii
13 28 New Super Mario Bros. Wii Wii
14 8 F1 2010 PC, PS3, Xbox 360
15 New entry The Sims 3: Late Night PC
16 27 Forza Motorsport 3 Xbox 360
17 17 Red Dead: Redemption PS3, Xbox 360
18 20 Castlevania: Lords of Shadow PS3, Xbox 360
19 11 Halo: Reach Xbox 360
20 16 Wii Fit Plus Wii
21 14 Just Dance Wii
22 10 Dead Rising 2 PC, PS3, Xbox 360
23 15 New Super Mario Bros. DS
24 13 Toy Story 3 PC, PS3, Wii, Xbox 360
25 24 LEGO Harry Potter: Years 1-4 DS, PC, PS3, Wii, Xbox 360
26 New entry Rock Band 3 DS, PS3, Wii, Xbox 360
27 21 Guitar Hero: Warriors of Rock PS3, Wii, Xbox 360
28 12 Vanquish PS3, Xbox 360
29 19 Mafia II PC, PS3, Xbox 360
30 33 Mario Kart Wii Wii
31 30 Super Mario Galaxy 2 Wii
32 Re-entry UFC 2010: Undisputed PS3, PSP, Xbox 360
33 26 Super Smash Bros. Brawl Wii
34 31 Enslaved: Odyssey to the West PS3, Xbox 360
35 18 Call of Duty: Modern Warfare 2 PC, PS3, Xbox 360
36 29 Sports Champions PS3
37 New entry The X-Factor PS3, Wii, Xbox 360
38 32 Art Academy DS
39 25 DJ Hero 2 PS3, Wii, Xbox 360
40 22 Mass Effect 2 PC, Xbox 360
Eurogamer

Update #2: Xbox Live's Larry "Major Nelson" Hryb has provided on his blog a list of new features arriving in today's dashboard update.

Update: The UK Xbox Live autumn dashboard update is live now, Eurogamer can confirm.

Original story: The autumn Xbox 360 dashboard update is upon us; Microsoft's annual Xbox Live overhaul is happening today.


Specific regional timing hasn't been mentioned. Nothing appears to be available for a UK retail Xbox 360 right now.


This autumn update paves the way for Kinect, which launches in the US on 4th November and in Europe on 10th November.


The big feature for Europe is the Zune Marketplace, which allows music to be bought (individually or as part of a monthly Zune Pass subscription) and streamed through your Xbox 360. That's handy for people who have their console rather than their TV hooked up to their stereo.


Note, however, that an expired Zune Pass will make all of your purchased music unavailable until you reactivate.


Other improvements include a made-over dashboard interface, more realistically proportioned Avatars, better quality voice-chat, an in-dashboard keyboard and comprehensive wireless network support.

Video:

Eurogamer


Crytek UK is talking with various publishers about the possibility of creating a brand new TimeSplitters game, Eurogamer can reveal.


The studio formerly known as Free Radical Design is also discussing an original IP – a single-player and multiplayer first-person shooter – with publishers.


"We're talking to publishers at the moment about whether that's [TimeSplitters] a viable route or not," managing director Karl Hilton told Eurogamer at the GameCity festival in Nottingham last week.


"There hasn't been a TimeSplitters game for quite a while. Obviously TimeSplitters is a FPS with a strong multiplayer element. The question is, is that the way to go with another one, or should it go down a different route, or should we be developing a new IP altogether?


"It's down to us talking to publishers about what their interest is and where they see it going. If they're keen for a TS game, then we'd be happy to do one. If they'd like us to develop something new then we'd do that.


"Whether the TS is like the classic TS or whether the TS is a new imagined TS, that's the other thing to discuss with them."


While the game Crytek UK ends up creating is undecided, Hilton's comments are the clearest indication yet that gamers may one day see another TimeSplitters game.


And, according to Hilton, publishers are making positive sounds.


"Talking to publishers, everyone is aware of TimeSplitters. It's got a brand awareness that's really good. Its success in different markets was quite variable. So depending on who you talk to, they either look at it as a really successful product or as a product that was almost successful but could have done better."


More encouraging is Hilton's assertion that whatever happens, Crytek UK will retain the Britishness of the cult FPS series.


"The thing to watch out with something like TimeSplitters is it was a bit of a game of its time, but it was quite British. It had a sense of humour to it. These days it's difficult because the cost of developing the big budget games is so much now you need to have a broad market. You need to be trying to sell everywhere.


"So you've got to avoid making something that's too niche, that doesn't work, but at the same time you can't make something bland and generic because there are plenty of those. It's getting that character and personality into a game, but not disenfranchising a whole set of people who might otherwise buy it."


He added: "I don't think it's about sacrificing the Britishness. It's about working out with a publisher what's the characteristic and personality of the game. Every good game should have a personality. When you play it you should feel from the way it plays and the way it looks what it is you're playing, otherwise you can get a very mediocre product."


The last TimeSplitters game was Future Perfect, released in 2005. It was received well by critics – Eurogamer's Tom Bramwell awarded it 8/10 – but perhaps TimeSplitters 2, still one of the highest-rated FPS games on the PS2, is remembered most fondly.


"TS had a very high profile within the industry, among press and game developers and publishers," Hilton said. "That's great. And certainly within our team there's phenomenal enthusiasm for it and we'd love to do another one. But everyone realises it's a hard commercial climate out there, so you've got to do something that's commercial but still has integrity. That's the balance you're going to have to find.


"But yeah, we'd love to do it. We don't want to get self-indulgent with it. We want to produce something that speaks to a lot of people and a lot of people play. That's the best thing: when you make a game and it sells a lot of units, not from a financial view, but because it's great to see your product out there that people are enjoying it and playing it."


Last year Crysis creator Crytek bought Free Radical Design after it slipped into administration following lacklustre sales of PS3-exclusive Haze.


Free Radical was renamed Crytek UK and put to work on the multiplayer portion of Crysis 2 – due out next year. That work is now largely done, freeing Crytek UK to concentrate on what's next.

Nov 1, 2010
Eurogamer


Back in the days before the games industry became the unceasing, year-long money-making juggernaut it is now and when Sports Interactive's football management games still went by the name Championship Manager, the series' yearly releases would vary between major full-price products that signified leaps forward for the series (Championship Manager 3, Championship Manager 4) and reduced-price offerings full of tweaks and data updates (Championship Manager: Season 02&03, etc.). Of course, that was a long time ago.


One of the complaints many Football Manager fans have these days is that they simply can't justify paying full price for each yearly FM release. After all, many of them argue, new match engines aside, each new version can't be all that much more evolved than the last, right? Well, usually that would be a valid argument. But this year, things are a little different.


When it comes to ground-breaking new features, Football Manager 2011 is unlikely to have your ticker skipping like a three year old with a lollipop shaped like a bear. But thanks to a truckload of intelligent tweaks and a generous shovelful of innovative and well-integrated additions, it turns out that this year's FM is the deepest, most complete and cohesive offering Sports Interactive has produced for some years.


Whether it's the added slickness and detail of the 3D match engine, the exponentially more realistic and flexible player, press and board interactions, or the added tactical depth, married to a new-found accessibility that partially succeeds in opening the experience up to newcomers and AWOL fans intimidated by the franchise's complexity – Football Manager 2011 is worthy of your attention.


Let's not get too carried away just yet, because Football Manager isn't perfect. With such magnitude come the now-obligatory irks and inconsistencies, though thankfully there are fewer than in some previous years. There are times when some of the features contradict each other, and moments when little glitches leap out at you. Navigation is also a slight problem, with some key features hard to locate. But these issues are rarely terminal and are more than made up for by the game's staggering depth and impressive cohesion.


Perhaps FM 2011's most noteworthy and intriguing new feature is the increased ability to communicate with players, the press, agents and your board. Through a series of conversation topics and options, you can generate entire conversations on subjects such as areas of improvement, praise or admonishment for attitude or performance, pleas for extra funds and tapping up players.


The way these new features seamlessly meld with the game's existing mechanics makes them particularly impressive. Advice from your back room staff on how a player can improve seamlessly transitions into conversations with said squad member. Your staff member's recommended approach is even highlighted for your convenience. Of course, you can choose to follow or ignore each piece of advice. After all, you're the one who lives and dies by their decisions.


Agents now play hardball as you hold face-to-face talks, while players provide more detailed reasons for rejecting deals than ever before, even taking their representative's feelings into consideration, like their need for a second harp-shaped swimming pool in their Hawaiian villa. Try to force a player out of your club against their will and they may launch a hate campaign against you, either in the press or in the dressing room.









Never before have the personal wants and feelings of players and agents played such a prominent role, nor has the feedback regarding their feelings been so pronounced. Throw in improved press interactions, and you've got yourself an experience that requires you to think more carefully than ever about every decision and manoeuvre. You can even forge friendships, or launch character assassinations against other managers.


These enhanced communication features are a great first step to bringing the world of Football Manager to life in an interesting new way. Sports Interactive's next challenge will be to build on this by taking FM 2011's often generic player responses and colouring them with the real-life personalities of each player – as well as providing more detailed information about their disposition, character and motivations to enable you to fully understand the best way of dealing with each personality.


Amongst FM2011's other new features is a revamped training system. While this isn't a stand-out, it does provide a little more control over the disciplines your players spend their time practising. More noteworthy is the added control you have over match preparation. You can train players to specialise in unique formations for each encounter and concentrate on honing attacking, defending or how your team blends together, with detailed info displaying how comfortable players are with each tactic. Meanwhile, the enhanced post-match feedback furnishes you with more info than ever before regarding who's playing well, who's failing and, more importantly, why.


After the success of Championship Manager 2010's set-piece creator last year, it's positive to see a similar feature debuting here. However, rather than a system that lets you create bespoke moves that often don't materialise in matches, FM 2011's intuitive set-piece creator allows you to set up offensive and defensive set-piece instructions for corners, free-kicks and throw-ins, giving you far more control and flexibility over a wider range of situations.


The 3D match has also made some noteworthy strides, despite a few lingering animation problems. Goalkeepers in particular are far more realistic, moving with an agility more closely associated with professional net-minders than sacks of potatoes with rigor mortis. The sheer amount of information during games is immense, making this the most complete match day experience to date, with tactical and player feedback particularly impressive. Even if you're just watching key highlights, you always feel impressively informed about how a match is unfolding.


Football Manager 2011 is a behemoth of a game, one which makes a concerted (if not always 100 per cent successful) effort to make itself more accessible in spite of its increased depth and complexity. Many of its new features are cleverly integrated into the existing mechanics, while the value of others, such as the Dynamic League Reputation, will only become apparent from more extended playing time than this review allows.


The sum of FM 2011's parts is the most organic but more importantly, most believable man- and team-management experience the series has provided. Don't be expecting perfection, because you won't find it – but even if you own last year's version you should seriously consider investing in this follow-up, a recommendation I certainly don't make every year. And if you've been holding off purchasing a Football Manager game for the last few years, then this is the year to get back in the game.

9/10

Eurogamer


ERIC! 200 LINES! GET TO WHERE YOU SHOULD BE!


It still makes my blood run cold. It's not just the words, though their stark all-caps authoritarian tone is unmistakably that of an imperious teacher, immovable in his quest for corridor justice.


No, it was the sound that accompanied them, the sort of screeching strident electronic squawk that only the ZX Spectrum could produce. It set your teeth on edge, forced you to recoil from the keyboard, cursing the fact that you'd been found out, again.


Add in the fact that the admonishment came cloaked in an angry spiked speech bubble, its 8-bit colour palette leaking lurid red over the scenery, and you've got an in-game punishment that assaulted the senses on every front, perfectly recalling the stomach-sinking dread of classroom guilt.


We're talking Skool Daze, of course, a 1985 game that still stands as one of the crowning achievements of the British software industry's golden age. You played as Eric, the troublesome schoolboy who must somehow retrieve a bad school report from the staffroom safe before it gets sent home to your soon-to-be-disappointed parents. The combination to the safe must be coaxed out of the teachers, by making all the school shields flash at the same time – one of those arbitrary "just because" bits of game design that you really don't see any more.


What makes Skool Daze endure, and still elicit sighs of nostalgia from Spectrum owners, is the depth of the game world, small and rudimentary though it may be. For one thing, it was customisable and you could change the names of all the characters, including various teachers, the school bully, the local tearaway and the oily swot. For a game driven by adolescent wish fulfilment, the ability to drag your actual teachers into the fantasy was a stroke of genius, years before its time.


Even more than that, it had a life and personality of its own. The school routine carried on regardless of what you were doing, and the small troupe of truculent sprites would trudge to lessons or to the canteen at the sound of the bell. The bully would go around punching people. The swot would grass you up.


If you were smart, you could get one of the other NPCs to take the blame for your misdeeds, by ensuring the teachers saw them first. You could even vandalise the blackboards, typing rude messages on rubber keys that the teacher would wearily erase before starting their droning speech bubble lectures.


It's worth taking time to appreciate just how beautifully drawn the characters were as well. Each one really is a miniature masterpiece of economic design, using a handful of pixels to create distinctive and recognisable school stereotypes, all the better to populate its cheeky Bash Street meets Grange Hill milieu. The bully's crew-cut. The swot's chinless gawkiness. Mr Wacker's officious stride. All memorable, brilliant little details that reveal genuine passion and care in their construction.


Skool Daze was also notoriously difficult, with draconian punishments dished out repeatedly for harmless offences. Get 10,000 lines in one school day and it's Game Over, and since the teachers would continually dish out lines in random multiples of 100 until you got to where you were supposed to be, it took superhuman luck (and some skill) to make it through the school day, let alone hit all those bloody shields.









That's assuming you weren't stuck in one of the classrooms with not enough seats forcing you into a game of musical chairs, with lines dished out every time you unavoidably got knocked on your arse. It's funny, but at the time we didn't even think of it as cruel, punitive design, more an accurate reflection of school being so unfair.


That imbalance was corrected in the sequel, aptly titled Back to Skool and released the same year. It's rather revealing that the biggest changes were stuff around the edges, more ways to muck about rather than a drastic evolution of the core gameplay.


Stink bombs and water pistols were overdue additions to Eric's arsenal, while sherry could be added to the teacher's tea to get them drunk and pissed-up on booze. More importantly, we were introduced to the girl's school next door, and Hayley, Eric's girlfriend. A couple of playtime smooches were enough to convince her to do some of your lines, reversing the inexorable trudge towards expulsion from the first game.


With the expanded map came more ambitious challenges, not least the daring bike jump over the school gate that allowed you to sneak into the girl's school and release a mouse, causing a near riot. It's moments like that, more than any item-hunting gameplay objective, that live on in the memory.


And that's the real genius of Skool Daze, and one of the reasons why I still think of it as one of the precursors to the openworld template that so many games utilise today. The school itself is anything but open, but the game wisely stepped back and let the player dictate their fate by allowing you to do pretty much whatever you wanted within the narrow confines of its tiny world.


It's perhaps no surprise that it was Rockstar who finally brought the spirit of Skool Daze back to gaming with its 2006 educational opus, Bully. The game paid tribute to the pioneering nature of its predecessor with multiple distractions and ways to cause mischief, but the soul was missing. The move to an American public school was part of it, losing the innocent, ramshackle charm of a very British location, but it was also missing a sense of innocence.


The protagonist of Bully was cynical and cool, an anti-hero who could grow up to star in a blistering action game with guns and explosions. But Skool Daze was never about the cool kids. It was about the survival of Eric the everyman (or boy), a game steeped in the comic strips of Leo Baxendale, a self-contained alternate world where dinner ladies were ogres, plates were piled high with bangers and mash, and cheeky kids yelled "Ooyah!" as they received a final panel slippering for their errant behaviour.


That world has long gone, swept away by the Americanisation of British school life and the stifling regimentation of Ofsted reports and nationwide educational initiatives. Nobody does lines any more. Scrawling graffiti on an interactive whiteboard just isn't the same. Yet Skool Daze lives on as an echo, a quaint combination of post-war schooling and post-punk anarchy that flourished, briefly and brilliantly, in the parochial backwash of pop culture that was the 1980s.


That, perhaps, makes it a perfect nostalgia piece. It's less about how school really was, more about how we imagined it to be and for all its gameplay innovations, the culture that made it unique, that gave it personality, simply no longer exists.

Oct 30, 2010
Eurogamer

Published as part of our sister-site GamesIndustry.biz's widely-read weekly newsletter, the GamesIndustry.biz Editorial, is a weekly dissection of an issue weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.


There is a fairly popular line of gossip within the games business which suggests that the relationship between Sony Computer Entertainment and Sony Ericsson is not entirely a happy one. It's nothing but rumour, of course, and is rarely substantiated by any practical examples of this allegedly frosty relationship, but proponents of the theory do have one piece of evidence to fall back upon. If, they argue, the two divisions are truly seeing eye to eye, where on earth is the PSP Phone?


In this regard, the conspiracy theorists who suggest a rift within Sony have a point. The PSP technology has been linked to various mobile phone implementations over the years, but none have ever surfaced as actual products. It's a very obvious link-up, especially in the wake of Sony's creation of a digital distribution service for the platform. The very fact of its non-appearance does tend to imply that something is amiss.


To fall back again on industry scuttlebutt, it's widely held that the "something amiss" is that Sony Computer Entertainment has never been satisfied with the hardware Sony Ericsson has delivered - never content that the devices being designed lived up to the PlayStation branding.


That makes this week's leak of some pretty credible shots of a prototype PSP Phone extremely interesting. Interesting with a pinch of salt, of course - there remains every possibility that the device won't see the light of day, or will lose its PSP branding and distinctive button symbols along the way and become simply a game-focused Android handset without a whiff of PlayStation around it.


However, this is undoubtedly spiritually closer to a true PSP Phone than anything we've seen thus far - and that tends to imply that Sony is taking the concept more seriously than ever before. What that means internally is hard to judge exactly, but we can make some educated guesses about the barriers that have fallen - or are in the process of falling - to make this possible.


Firstly, there's the simple fact that Sony Computer Entertainment is no longer ruled with an iron fist by its engineers. The firm's executives happily acknowledge this cultural shift, which has brought sweeping changes in waves since the departure of Ken Kutaragi. One inevitable consequence is that opposition to hardware invented outside SCE is likely to have lost the power of veto it would once have held. As an engineering-led division, SCE would have hated the idea of a Sony Ericsson-developed platform carrying the PlayStation brand. As a software-led division, it can probably see the clear advantages of letting mobile phone engineers design mobile phones.


Secondly, there's Apple. I talk a lot about Apple in these columns, but not without good reason - the reality is that everyone in the portable gaming market is pretty obsessed with Apple, either as a massive new opportunity or, in the case of commercial rivals, as a terrifying new giant in the playground.


That applies to Sony more than most. Sony's battle with Apple extends across several markets, while in others the two maintain a slightly uncomfortable partnership. Sony Computer Entertainment has watched as Apple unpicked years of Sony dominance in the portable music player space, eroded a commanding position in the high-end laptop space, smashed Sony Ericsson's burgeoning high-end smartphone devices, and forced a new set of market conditions upon the firm's music and movie divisions. Now it's watching Apple stroll confidently into the gaming space, and it knows it has a battle on its hands.


If anything was ever going to get SCE building bridges to other parts of the company and learning the value of co-operation, it was this threat. In fact, it's not fair to single out SCE - the external threat of Apple is undoubtedly a powerful gelling factor for all of Sony's disparate divisions, many of which have been notably poor at co-operating with one another's initiatives in the past.


Thus, it's not hard to see how the marriage of PlayStation and phone could finally be on the way. The stars have aligned, if not technologically then certainly competitively - the ability to roll out PSP software on a phone handset is simply a competitive advantage that Sony must be considering seriously.









However, that's not to say that there aren't still major obstacles on this road. For a start, there's track record. You'd be forgiven for forgetting the last time that SCE put the PlayStation brand on a more general piece of hardware - I'd also almost forgotten the ill-fated PSX, until I ran into one being sold for next to nothing in a second-hand hardware store last week. Combining a PlayStation 2 with a high-end DVR system and various other media capabilities, the PSX was arguably a useful testbed for some of the PS3's media functions, but unquestionably a commercial disaster, and one which SCE would be justified in seeing as a stain on the PlayStation brand.


For another thing, there's the present status of the PlayStation Portable platform itself. While pledging ongoing support, Sony executives tacitly acknowledge that this is a platform which is winding down - even if it's being sustained pretty solidly in Japan by the likes of Capcom's Monster Hunter franchise, there's no question but that a replacement must be on the horizon.


Some speculation in the past has suggested that the next generation of PSP could solve the question of the PSP Phone for once and for all, by sweeping into the market fully equipped with phone functionality. In all likelihood, this would involve copying Apple's strategy by launching a phone product alongside a near-identical non-phone version (iPhone and iPod Touch, in Apple's case). It's a possibility that can't be ruled out for Sony, and one which would obviously involve SCE taking total ownership of the platform rather than simply working on gaming technology to Sony Ericsson. It would be a whole new set of competencies for SCE to learn - but as Apple demonstrates, that's not necessarily an insurmountable barrier.


However, what we saw this week doesn't fit that speculation. Although the PSP Phone prototype whose details were leaked across the internet was substantially more powerful than the present PSP, every indication was that the device was a derivation of the existing PSP rather than an indication of where Sony is going with the next PSP. Sporting a design deeply similar to the PSP Go, it would be a powerful Android phone that could also run PSP games, rather than a genuine evolution of the PSP platform.


So here's the real question mark in my mind regarding the PSP Phone leak - does it really make sense for Sony, probably less than a year away from getting PSP2 out into the public eye, to start building tech from the (pretty unsuccessful) PSPgo into phone handsets? One might argue that it could help to head off Apple's assault on the gaming sector - and certainly, a phone that can play Monster Hunter Portable would be pretty attractive in Japan - but the potential for a PSX style high profile failure which would pollute a future, PSP2-focused effort cannot be discounted.


One thing seems clear, at least, and that's that SCE and Sony Ericsson are most certainly talking to one another now. If there was ever an issue between the two sides of the business, the work that's been done on the prototype seen this week suggests that it's been resolved. No doubt the looming threat of Apple has helped to focus minds on both sides wonderfully - but a great many sceptics will need a great deal of convincing that their collaboration can buck the history of PlayStation's dalliances outside its core gaming market and create a platform that genuinely gives Cupertino some sleepless nights.

If you work in the games industry and want more views, and up-to-date news relevant to your business, read our sister website GamesIndustry.biz, where you can find this weekly editorial column as soon as it is posted.

Eurogamer


There's no price cut planned for the Wii this year according to Nintendo CEO Satoru Iwata.


Iwata told The Associated Press, "Of course, we cannot say it will never happen, but we are not thinking of it for the near future."


However, he did concede that a purchase incentive was required to attract new buyers.


"Those who really wanted it would have already bought it," he explained, "so now we need to reach those who considered it but never got around to buying it."


Iwata believes that incentive is coming in the form of the recently announced red Wii bundle, which adds New Super Mario Bros. Wii, the original Donkey Kong and a Wii Remote Plus to the standard Wii Sports package.


Nintendo's Christmas games line up for the Wii includes Donkey Kong Country Returns, Wii Party, GoldenEye 007, Epic Mickey, Sonic Colours and Just Dance 2. Japan and the USA also have Kirby's Epic Yarn, though Europe has to wait until 2011 for that.


Investors will be hoping Iwata's strategy is the right one. Sales of the Wii, which currently retails for around £150, have shown steady decline of late.

Eurogamer


Don't expect Nintendo to follow Sony into the smartphone market – it's just not interested, according to NOA president Reggie Fils-Aime.


Reggie told Forbes, "Certainly we are adding more and more elements to fill out the experience and take away more and more time from competing devices. But our handhelds will always lead with games.


"3DS content will be dramatically unique to our platform, because I don't think a smartphone manufacturer will invest to put a 3-D parallax screen in their device and not have the content to bring it to life."


His comments come in the wake of persistent rumours that Sony is readying a PlayStation phone.


Fils-Aime also explained how Nintendo plans to stay ahead of smartphone overlords Apple – its self-proclaimed biggest rival. It's all about the games, apparently.


"What I have on Apple is content, because it's our content," he said. "That will give Nintendo a long-term competitive advantage."


That premium content he's bragging about no doubt includes mooted 3DS launch titles Legend of Zelda: Ocarina of Time, Pilotwings Resort, Steel Diver and Nintendogs + Cats.


The 3DS launches in Europe in March 2011.

Eurogamer


From Software currently has no plans to start work on a sequel to its critically acclaimed PlayStation 3 action RPG Demon's Souls, producer Takeshi Kajii has revealed.


Kajii told The Guardian, "At the moment, my answer is 'no sequel!'"


Dry your eyes though – he wouldn't rule out the prospect of revisiting the franchise at some point in the future.


"We have been encouraged by all the players, and this title is so well supported, and besides we like this title so much... Well, this is my own feeling, but I think one day we could bring you another Demon's Souls."


Demon's Souls was granted a belated European PlayStation 3 release earlier this year after terrorising Japanese and US gamers with its brutal, brilliant gameplay.


Eurogamer's Keza MacDonald dubbed it "deep, intriguingly disturbed and perversely rewarding," awarding it 9/10.


In other news, last week a resourceful Japanese gamer figured out a way of beating the game in under an hour. Elsewhere in the interview, director Hidetaka Miyazaki explained that it didn't bother him that gamers were using exploits.


"It was not intentional, and if we had discovered it during development we would have corrected it. However, now that some remain in the final game, I think that these exploits have become part of its flavour.


"Of course, this will be taken in consideration for future versions, especially those instances which are not exploits but bugs that prove to be a disadvantage for the players."

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