The best-selling UK video game during the first week of 2012 was FIFA 12. It was also last week's final top title of 2011.
Battlefield 3 edges past Modern Warfare 3 to claim second, with Call of Duty close behind in third.
Ubisoft boogie title Just Dance 3 was fourth, while Skyrim, the UK's Christmas number one, was fifth.
Chart stalwart Zumba Fitness shot up from 19th place to sixth.
Need for Speed: The Run, Saint's Row: The Third, Rage and Assassin's Creed: Revelations rounded out the rest of the top ten.
The full top 40 lies below this video of Wayne Rooney and a small dog.
| This Week | Last Week | Title | Platform(s) |
|---|---|---|---|
| 1 | 1 | FIFA 12 | PS3, Xbox 360 |
| 2 | 3 | Battlefield 3 | PC, PS3, Xbox 360 |
| 3 | 2 | Call of Duty: Modern Warfare 3 | DS, PC, PS3, Wii, Xbox 360 |
| 4 | 4 | Just Dance 3 | Wii, Xbox 360 |
| 5 | 8 | The Elder Scrolls 5: Skyrim | PC, PS3, Xbox 360 |
| 6 | 19 | Zumba Fitness | Wii, PS3, Xbox 360 |
| 7 | 7 | Need for Speed: The Run | PC, PS3, Wii, Xbox 360 |
| 8 | 6 | Saints Row: The Third | PC, PS3, Xbox 360 |
| 9 | 12 | Rage | PC, PS3, Xbox 360 |
| 10 | 5 | Assassin's Creed: Revelations | PC, PS3, Xbox 360 |
| 11 | 10 | Forza Motorsport 4 | Xbox 360 |
| 12 | 28 | Zumba Fitness 2 | Wii |
| 13 | 9 | Mario Kart 7 | 3DS |
| 14 | 11 | Mario & Sonic: London 2012 Olympic Games | Wii |
| 15 | 14 | Super Mario 3D Land | 3DS |
| 16 | 21 | Football Manager 2012 | PC |
| 17 | 15 | Sonic Generations | PS3, Xbox 360 |
| 18 | 16 | Kinect Sports: Season 2 | Xbox 360 |
| 19 | 18 | Rayman Origins | PS3, Wii, Xbox 360 |
| 20 | 37 | EA Sports Active 2 | PS3, Wii, Xbox 360 |
| 21 | 17 | Kinect Sports | Xbox 360 |
| 22 | 26 | Lego Harry Potter: Years 5-7 | PC, PS3, Wii, Xbox 360 |
| 23 | 25 | Lego Pirates of the Caribbean | 3DS, DS, PC, PS3, Wii, Xbox 360 |
| 24 | 23 | Halo: Combat Evolved Anniversary | Xbox 360 |
| 25 | 22 | Uncharted 3: Drake's Deception | PS3 |
| 26 | 13 | WWE '12 | PS3, Xbox 360 |
| 27 | Re-entry | Wii Fit Plus | Wii |
| 28 | 24 | Batman: Arkham City | PS3, Xbox 360 |
| 29 | 29 | Skylanders: Spyro's Adventure | 3DS, PS3, Wii, Xbox 360 |
| 30 | 36 | Professor Layton and the Spectre's Call | DS |
| 31 | 33 | Cars 2 | DS, PC, PS3, Wii, Xbox 360 |
| 32 | 30 | Moshi Monsters: Moshling Zoo | DS |
| 33 | 27 | Dance Central | Xbox 360 |
| 34 | 32 | Mario Kart Wii | Wii |
| 35 | 39 | The Sims 3 | 3DS, PC, PS3, Wii, Xbox 360 |
| 36 | Re-entry | Tintin: Secret of the Unicorn | PC, PS3, Xbox 360 |
| 37 | 20 | F1 2011 | PS3 |
| 38 | 34 | Dead Island | PC, PS3, Xbox 360 |
| 39 | 38 | Star Wars: The Old Republic | PC |
| 40 | Re-entry | Lego Harry Potter Years 1-4 | PC, PS3, Xbox 360 |
UKIE Games Charts compiled by GfK Chart-Track.
The first chunky Star Wars: The Old Republic update, patch 1.1, has been added to the public test realm.
It brings a new level 50 Flashpoint called Kaon Under Siege; adds four new bosses to Operation: Karagga's Palace; and alters open world PVP on Ilum.
Flashpoint and Operation bugs have been squashed, as have problems Jedi Knights were having during Kira Carsen affection conversations. "Hey, have you seen my Lightsaber?"
The SWTOR 1.1 patch notes are below, courtesy of the game's forum.
There's no word when this patch will be rolled out on the live servers.
The live SWTOR game is currently on patch version 1.0.2c.
General
Guard
Taunt
Jedi Consular
Shadow
Jedi Knight
Sith Inquisitor
Assassin
Sith Warrior
Imperial Agent
Bug Fixes
Bounty Hunter
General
General
Companions
Kira Carsen
Bug Fixes
Bug Fixes
General
Flashpoints
Cademimu
The Black Talon
The Foundry
The Battle of Ilum
The False Emperor
Operations
Eternity Vault
Karagga's Palace
Bug Fixes
Flashpoints
General
General
Missions
Imperial
Republic
NPCs
Bug Fixes
General
Warzones
Ilum
Bug Fixes
General
Huttball
Ilum
Maps
Items
Bug Fixes
Update 2: Wii owners can also now join in. The Netflix app is available to download immediately in the UK and Ireland via the Wii Shop Channel (thanks, Nintendo Life).
Update: Xbox 360 owners are also now able to download Netflix. The service is not yet listed on Xbox Marketplace, but searching via Bing will uncover the app ready to go (thanks to the eagle-eyed commenter Peew971).
Original story: LoveFilm rival Netflix has arrived in the UK and Ireland, offering unlimited streaming of movie and TV content via the internet.
The previously US-only service was switched on in Blighty over the weekend, following the roll out of its PlayStation 3 app.
Netflix's UK subscription costs £5.99 a month, or €6.99 in Ireland. Each subscriber gets the first month free.
That pricing matches the lowest price of existing UK movie rental and streaming service LoveFilm, although packages for that service vary, and unlimited streaming costs more.
Netflix plans to launch on more services in early 2012 - the company previously promised support for "a range of consumer electronics devices" in the UK.
In the US, the service is already available on PS3, Xbox 360, Wii and 3DS, as well as via PC and smart TVs.
Content on offer to subscribers includes movies such as 3:10 to Yuma, Pirates of the Caribbean and Battle Royale, plus full series of TV shows, including Arrested Development and Prison Break. It even has TOWIE.
The debate continues to rage boringly across the internet as to whether the PlayStation Vita's Japanese release has been a disaster. Some commentators have urged patience rather than wholesale condemnation of a faltering strategy. Others, including plenty of hot-tempered Nintendo 3DS owners, have declared the whole launch a massive botch. (Perhaps their argument is that it takes one to know one.)
But while you wouldn't want to bet on the success of a new handheld in these fearsomely competitive days of App Stores, tablets and Slide Circle Pad Pros, you can always bet your house that a new console from Sony, Nintendo or Microsoft will definitely mean at least one thing: a mini-game compilation. For PlayStation Vita, Sony looked to UK-based Bigbig, an offshoot of Evolution Studios, and the result is a game called Little Deviants. As these things go, it's perfectly agreeable.
As you might imagine, Little Deviants is as much about showcasing the myriad different functions of the multi-talented Vita as it is about keeping you entertained. Most of the mini-games use the touch-screen, plenty make use of the built-in gyroscope, and the splendidly named rear touch function is a regular participant. At one stage you're even invited to sing - or at least make noises at a few different pitches.
After meeting the titular deviants - squidgy, worm-like creatures who seem to have merrily arrived on Earth and then been attacked by killer robots from outer space - you quickly settle into a rhythm of completing mini-games to unlock rocket parts, although the Japanese version has almost no English text so I may have gotten this upside down and back to front. It's unlikely that your enjoyment of the game will be significantly heightened or lowered by understanding everyone's motive, however.
When it comes to dragging your attention around the Vita's many functions, Little Deviants is a perfect tour guide. The lack of English text merely draws attention to the intuitive nature of each of the console's functions, as you can quickly decipher what you're meant to do just by glancing at two or three icons denoting control styles before you begin. Aha, this one must be gyroscope. This one's got front and rear touch so there may well be some pinching. Yup yup. A couple of the more obscure mini-games, of which there are around a dozen, took a minute or so to figure out, but the process of deduction was actually rather entertaining. (Perhaps Sony should ship the European version in Japanese as well.)
"The quality varies, but the best mini-games could be cut out and packaged up as perfectly serviceable (and perhaps even highly addictive) iPhone or Android games."
The quality varies, but the best ones could be cut out and packaged up as perfectly serviceable (and perhaps even highly addictive) iPhone or Android games. There's a recurring one where you have to tilt the Vita left and right to direct a little deviant guy past obstacles - sea mines and sunken ruins in an underwater zone, or London buses and miniature equestrian statues at sea level - while collecting stars and boost icons that allow you to maintain distance from a giant robot fish that pursues you until you've snagged on things enough times for it to gobble you up.
In another, you have to roll around countryside vistas collecting stars before tumbling into swirling green warp gates, but control is by rear touch rather than front - you move your finger around on the Vita's rear end to lift up patches of scenery as if from below, which create hills that send your circular deviant hurtling across the grass. It's not the most comfortable method of control and takes getting used to, but as a brief few minutes of gameplay every half an hour it works rather well. Meanwhile, the several gyroscope-driven rolling games that involve navigating mazes or moving across networks of platforms and ramps collecting stars and avoiding robots are well executed and extremely responsive.
Age: 45
Nationality: Mauritian
Eye Colour: Grey
Quarbani wasn't my first buddy in Far Cry 2, just the first person I'd met in Africa I didn't actively hate on sight. He seemed to at least have a little dignity in the depths of his mercenary psyche. Maybe it was just that he didn't say a whole lot, or what he did say was the bare minimum needed to convey his message. In a world notorious for its absurdly fast-talking, verbose residents, Quarbani was a breath of fresh air.
When Far Cry 2 gives you a buddy, there's not a lot of fanfare. They deliver their hyperspeed dialogue about how we should all be looking out for one another here in the depths of Africa, and then you've got some prick who will ring you up before you do a mission with something borderline genocidal and most definitely approaching a war crime for you to do on top of that. It's that or a guy who'll save your life a dozen times, at least.
Quarbani was the latter kind of buddy, the one that saves your life. When you go down in a firefight, you black out, getting snatches of consciousness as your buddy rushes in to save you, blasting away at whoever plugged you while dragging you to safety. Then he gives you a shot of morphine, a pistol, and you clear out the bad guys together.
It's an experience that'll create emotional ties between men. It's not often that I have my life saved by a game character in what wasn't a completely scripted occurrence, and to have it happen multiple times over a few hours made me really bloody grateful to have him around. Thanks to Quarbani, I was all but immortal. I relied on him. Hell, I even began to enjoy his company, when he had the time to give it.
Quarbani Singh died while I was trying to steal some diamonds from a militia checkpoint.
I'd gone in way too hot, rather than picking them off quietly. It was because I was being lazy and I had enough arrogance because I'd done it before. Except this time I got hit by an errant grenade and went down, doing that whole blacking out, semi conscious routine. Quarbani saved me, pulled me out of the fire, and we finished them off, splitting up to deal with them more quickly.
When your buddy goes down in Far Cry 2 they let loose a flare. It's always a bit of a shock to see, because they're tough bastards, but you just give them a morphine shot and they're done. Maybe two if you've taken your time getting to them.
I ran over to the flare, knelt down beside him and jammed a shot into his chest. His fingers beckoned at me. He needed more. Another shot rammed home, and another beckon. I only had one left, but he'd never needed this much before. So I gave him another shot, and again, he beckoned.
Well f**k.
I didn't have any more medicine, and so my buddy was going to die. He'd saved my life numerous times, and I couldn't even get him back up. I could leave him here to bleed out, or I could end his pain with a bullet to the head. The game, and I, looked away and the gun fired. I closed his eyes.
He was the first.
Age: 36
Nationality: Northern Irish
Known Alias: The Mazeí
Frank Bilders, the ex-IRA nutcase who would do just about anything to get out of Africa and back to Ireland, including genocide, robbery, diamond heist and medicine destruction. Some really s**ty stuff. I never liked Frank, as charming as he was on the radio. Frank was a dick.
He'd always call me up when I was about to do another distasteful mission, giving me something even more unpalatable to complete, and I'd have to try and justify it to myself. More often than not I'd ignore him, but this time he was getting clear, getting the next plane out of Africa. I suppose I owed him that much.
I don't want to take blame for this one. My gun jammed, some piece of s**t AK-47 that I'd been using for far too long. It's probably my fault for not swapping to something that wasn't rusted through and covered in dirt, Far Cry 2's way of telling you your gun isn't worth the bullets you put in it, but firefights have a tendency for making you not really pay attention to the little things. A bullet has an amazing power to distract.
He was surrounded, and it'd just be a case of emptying a clip into them and he'd be fine. But the bloody gun jammed, and by the time I'd cleared the chamber he was dead.
So Frank never left Africa. The world is probably better off, but I've let down another person that didn't have to die.
Age: 40
Nationality: Haitian
Andre replaced Quarbani as my secondary buddy. He was ok, did the job, didn't screw up too often. He only lasted a few hours though.
I think he got run over by a jeep while I was leaving the area. The residents of Far Cry 2's Africa are homicidal, and while you can blaze through the checkpoints in a jeep, if any of them have transport, they'll chase you like no one's business. After going down and getting rescued, I'd cut my losses and hit the accelerator. Andre didn't make it to the passenger seat.
I didn't exactly stop to go check he was alright, mind. I just never saw him again.
Age: 35
Nationality: French
Hair: Blonde with a red bandana
Michele was annoying. I would've killed her myself if she hadn't taken a shotgun blast to the face in a militia camp somewhere.
Age: 24
Nationality: Chinese
Tattoos: Full sleeve Chinese Dragon on his right arm
He shouldn't even have been in Africa. What the hell does he know at 24? Idiot.
Got hit by a grenade.
Age: 48
Nationality: Kosovar Albanian
Known Alcoholic
Josip didn't die. How could he, when he had all these people sacrificing themselves to save his life?
I came to Far Cry 2 expecting intricate fire physics, a beautiful open world to explore and revel in, and a Heart of Darkness-lite story to tide things over. A standard shooter with a bit of extra weight on its bones, some freedom for the player, and the odd literary nod.
Thing is, Far Cry 2 managed to make me care about people I had no reason to care about. Nasty, amoral characters who cared about little more than themselves. Yet, because of the way the game worked, I built an attachment regardless.
And then, once all this had been done, it pushed me away, and made me care even less than I had when coming into the game. What's the point in investing in these people when they can die so easily? Why bother even learning their names, if the next grenade could finish them off? No, it's better to just take them for granted until they're gone, and then replace them with a new face.
Far Cry 2 taught me the emotional detachment of a mercenary, while at the same time holding up a mirror so that I could see this happening to myself. It's not perfect by a long shot, with its psychotic inhabitants driving hell for leather the instant they even get a whiff of you, but it's still the only game I've played that managed to really nail emergent narrative in a way that felt natural and involving.
Every one of my buddies died in an unscripted scene that was a direct consequence of my own actions, and my own mistakes. Their blood is on my hands. I caused that, and I then have to live with a reminder that I messed up in the guise of whoever replaces them.
You're not Quarbani, Andre, and so I don't care about you. You're not Quarbani, Michele, so I couldn't give a s**t. You're not Quarbani, Xianyong, and so I'm not going to watch out for you, to make sure you don't get killed.
The fact that guns can jam, that fires can start, that grenades can roll innocuously down slopes and staircases before shredding the surrounding area created a game world where these battlefield stories can occur. And at the same time, it establishes a set of rules that ensures there's drama - eventually. The player will die, at some point, and so you'll have that last minute rescue. You're going to get into a critical state and have to perform some battlefield surgery, pulling bullets out of your arm or some rebar out of your leg. Things go wrong, and stories emerge.
Despite all of the problems with Far Cry 2, the fact that it can do that sets it head and shoulders over most other games. If you can get over the constantly respawning checkpoints and accept the grimy undertones of each mission objective there's a game that embraces the unpredictable, and has decided to strip away the heroic bulls**t of other FPS games. It's a hard pill to swallow, but it's good medicine.
Last month's Digital Foundry article on the shortcomings of the Xbox 360's new, so-called "Metro" dashboard highlighted a bug that saw video playback washed out, emphasising compression artifacts and lowering image quality compared to the previous, perfectly serviceable video player. We also revealed that Microsoft appeared to be ignoring the feedback of its beta testers to the point of deleting reports of the issue, causing dismay from those who put their time and effort into road-testing the new update.
For reasons we'll go into later, media is primed to be a new battleground for games consoles going forward and it's no mistake that "Metro" pushes video playback as a key element. The rise of Netflix in the US has helped to define games consoles as a convenient means to stream from a massive catalogue of TV shows and movies offered by a growing range of suppliers. Support (of sorts) for the Bing search engine and YouTube also illustrates how the future focuses on accessing the internet via the TV. In effect "Metro" is positioning the Xbox 360 as a competitor against the next generation of Smart TVs we can expect to see appear this year, and, via its new Video Marketplace apps, as a one-stop shop for video content on demand.
It is a shame that such an important update for Microsoft should prove to have some very serious issues - problems that go beyond the previously reported washed-out video. It's safe to say that our initial blog caused quite a reaction, not least from other beta testers who asked us to investigate a range of issues, such as borked colour levels in gameplay and the removal of 1080p playback from the dashboard. The good news is that - as far as we have been able to discern - gameplay is unaffected by the new update, despite many reports to the contrary. We ran the Modern Warfare 3 brightness calibration tool on 360 consoles running dashboards old and new and found that the RGB levels were essentially identical when running on the same settings.
Unfortunately, reports that the dashboard video player's 1080p mode has been nerfed appear to be on the money. Video calibration tools put together by the AVSForum demonstrate conclusively that, while the Xbox 360 has no problem whatsoever decoding 1080p video, it is no longer being rendered in native resolution. To illustrate the issues, here we see the same full HD video being run on an older NXE dash at 1080p, and the new Metro offering at both 720p and 1080p. As you can see when clicking on the thumbnails, just about all the detail is being resolved on the older front end, but the Metro dash's 720p and 1080p images are effectively identical in terms of core resolution.
This test pattern demonstrates clearly that the old Xbox 360 video player could handle 1080p files at full resolution with ease - as can the PlayStation 3. However, the new 'Metro' dash seems to be downsampling to 720p.
The inclusion of PlayStation 3 provides an interesting reference. We set the XMB to full-range RGB and that's exactly what was delivered at both 720p and 1080p, but the same can't be said for the Xbox 360. A couple of points of interest arise here. Firstly, histogram analysis of the Metro renderings show that while 720p shows the basic 16-235 limited-range RGB playback, capture in 1080p shows that the colour range is different again - this time information does seem to be in the 0-16 range. This explains why the histograms from our Skyrim timelapse captures in our original article weren't the same limited-range RGB as the Need for Speed movie we created for testing. In short, the problem with colour reproduction isn't as simple as first thought - it's borked to varying degrees depending on the display mode chosen, and colour reproduction changes once again depending on how reference levels are set on your console (here we are using expanded, full-range RGB to match the capabilities of our capture technology).
Secondly, the fact that Xbox 360 owners can no longer play back their 1080p videos at native resolution via the dashboard player is bit of a blow, and is clearly a real problem for a console that is looking to beef up its media credentials. The issue appears to impact the dashboard player and all of the "apps" you can download to stream video, but the legacy code from the Media Center Extender still appears to work fine. Curiously the Extender has always operated in a standalone manner - 720p60 video playback was possible at launch, for example - but it took some time for the main dashboard player to catch up. The Media Center tool's photo viewer is also enormously improved over the dashboard's built-in effort, which adds a horrible blur to all photos and only supports JPEG.
Other services appear to be artificially limited in the new video marketplace apps. For example, streaming service Vudu offers 1080p24 movies via its "HDX" service but in its FAQ it mentions that "Xbox 360 is limited to HD only (720p)."
Once again, the 720p limitation was reported during the dashboard preview programme and in common with the video levels issue we have reports that Microsoft deleted threads that referenced it.
"I reported that 1080p scaling issue as a bug on the first day of the preview program and had a pretty good number of votes behind it before Microsoft deleted it without response," beta tester and AVSForum member Jeremy Anderson tells us. "I'm assuming they know and don't want to acknowledge it, much like the video level issue. Sure seems like if they're hyping the new dashboard's video apps, 1080p video would be a focus. It's a shame that there's no objective way to test whether their own Zune marketplace is playing honest-to-God 1080p video, since it would be pretty damning if their app is the only one that does."
Ah yes, Zune. The service offers 1080p streaming downloads - something that is emphasised in the front-end of the 113MB downloadable app - and does indeed appear to resolve full resolution, so as Jeremy Anderson says it does appear to be the only outlet offering full HD movie streaming. Here are a couple of shots from Rise of the Planet of the Apes, up against digital dumps from the Blu-ray version of the same movie acquired via a retail PlayStation 3. There is a quality difference of course - and clearly the washed-out video problem is pretty horrific in these examples - but we do seem to be seeing a full HD presentation, something Microsoft is denying users with their own movie files, and seemingly its video partners too.
While 1080p resolution is seemingly lost on most of the video marketplace apps, it still appears to be present and correct on Zune HD rentals as these Rise of the Planet of the Apes shots demonstrate. However, the washed out video problem remains.
So, what's going on? The obvious conclusion is that the SDK Microsoft is believed to have supplied to third-party video partners is limited to 720p only, leaving Microsoft's host service with a clear quality advantage. The message we draw from this is that the platform holder wants to expand the take-up of the Xbox 360 as a media-streaming device, but very much on its own terms with its own content getting the best quality, and the user's "homebrew" media not being given much importance at all.
Incorrect video levels are obviously a bug, but blatantly downgrading resolution looks very much like part of a strategy. As it is, the new dashboard's preview programme ensured that the issues were brought to Microsoft's attention. Now we wait to see whether anything will actually be fixed.
"They marked the threads we had on this as fixed shortly before closing the Connect bug report site for the preview programme, though the problem is hardly fixed," Jeremy Anderson says. "I'm hoping that this means a fix is on the way, but considering they deleted or marked as fixed all of the threads on this without comment, I'm not holding my breath. Seems low on the priority list for them."
Microsoft has since acknowledged "the community's feedback" in a very short message on the website, suggesting somewhat obliquely that the points put forward will be taken under "consideration for future releases" - a somewhat half-hearted response bearing in mind that in some cases the quality of service is being significantly impacted by bugs and resolution downgrades.
While the support for more media outlets on the Xbox 360 can only be a good thing, the apparent downgrade for homegrown video is a disappointment. In this respect the PS3 is more utilitarian, allowing for AVCHD content from HD camcorders to be burned to DVD and run with no issue on the console - something Xbox 360 could readily emulate but doesn't.
The new dashboard clearly repositions the Xbox 360 as more than just a games machine - its new feature-set is akin to the kind of functionality we expect from next-gen Smart TVs. A set-top box with an excellent games library is a compelling proposition for extending the console's lifecycle.
However, the acknowledged standard for homebrew HD video - h.264 video in the MKV container - remains unsupported on both consoles, despite being embraced by Smart TVs, standalone media streamers and even USB-equipped Blu-ray players. Microsoft and Sony will doubtless not wish to support pirate TV and movie downloads, but the MKV container is used by official DivX HD media precisely because it is the most versatile file format for HD video, offering support for subtitles and multiple video/audio streams; its usage for legitimate video will only grow. Its omission suggests that Microsoft would prefer to see us more as consumers of media rather than creators, and obviously it has no range of HD cameras it needs to support.
The new dashboard demonstrates that Microsoft's focus is on delivering more video content for 360 owners (apparently iPlayer is incoming at some point for UK users), while at the same time positioning Kinect as a meaningful media interface for the living room. In effect, Microsoft's strategy appears to be in repositioning the Xbox 360 to directly compete with the new wave of incoming internet-ready Smart TVs, particularly the long-awaited Apple display, apparently based on iOS with voice control powered by Siri - Steve Jobs' last great endeavor for the company before passing away last year.
We wouldn't be at all surprised to see Android make the transition across to the living room either. Perhaps next week's Consumer Electronics Show in Las Vegas will throw some more light on this, but the recent announcement that Samsung's Smart TV SDK now supports USB controllers suggests an interesting contest lies ahead: games consoles vs. games-capable, internet-ready TVs; two different delivery mechanisms each with their own strengths and weaknesses. Despite the bugs and downgrades, this is clearly a key area of focus for Microsoft, and with current-gen console prices set to fall still further, the holy grail of the 10-year life cycle may yet come to pass with the Xbox 360 and PS3 eventually transforming into set-top boxes with phenomenal games libraries.
When Sony gets hardware right, Sony really gets hardware right. Recent years have brought us a torrent of sleek, weighty iDevices from Apple, all unibody aluminium and smoky black glass, so perhaps it's timely for us to get a reminder of just how great Sony's industrial design is when it's firing on all cylinders. PlayStation Vita just feels right, in a way that few other hardware companies ever quite manage. It's got enough weight to feel expensive and yet it's perfectly balanced in your hands. The sense of holding something powerful, something premium, is your first impression of Vita. Sony does it again.
Or so you'd think. Personally, I think Vita is a wonderful piece of kit; Tom is head over heels in love with it. The nation of Japan, on the other hand, seems rather less enamoured. The tale of PS Vita's launch hasn't been the triumphant epic Sony wanted - instead, it's become a miserable little tale of trickling sales and an unconvinced public. Has Sony really miscalculated? Or is the gaming press, much of which has become so accustomed to putting the boot into Sony in recent years, exaggerating the situation?
Taken in isolation, the figures don't look great. Sony planned to ship 700,000 units of Vita for the Japanese launch period (that doesn't necessarily mean day one, and we're not sure how quickly those units actually made it onto shelves), but by New Year's Day the company had only sold through around 440,000 of those to customers. This isn't quite the embarrassing level of over-supply that the PS3 saw at launch - but given that half a million of those consoles are special editions of the 3G model with a hundred hours of 3G data access thrown in for free, which Sony expected to be snapped up very rapidly, it's certainly not a great start.
If we're looking for some context, the obvious place to look would be the launch of the original PSP - but that's not actually a very useful comparison, as it turns out. Vita sold about 325,000 units in its launch weekend, compared to 200,000 units of the PSP sold at launch in December 2004. That was a totally different kettle of fish, though - Sony only shipped 200,000 units of the PSP for the Japanese launch, and sold every single one it shipped. It's impossible to say how many more would have sold had there been more stock available, but it's worth remembering that the European launch of PSP ended up being delayed until the following September due to problems meeting demand in Japan and North America. With 160,000 units of Vita unsold in Japan as of January 1st, that seems unlikely to happen this time around.
Of course, if we step back for a moment, it's easy to see a positive angle to this. Last time Sony launched a brand new handheld console, the company over-reached itself in manufacturing, couldn't make enough of them to meet demand, ended up leaving Europeans high and dry for nine months, and to add insult to injury, also shipped a ton of PSPs with serious stuck pixel problems (and a few which doubled up as highly entertaining ballistic UMD disc launchers if you twisted the case the right way). Six years later, an older and wiser Sony has got tons of stock and consoles that actually work. Cue the press shouting, "Your console isn't selling out! You're doomed!" One could forgive Sony's senior execs for deciding to give up, renounce worldly things and go off to live in a temple somewhere.
That's the case for the defence, or at least the bits that don't involve Kaz Hirai shaving his head and sitting under a waterfall seeking enlightenment are the case for the defence. Unfortunately, there's a bit more of a case for Sony to answer, because the most relevant comparison for Vita's launch isn't really the PSP - it's the rather more recent arrival of the Nintendo 3DS, with which Sony increasingly finds itself going head to head for big game franchises and customers alike.
Oh yes, the 3DS launch. Remember that? Remember how everyone lined up to proclaim that it was a bit of a disaster? Well, they were right. Solid first week sales quickly crumbled into nothingness, 3DS games sank out of the charts and out of sight, and Nintendo was forced to do an abrupt and humiliating U-turn - dropping the price of the console dramatically, bringing forward a bunch of headline games to bolster the software line-up, and relaunching the marketing campaign.
"There's something reassuring for Sony in the tale of the 3DS. Yes, Nintendo had to lose a bit of face, and a whole lot of yen, in getting the 3DS back onto a secure footing - but the company managed it."
On one level, Sony execs must be looking back on that whole sorry affair with absolute horror, because Vita's sales figures right now look like nothing other than history repeating itself. Vita had a decent opening weekend (but crucially not as good as the 3DS' opening weekend was, which is a stick that writers and analysts will be beating Sony with for months to come), followed by a complete crash and burn in subsequent weeks, and fairly miserable software sales too. It's the 3DS all over again, despite Sony's confidence that its powerful, sleek, online-capable console would easily see it riding out the challenges that sank Nintendo's 3D gimmickry.
On another level, though, there's something reassuring for Sony in the tale of the 3DS. Yes, Nintendo had to lose a bit of face, and a whole lot of yen, in getting the 3DS back onto a secure footing - but the company managed it, and right now 3DS is doing fantastic business in Japan and around the world. All the people who said 3DS had a terrible launch were right, but all the people who predicted that this meant the console would fail and Nintendo was doomed were flat-out wrong. It's worth bearing that in mind next time someone starts measuring Sony up for a coffin on the basis of Vita's launch sales.
Do we have some concept, though, of what actually went wrong with the Vita's launch? Things might not be as bad as they seem, or as bad as some people are eager to paint them, but they're certainly not as good as they could be. Why didn't Japan rush out in droves to line up for PlayStation Vita?
There's no single answer to that question, but there are a number of factors which explain parts of the problem. One major factor is Nintendo itself, or more specifically, the 3DS. Bear in mind that last March, the 3DS launched in Japan for 25,000 yen - around the same as the PS Vita costs now - and by August it had dropped to 15,000 yen. That means that Sony is competing with a console that's got a bigger software line-up (including the promise of Monster Hunter and Pokemon titles on the way) and a lower price point, but perhaps less obviously it also means that Japanese early adopters just got seriously burnt by buying a new console at launch. Nobody wants to pay full price for Vita if it's just going to go the way of 3DS and end up 10,000 yen cheaper in a few months time, and that's going to be holding back demand fairly severely.
A second factor which might not be immediately obvious lies in Japan's mobile phone networks. The 3G model of Vita requires that you sign up with a mobile service provider, specifically NTT DoCoMo (Japan's largest mobile provider, and about the only one that Japanese consumers actually seem to like) and buy pre-paid time cards. This simply isn't something that Japan, which largely doesn't do pay-as-you-go mobile phones or prepaid data services for mobile devices, is used to, and with the prices for top-ups being pretty steep, consumers are likely to be waiting to see what kind of extra costs this actual incurs in real-world use before making a commitment.
Thirdly, software prices are definitely a problem. iOS and Android have conditioned us to see handheld games as cheap, throwaway commodities. DS games deliberately pegged themselves below the price point of full-price console games in an attempt to find a middle ground (although they're probably still too expensive). PS Vita games are really, really expensive, and it doesn't matter how much you jump up and down and insist that they're just PS3 games in a smaller box - that's not how it feels to gamers, and it's certainly not how it feels to their aching, battered wallets. Pricing needs to be fixed, or the games need to become so absolutely essential that we're willing to take the financial hit. Neither will happen overnight.
All of those are things that it'd be pretty tough for Sony to fix right now. Sure, it could cut the price (confirming the suspicions of consumers waiting around and probably ruining first-day sales of consoles in Japan forever), but Vita is a more expensive piece of kit to manufacture than 3DS, so it'd take a big loss by doing so. The more likely approach is to try to build the software line-up, convince consumers that a big price cut isn't coming, and sell a reluctant public on the idea of pre-paid mobile data cards.
Finally, though, there's something that Sony could actually fix - and perhaps surprisingly, it's the same mistake that Nintendo made in the early days of 3DS. Speaking to friends and colleagues in Japan, I've had one conversation about Vita, repeated over and over again. It goes something like this:
"Are you going to buy a Vita, now that it's out?"
"Yeah, maybe, but what's the difference between it and another PSP? It seems expensive..."
This is exactly the problem that the 3DS had with its early marketing - outside of core consumers who read game magazines regularly, very few potential consumers of the console actually realised that it was a whole new handheld platform, rather than just being a DS with a peculiar 3D screen. The same thing has happened to Vita; the Japanese marketing just hasn't made it clear that this isn't yet another version of the PSP, it's a whole new console. Fixing that will take clever marketing and lots of hands-on opportunities for players, but the first thing it's going to take is an acknowledgement that this is a problem at all. I'm just citing anecdote here, of course, and the plural of "anecdote" is not "evidence", but in Japan even more so than here in Europe, even core consumers aren't in regular contact with the games press, and it's easy to see how this mistake can be made.
It's worth saying it again - Vita is an amazing piece of kit. It's a core gamer's dream handheld console. If you're excited about it, you've every right to be, and shouldn't be too disheartened by lacklustre Japanese sales. For Sony, though, the reality is now clear - it faces the same uphill struggle in 2012 that Nintendo had to deal with in 2011, and the rude health of the 3DS will only make Vita's job even harder. Look on the bright side, though. For gamers, this means another year when the industry's giants go all-out to win your affections and your business. Let's not start reading the funeral rites for Sony just yet - instead, let's look forward to seeing how the company fights its way out of adversity.
More people logged on to Xbox Live to play Call of Duty: Black Ops during 2011 than any other game, Microsoft has revealed.
Call of Duty took the top three spots, with Modern Warfare 3 coming in second and Modern Warfare 2 in third.
Halo Reach followed in fourth, with Battlefield 3 in fifth.
12 out of the top 20 games were not released in 2011. The oldest title on the chart was Call of Duty 4: Modern Warfare, which was first released back in November 2007.
Here's the full chart as seen on Major Nelson's blog, based on global unique users:
Nelson also listed the Xbox Live Arcade sales chart, which saw Pinball FX2 come out on top, followed by Full House Poker and chart perennial Castle Crashers. 2011 critical darlings From Dust and Bastion finished in fifth and 13th respectively.
Here's the complete top 20, based on full versions purchased:
And for all those keeping score, here are the top selling Xbox Live Indie Games of 2011 too:
LittleBigPlanet developer Media Molecule poured cash into developing brand new products last year, in an effort to address its reliance on its PlayStation platforming franchise.
The Sony-owned Guildford studio's annual director's report, dug up by Develop, explained that its main business risks came "largely as a result of the company's heavy reliance on the one LittleBigPlanet brand name."
Duly, it's been spending big on new projects. According to the report, it made £3.44 million in profit during 2011 but spent £4.1 million on research and development.
"It is vital for Media Molecule to focus a high proportion of its resources on R&D to allow it to maintain its world leading position as a developer of innovative games," read the report.
The studio added that it must "remain at the forefront of technological advances, and must bring new and often risky innovations to market in products of the highest quality."
The report referenced significant investments in "leading edge physics and dynamics, rapid world creation from laser data, innovative routes to market via web based interfaces, 3D stereo-optics for advanced simulation, and use of 'hi-def' data capture and processing techniques."
The studio has already confirmed it has no plans to make a third LittleBigPlanet game, with responsibility for the impending Vita title passing to Double Eleven and Tarsier Studios.
Back in July last year, technical director Alex Evans explained the studio's decision to step away from the franchise that made its name.
"The point is, we're no longer a one threaded company," he said.
"That's really difficult for us, but we're doing it to keep it fresh. Because if you do the same thing all of the time single-threadedly, and that's it, you do end up getting stale.
"So what we've tried to do is almost pile things on. But as anyone knows who's worked in a growing studio, that's a dangerous place to go."
It hasn't yet confirmed the identity of its next project/s.
An online movement calling for a belated PC release for From Software PS3/Xbox 360 action RPG Dark Souls is gathering pace.
After a thread on publisher Namco's forums and a Rock Paper Shotgun follow-up piece stoked the coals, covetous PC gamers have since started an official petition which has picked up more than 7000 signatures in just seven hours.
The petition's mission statement reads:
"A port of this game has a high chance of being extremely successful for From Software and Namco Bandai. Given the sales of games such as The Elder Scrolls: Skyrim and The Witcher, there is a large market for games like this. PC gamers love unforgiving, hardcore games."
It also mentions that the added technical horsepower offered by desktops could make the game easier to play.
"A port may also mean that the area's in the game, such as Blighttown, won't suffer from slowdown. An online oriented video game is also perfect for the capabilities of a PC.
"Steam would also be suitable venue provided the game is sold at a reasonable price for a late port. Steamworks could provide a strong and easy to use online infrastructure."
We've approached Namco Bandai for comment and will update should it choose to offer one.
From Software's vicious adventure coasted into Eurogamer's recent Games of 2011 run-down.
"Not all games have to be for everyone, despite capitalism's persuasive whispering in the ear of so many publishers," wrote Simon Parkin in his Dark Souls reappraisal.
"Dark Souls is a game for players willing to advance themselves, not just their avatar; to learn and perfect a skill, to improve. In this way, it silently summons the demons of an entire medium, before shooing them away with its single-minded philosophy."