Wednesday, February 28, 2007

History and Role of Media in Society

Last week, Hikari posted an editorial about changes in information transfer and media. This week we've learned, courtesy of kotaku.com, that Frontline has created a four hour special called, News War. The program examines the political, cultural, legal, and economic forces challenging the news media today and how the press has reacted in turn. Kotaku and blogging get mentioned in the program.

Watch News War on the official Frontline site. Part 3, 19 focuses on online media.

Link

Reuters Article on PS3 "Shortages" in North America

Mirroring what Hikari has been reporting for month's now, Reuters has been quoted with the following:

Consumers and analysts have praised the PlayStation 3's graphical prowess and potential, but they have also raised concerns about its high price, a weak line-up of current games and what has been perceived as arrogance on Sony's part about the desirability of its flagship product.


In North America in January, Sony sold 244,000 PlayStation 3s, compared to 294,000 for the Xbox 360 and 436,000 for the Wii. With systems still on store shelves, and Microsoft outselling Sony, we're not sure if the "shortages" are a real problem.

Read the entire article here: Yahoo News

Weekly Sales Charts, Japan

This week has Nintendo taking all but the top two slots. But no game even came close to Monster Hunter 2nd's numbers. To say the game sold well would be an understatement.

Sales figures from 2/19~2/25

1. Monster Hunter 2nd
2. Higurashi No Naku Goro Ni Matsuri
3. Fire Emblem: Goddess of Dawn
4. Sim City DS
5. Professor Layton and the Mysterious Town
6. Wii Sports
7. Naruto--Shippuden Gekitou Ninja Taisen
8. Dragon Quest Monsters: Joker
9. Wii Play
10. Picross DS

Source: Media Create

Final Fantasy Advent Children Limited Edition Collector's Set


While Japan will be receiving the Blu-ray, "Final Fantasy: Advent Children Complete" sometime later this year, on February 20th, the US was treated to a double-dip version of the CG movie. The update includes the following:

  • Available Subtitles: English, Spanish, French, Portuguese, Korean, Chinese, Thai
  • Available Audio Tracks: Japanese (Dolby Digital 5.1), English (Dolby Digital 5.1)
  • Deleted Scenes
  • Featurette: Reminiscence of Final Fantasy VII
  • Featurette: Venice Film Festival Footage
  • The Making of Advent Children with English cast interviews
  • Theatrical Trailers
  • Anime Special: The Last Order
  • Bonus Script
  • Bonus Book
  • Bonus Postcards
The new additions make this one similar to the limited edition released in Japan in 2005, with the greatest selling point being, The Last Order: an anime feature providing more depth to the relationship between Cloud and Zack. We'll have a review of FFACVII Complete after its release.

For now, read Hikari's original review of Advent Children below:

Final Fantasy VII: Advent Children
A 3D CG Movie That Falls Somewhat Flat

I will preface this review with the admission that I am an avid player of RPGs and a big fan of the Final Fantasy game series. Having played Final Fantasy VII numerous times, I am quite familiar with its story and characters. I use that knowledge only when it is relevant to its successor at the plot level. This is a review of FFVII: AC based on its merits as a film and not as a fanboy’s paradise.

The film opens where Final Fantasy VII left off—500 years after its main events. We are treated to visions of the future, with Nanaki (Red XII) and his apparent offspring running to see the now idyllic scene of what was once the industrial wasteland, known as Midgar. It felt as if this had no other purpose other than to re-familiarize us with the emotions of excitement that gamers had while playing and completing the original game. It re-assured us that this is indeed Final Fantasy VII. To those with no formal background with the game, this scene would have lost its poignancy and thus I found it unnecessary.

At this point (if he hasn’t already), one must come to the realization that the movie assumes you are familiar with the game. Although the movie does include an opening review and a featurette that quickly glosses over key points in the game, it is not enough to elicit the emotions one had while actually playing the game and watching its story unfold. This is one of the film’s major downfalls: Not only does it expect you to understand the story’s background, but it also hopes that you have invested emotions in its characters.

Rewind 498 years. We are introduced (or re-introduced) to Tifa. She and Cloud have started a delivery service of sorts. Marlene is there. Do we know her connections to Tifa? Who is Tifa for that matter? Other than the fact that she is hot for a CG character, do we care about her? If you played the game you might but her character development in this film was nowhere to be found.

Moving on we see Cloud riding along on his ultra-sleek motorcycle, named Fenrir (a little tribute to Final Fantasy summon magic). We’ve just discovered that Cloud is afflicted with a semi-mysterious illness that has permeated the land and has also infected Midgar’s children. Oh heaven’s no, not the children!

Cloud has flashbacks to Sephiroth. Do we know who he is (other than what we saw in the short intro)? Does it matter?

We are then introduced to three new characters: Team leader, Kadaj, Brawny Roz and one more Sephiroth clone that is so irrelevant that the only thing I can remember about him is that he is overly effeminate.

The next scene provides us with the first of sequences that demonstrate the film’s technical prowess. Cloud and the boys engage in battle. These scenes are wonderfully rendered and choreographed. This is what the film is about--showing off its CG goodness. I must admit that my eyes were treated to many visual delights and got a solid workout trying to capture all that happened during these frenetic screen moments. My mouth was agape and my senses were stimulated.

For whatever reason, the line, “kaasan wa doko da?” won’t stop reverberating in my mind; maybe for its sudden delivery. Then again, maybe it’s because we discover that the boys are searching for their mommy.

Once the battle sequence ends, we learn that Cloud has been summoned by a shrouded figure, in collusion with the Turks, ostensibly to make a delivery. Yeah, the Turks, Reno and Rude. They provide some amusing comic relief throughout the film. Cloud is disinterested in the offer. Later, Kadaj pays a visit to our shrouded mystery man and demands his mother back. We learn that the mother he is searching for is Jenova, the “mother” of Sephiroth and the destroyer of civilizations. The boys plan to resurrect their elder brother, Sephiroth and lay waste to a damaged planet just beginning its healing process.

To help realize their goal, Kadaj and the boys recruit the children, afflicted with what turns out to be part of Jenova’s DNA. Cloud attempts to save the children and we are then gifted by the appearance of other FFVII cameos.

To expedite matters and avoid too many spoilers, I’ll provide a quick rundown of further plot points:

Tifa gets into a skirmish with Yazoo

Cloud talks (metaphorically, maybe) to Aeris.

Kadaj summons what appears to be Bahamut, and a battle, including all main FFVII heroes, ensues.

Jenova is reclaimed.

There is a battle with Sephiroth.

To be fair, I imagine that this movie was made solely for the fans and the battle scenes and CG do not disappoint. Unfortunately, as a fan and a movie-goer, the plot left me with a “so what?” taste in my mouth. The story added nothing to the series and the movie was nothing more than a spectacular visual orgasm for the senses. The cliché Japanese over-acting elements that are prevalent in most TV dramas are present here as well. They can be easily overlooked in anime but not in a CG movie that steps too close to copying human expression. Yes, these characters are super-human, but so is Spiderman. Tobey Macguire added a sense of realism to the character. The overly melodramatic components and the over-exaggerated features (I am not referring to their "powers" when I say this) of the characters does not work in this.

When going in to watch this DVD, enjoy it for its action, for its nostalgic factor, and for its escapism qualities. After some consideration, I hesitate to call it a film because it feels more like a game that you are not in control of. The visuals are there. The characters are there. Unfortunately, the story to drive you is not. Overall, it's a fun ride, but this is no movie. Maybe it’s just the evolution of gaming.

Thursday, February 22, 2007

Weekly Sales Charts, Japan

Here are the top ten selling video games in Japan from the period of February 12~18:

1. Professor Layton and the Mysterious Town
2. Tales of Destiny 2
3. Bleach DS 2nd (Requiem)
4. Death Note: Kira Game
5. Soul Cradle: World Eater
6. Picross DS
7. Dragon Quest Monsters: Joker
8. Wii Sports
9. Wii Play
10. Tohoku University Research Center: Big Brain Academy

Virtua 5 has dropped to number 25, while Nintendo continues to hold on to most of the top spots.

Click here for official numbers from Media Create.

It's Official: Old People Love the Wii!

...at least, here in the U.S. The Chicago Trib is reporting that the Wii is a big hit with the geriatric set.




Evidently, old-timers are getting a kick out of using the Wii's much-lauded controller, particularly enjoying games like Wii Sports' bowling.  One nursing home recently set up a Wii in a common area, where senior citizens gather after dinner to geek out.

"I've never been into video games," said 72-year-old Flora Dierbach last week as her husband took a twirl with the Nintendo Wii's bowling game. "But this is addictive."

[...]

"We'll even have a fan for people to dry their hands before they bowl," said Dierbach, head of Sedgebrook's entertainment committee.


Nintendo seems to be embracing the attention given the Wii from the older crowd.  According to this piece in GameDaily Biz, Nintendo marketing executives approached AARP about demoing the Wii and DS at a recent convention.

EGM also recently ran a feature in which the writers sat down with several elderly folks to try out some of the games. The reception was generally lukewarm, if pleasant.

New Fire Emblem


On February 22nd, 2007, Fire Emblem: Akatsuki no Megami (Goddess of Dawn) was released for the Wii in Japan. The game appears to be faithful to the previous Gamecube build. Though a simulation RPG, and not an action RPG like Zelda, it should still satisfy gamers looking for something to play post Zelda.

Official sales figures have yet to be released but amazon.co.jp's best seller list currently places the game at number 12. Check the official site for more details.

Link

Heisei Fuzoku

Prostitution for the Heisei Period, or something like that. That is a rough translation for the title of Ringo Shiina's latest addition to her discography. Released on February 21st, the new album has her collaborating with conductor, Neko Saito and his orchestra. As is often the case with Shiina, the album travels between musical genres; this time touching on elements of rock, lounge music, and electronica, all with a jazz slant.

The first song, Gamble, fuses rock and orchestration to create a symphony that ultimately crescendos with Ringo's powerful voice. Stem once again makes a Shiina Ringo album, sounding very similar to her jazzed but mellow DVD version. There is nothing new to be heard here.



The pace picks up on Sakuran, a song named after the upcoming manga movie, where Shiina worked as musical director. The song features a long piano solo and horns that make it reminiscent of a 70s show tune. The signature Shiina Ringo voice makes a strong presence here.

Hatsukoi Shojo has her voice masked and muffled, giving it a distant electronic sound. The music here, entrenched in electronica and strings, would not feel out of place in any new next generation game title.

Papaya Mango could have easily been stolen from a lost Tony Bennet or Frank Sinatra collection with Ringo's voice track recorded later and laid on top. Here though, her distinctive voice adds a new twist to the former crooners' styles.

Ishiki is another throw away: a good jazz rendition but we've heard this before. In fact, there are a total of 6 songs that have made appearances on other albums and DVDs but have either been rehashed or slightly tweaked and added here.

Karisome Otome (Tameike Sannoh version) is string heavy and palpably different from its acid jazz original. For this version, she chose to sing in English with words delivered much more deliberately. It adds strength to her conviction.

Oiran is experimental electronica. Again, Shiina choses to alter her voice to combine with the music and create an experience that can best be described as a surrealistic journey through space.

The album appropriately concludes with the Sakuran ending theme, Kono yo no Kagiri. This is a very upbeat sounding show tune. Though very removed from typical Shiina style, she collaborates with her brother, Junpei, to create a sound that inexplicably puts a smile on your face.

While Ringo chan has composed an album sure to please her die-hard fans, with a price tag of $26.20, it's hard to recommend it to those casual fans, who already own her previous works. Not only is this a departure from her earlier rock days, but there are too many songs that are being repeated here. This one is for new comers and loyalists only.
Click the link below for purchasing details.

Death Note Media Blitz


First came the manga serialized in Weekly Shonen Jump about a boy who finds a notebook capable of killing simply by having the specific person in mind while writing his name in it. The story contains a fair amount of complicated exposition and character development, very uncharacteristic of a mainstream shonen manga. Even with that, Death Note went on to become a sleeper hit. Perhaps it was the intriguing story line and impressive artwork that propelled Death Note to fame beyond typical Shonen Jump readers. Despite its continued success however, Death Note ended in 2006 with a total of 12 volumes and a special edition that breaks down the story and characters in minute detail. Like many manga before it, its popularity naturally spawned a live-action movie.



Hollywood giant, Warner Brothers, was responsible for the films' production and distribution in Japan. It was released in two parts and took certain departures from the manga. In particular, each half had its own original ending as well as the introduction of characters not included in the manga's storyline. The films went on to achieve commercial success in Japan and were enjoyed by fans and non-fans alike. The DVDs for the films, Death Note and Death Note: The Last Name, will be available on March 14, 2007. They can be purchased on amazon.co.jp for 2,678 yen each.


The Death Note craze didn't end there: merchandising, related novels, and as with all well received manga, an anime adaptation. The anime follows fairly closely to the manga's original storyline and airs in Tokyo on NTV every Tuesday at 12:56 am. The show is currently on episode 19.

(Late night anime in Japan is as common as talk shows on late night American TV. What does this say about cultural differences and audiences?)

The anime DVDs have been released monthly since December of 2006. A soundtrack is also available. Click for DVD/CD details from the official NTV Death Note page.

Of course, what would all of this anime/manga/movie love be without a video game tie-in?


On February 15th, the Death Note: Kira Game, was released for the DS: the next logical step in the Death Note marketing campaign. In Kira game, the player takes up the role of either Light or L (Ryuzaki) in what Konami is calling a "communication mystery." Your character's goal is simple: Discover your opponent's identity and administer justice. You can do this by speaking with other NPCs, and how you interact with them will determine certain outcomes. Click on the link below to access the official website and game videos.

Link

Tuesday, February 20, 2007

Games and Media


Back in the early days of consoles, gamers didn’t have many sources to turn to for the latest relevant news. Once the Atari, Commodore 64, Intellivision, and other systems of that age became household names, publishers began to realize the then niche market and created a few game related magazines that mainly focused on puzzles and basic programming. Unfortunately, the popularity of game consoles began to wane in the 80s and the industry headed on a path to extinction. That is until Nintendo released its Entertainment System (Famicom) in the mid 80s.

Nintendo had the foresight (or marketing prowess depending on your perspective) to understand that gamers wanted to be informed. Nintendo Fun Club, which later became Nintendo Power, delivered game fans with the detailed information about games that they craved. Nintendo managed to revitalize the ailing gaming industry and created a sensation that has today grown even larger than Hollywood. At the same time, they inadvertently forced the birth of a new branch of media, one related to gaming entertainment.

Numerous gaming magazines began to sprout up in the late 80s and 90s. Gamers had an outlet where they could air their opinions, learn new information about upcoming titles and get maps and walkthroughs to help them beat games. Game journalism was born. Consumers were more educated about games than ever before. Long gone were the days when games would be purchased solely on the attractiveness of the box and the pictures on the back. Gamers now knew what they wanted and this helped make games better. Game creators were forced to appeal to their audience and their audience had a vessel with which to communicate.

Once the mid 90s hit, information was ported into a new age. The Information Super Highway was to be the new method of gathering and disseminating information. News agencies naturally made the move to provide up-to-the-minute news to their audiences. Gamers no longer had to wait a month for the next publication. They didn’t have to listen to word-of-mouth accounts that had no major credibility. Gaming news was there, online, 24 hours a day, uniting gamers worldwide.

While the game magazines had proven to be helpful tools for game companies to understand what gamers wanted, perhaps the expedition of the Internet has become a bit of a thorn.

Rumors can spread fast. Leaked information can be damaging. Easy access to thousands or even millions of dissenting voices can potentially damage sales. Has the new method of information transfer become an encumbrance for the gaming industry? A more pertinent question to ask is: How does this affect the games they make?

This is a difficult question to conclusively answer but a good one to ponder nonetheless. Take for example the PS3. Original hype and expectations moved systems. The media outlets wrote favorable articles and were as anxious as gamers. But what is happening now? There is a real lack of system-selling games on the market and no killer-aps scheduled until Metal Gear Solid 4 and Final Fantasy XIII hit store shelves. People are waiting. But is it the sense of collectivism that is keeping them from buying? So many articles of late, in both Japanese and in English, have included or at least alluded to the fact that consumers are waiting to purchase the system. Has that kept other gamers from buying? The Sony marketing machine has been quiet and the game magazines and Internet forums are picking up the slack. Of course there are positive reviews out there as well. The system is no doubt a powerhouse with potential to bring gamers the best in the next generation of gaming. This brings us to yet another question: Why didn’t an excellent title, a perfect arcade port, like Virtua Fighter 5 sell more?

There is no hard evidence to support an answer here. Could it be the lack of media on Sony’s part? Gaming magazines gave glowing reviews to the game. A search on google.co.jp reveals over 1 million links. However, many of the top links related to the home version include information that takes away from the PS3 version; namely that it will also be made for the Xbox 360 and that it didn’t sell as well as it should have. To its credit, the game managed to reach number one on the charts last week, with reasonable numbers. Perhaps the media has created a set of expectations too high for systems. Must systems always be sold out to be considered successful? Is the problem related to the emergence of blogs and editorials without rule? Are consumers following a natural trend to fit in with what they see or perceive to be real, a trend often attempted to be artificially created by marketing managers?

One could argue that this type of trend benefits gamers by forcing companies to make games the public wants. But what happens when good games like Virtua Fighter 5 go unnoticed? VF5 is by no means a failure. Neither is the PS3. But how much of a negative impact is the speedy transfer of news having on gamers’ decisions to make purchases? For now, we can only continue to observe and search for answers.

Monday, February 19, 2007

Top 5 Gadgets You Shouldn't Buy

Smart Money has made a listed of gadgets that consumers should wait to buy. Most of these should come as no surprise to the informed buyer, but may be worrying to Sony, who are part of at least the top two. Microsoft's Vista comes in at number 4.

Read the article here:

Link

Sunday, February 18, 2007

PS3 Ranking on Amazon Japan

Inspired by an article on kotaku.com about the PS3 and how it ranks on amazon.com's Best Seller List, Hikari has decided to do the same for Japan.

Both amazon.com and amazon.co.jp have a Best Seller List that updates every hour. At the time of this writing, Nintendo merchandise is dominating the top spots and the PS3 is listed at number 68. That places it below a Dreamcast title and only a number of spots above the Xbox 360 game, Idol Master; a game that allows players to act as music producers trying to turn their clients into idol superstars.

Click the link below to see why this is a real surprise. (Maybe Amazon is only for otaku)

Idol Master

Amazon Best Seller List

Saturday, February 17, 2007

Update: Game Rankings for 2/5~2/11

Official sales numbers published by Media Create show that Virtua Fighter 5 has taken the number one slot with a total of 48,346 units sold during the period ending on February 11th.

To put this in perspective however, the number 2 game, Wii Sports, managed sales figures of 45,897 after over two months on the market. What is keeping this great arcade port from making higher numbers? Is it the lack of online play? Are PS3 gamers not fighting game fans? What does this mean for future Grade A titles released on the PS3? Keep your eye on Hikari for more gaming news from Japan.

Game Rankings

1. Virtua Fighter 5
2. Wii Sports
3. Wii Play
4. Tohoku University Research Center: Big Brain Academy
5. New Super Mario Bros.
6. Grand Theft Auto: San Andreas
7. Burglar Wario the Seven
8. Bokujo Monogatari: Kimi to Sodatsu Shima
9. Luminous Arc
10. J. League: Make Your Own Soccer Club

Link

Wednesday, February 14, 2007

Voting Channel


Nintendo continues to encourage interaction by offering new channels for its Wii console. On February 14th, the Wii in our offices here in Tokyo was breathing its blue pulse to alert of us of the latest offering, the voting channel.

This free download enables users to specify the prefecture in which they live and then answer fairly innocuous questions ranging from whether you own a pet to which type of noodles you prefer. There is even a category that will have votes tabulated worldwide. After making your choice, you can try to predict which answer will come out on top. It's a simple concept but fun and attention grabbing nonetheless.

Click on the link below to get more information on Wii channels from Nintendo (Japanese).

Tuesday, February 13, 2007

Virtua Fighter 5: Fighting for its Life


What was expected to be one of the highest selling games in recent times for the PS3, Virtua Fighter 5 was released in Japan on February 8th to a lukewarm response.

Even with Fumitsu placing VF5 in its platinum category and hailing it as an exact arcade port, it managed to sell only 30,000 copies in its first day on the market, falling far below projections. While some thought the game could be a considerable asset in persuading consumers to purchase a PS3, VF5 ended up selling less than half of what Dead or Alive 4 sold in its first week. There is still plenty of time for numbers to grow, however when one considers that the Xbox 360 had only 80,000 units in homes when DOA was released, while the PS3 has already sold 600,000, the figure of 30,000 appears even smaller.

According to Akiba blog, a blog related to gaming and the otaku paradise, Akihabara, a clerk at a game store testified that it was the first time a game had not sold even one copy by 5pm on its release date.

To add insult to injury, the Virtua Stick High Grade, that was released along with the game has been found to be defective. If you can read Japanese, check out the source material here.

Friday, February 9, 2007

Xbox 360 Gamerscores Actually Worth Something

And you thought they were just for bragging rights among your loser friends. Not so! According to press reports, Microsoft has decided to reward loyal Xbox 360 players with SWAG.

The program works like this: the more you play each year, the bigger the potential payout.

Users are broken down into three categories:

  • Level 1 (0 – 4,999 annual Gamerscore): You are developing your skills and gaining experience. Take some time to get used to the program and learn your way around. The Challenges will typically be easier and the rewards smaller.

  • Level 2 (5,000 – 9,999 annual Gamerscore): We are going to turn up the heat a bit. You have proved that you know how to play and are willing to put in the gaming time to reap the benefits. The Challenges will get a bit more difficult. Never fear, the reward value goes up as well.

  • Level 3 (over 10,000 annual Gamerscore): This is an arena filled with the who's who of gaming. We don't want to claim that Level 3 is an exclusive club, but if you find yourself winning Challenges here, you've obviously pulled out the big guns, so enjoy while it lasts.

Initially, the competition will center around some sort of marketing agreement with (inexplicably) Old Spice, which an ex-girlfriend once described as the "most dadly" of colognes. As part of that agreement between O.S. and Microsoft, next week will see the beginning of the Old Spice Experience Challenge. Hurrah! But only in the U.S. Boo!

During the Challenge, which lasts until mid-April, users will be rewarded for increasing their Gamerscores by at least 1,500 points.

What kinds of awesome swag can we win?

  • Level 1 The popular [still, twenty years later? -Ed.] Xbox Live Arcade game Contra (rated: E10+) from Konami (Retail Value $5.00)

    Exclusive Old Spice Level 1 Xbox Rewards gamer picture

    An experience upgrade to Xbox Rewards Level 2

  • Level 2 The popular Xbox Live Arcade game Contra (rated: E10+) from Konami

    Exclusive Old Spice Level 2 Xbox Rewards gamer picture

    100 Microsoft Points

    An experience upgrade to Xbox Rewards Level 3

  • Level 3 The popular Xbox Live Arcade game Contra (rated: E10+) from Konami

    Exclusive Old Spice Level 3 Xbox Rewards gamer picture

    200 Microsoft Points

    Old Spice T-Shirt (Estimated Retail Value $10.00)

    A copy of Fuzion Frenzy 2 game (rated: E10+) (Estimated Retail Value $50.00)

I don't know about you, but I'm jonesing for one of them Exclusive Old Spice Xbox Rewards gamer pictures. As luck would have it, most of these prizes are first-come, first-serve, to boot.



At any rate, more contests (and swag giveaways) will be held in the future, Microsoft promises.

    Xbox Rewards is not just about playing online and racking up your Gamerscore—you don't even have to be an Xbox Live member to participate and score some great rewards. As the community responds, the program will grow and new challenges will be announced. Some will be open only to certain Rewards levels, some may be specific to certain games, and others won't even require you to turn on your Xbox 360.

I guess this means I should hold off on playing any Crackdown till the contest starts, eh?


Link

Tuesday, February 6, 2007

Quieter, Gentler Drives


It seems that Microsoft has responded to complaints that their Xbox 360 DVD drives emit too much noise. Xbox-Scene is reporting that the BenQ VAD6038 drive has replaced the existing Toshiba-Samsung and Hitachi-LG drives in a portion of Xbox 360s produced from November 2006. Click the above link for more details.