31/10/2017

Original Xbox Backwards Compatability | It's finally here

Original Xbox compatibility is finally here, meaning every generation of Xbox can now be played on the Xbox One.

The Original Xbox is undoubtedly my favourite console. It's the peak of western AAA output and still in an era when Japan still dominated the gaming landscape. While the first selection of backwards compatible games are a little lacking for me, the commitment and quality of the emulation is an exciting prospect.

Popping in one of the selected 13 games will prompt a download of the game file working exactly the same way as Xbox 360 emulation. Once done, you will be greeted with nostalgia overload as you see the original Xbox boot up screen in 1080p glory.

I say 1080p but the resolution is actually 960p which isn't a problem really as it doesn't mess with the games original aspect ratio. You won't notice a difference anyway as the games have cleaned up rather nicely. I've always felt the original Xbox has always aged well due to developers respecting the consoles limitations (unlike 7th gen) while still having the graphical fidelity to create believable worlds.

Not all games are available to purchase on the store which does signal some slight concerns when it comes to licensing. Cult classics like the PGR series still haven't made its way to Xbox 360 and most likely never will. Highly requested titles like Jet Set Radio a Future for example will have to overcome music licences if it's to ever see a release.

Doom and gloom aside, this is very exciting for Xbox fans. Microsoft has done a phenomenal job of emulation on such underpowered CPU's which has always  led me to believe that Xbox 360 emulation was impossible. Original Xbox emulation was always going to be possible, but I never would have thought Microsoft would have much interest going that far back.

This is the part where I would start to write a list of titles I would like to see, but I'm just too engrossed in Knights of the Old Republic. 


12/08/2017

Japan and Xbox | How the Japanese percieved the original Xbox

When the Xbox was first announced many people couldn't believe it. Microsoft making a games console? No way! But alas it was true and shock turned to interest, that is in the west anyhow. Despite the Xbox not being all that successful in Japan, it is interesting to look back at what Japanese developers thought of the Xbox.



Initially any Japanese success for the Xbox highly doubted, but when Konami out of no-where pledged support for the Xbox it finally gave the machine a fighting chance in Japan. Next a huge blow to Playstation's exclusivity was the announcement of Metal Gear X on Xbox. Hideo Kojima was adamant on the Xbox version having improved graphics but downplayed the Xbox as not being a major graphical upgrade compared to the PS2.




Core Magazine notes how Tecmo are going to be releasing a new version of DOA2 on the Xbox (later known as DOA3) that will also add to it's growing Japanese portfolio. Tecmo was a strong backer throughout Xbox's life with Dead or Alive 3 being a solid launch title to show off the graphical capabilities of the Xbox and Ninja Gaiden receiving critical acclaim.




During the turn of the century, it was clear SquareSoft was becoming more interesting in online gaming. With Square releasing more PC titles and the Xbox being easy to port for in addition to its online capabilities, Square looked to be a strong supporter of the Xbox. Unfortunately SquareSoft never released any titles on the Xbox. Vice President of Square Enix Keiji Honda later noted  “I have two concerns about Xbox. My first concern is that it is being designed and marketed by Microsoft, and my second concern is that it will be compatible with Windows.”. However in the Eurogamer article Square insisted on having the game be cross compatible with PC and Xbox players. Regardless, relationships between the two companies broke down and FFXI finally released but on PS2 and PC instead.




One of the earliest comments made was back on the 6th of April 2001 where Sprong reported that Capcom vice-president Yoshiki Okamoto said how the Xbox had a "very tiny opportunity" in becoming a successful console in Japan. What makes this comment slightly contradictory is the fact that Capcom strongly backed the Xbox initially with exclusive titles like Ominusha 2 and Group S Challenge. Even more bizarrely the article notes how months prior to this statement he was noted as being a firm backer of the Xbox. Maybe he's just indecisive?




It doesn't stop there. Nintendo's head of Public Relations Yasuhiro Minagawa was baffled by Microsofts indecisive strategy leading him to question how serious they actually are. Yasuhiro ended by theorising how Microsoft are simply copying Sony's Playstation business model thanks to the under reliance of first party output and over reliance on making deals with third parties instead.


As the launch date arrived, Lehman Brothers analyist Yukie Saito was reported saying how the lack of strong launch titles may prevent the Xbox in convincing Japanese gamers to buy it. The same article notes how Amazon of Japan had sold out in a day with the popular games being JSRF, PGR and DOA3.

While

Links:
  • http://www.eurogamer.net/articles/2012-12-13-why-xbox-failed-in-japan

WayBackMachine Links:

  • http://www.coremagazine.com/columns/17.php3?2
  • http://xbox-scene.com/xbox1data/news-archive-17-2-2002.php
  • www.spong.com/framehead.asp?go=news&mode=full&prid=1367

01/07/2017

Xboy | Microsoft's interest in making a portable console

The illusive Xboy was far from a rumour. In an IGN Unfiltered interview with Xbox's Exec Robbie Bach, he noted how the Xboy was in fact real, although the idea never left prototype stage. Robbie Bach explained how the Xboy project would be aimed to a younger audience. Bill Gates in 2006 also stated while there isn't current interest in making a portable games device, it could still be entirely possible.

One interest thing to note is how all of Microsoft's portable efforts were exclusively on Nintendo handhelds. Why is this the case? Arguably Microsoft were in a more fierce competition with Sony rather than Nintendo. Bill Gates has gone on record to support the Wii while remaining reserved about his views on Sony's Playstation 3.

It's also important to remember why Microsoft entered the gaming market in the first place. Sony's rapid growth of the PlayStation was starting to dominate the living room spaces across the world. Xbox wasn't about providing the ultimate gaming device, it was about creating a platform that would leverage Windows into living rooms.

Previously I've documented the various Microsoft IP's on Nintendo handhelds here. At first it could be argued Microsoft were simply testing the waters for handheld development, gauging the interest of their IP's to a new audience. In retrospect the GBA titles and franchises make a lot of sense in the context of Bach's post about a proposed Xboy targeting younger audiences. Rare already had established fans on Nintendo platforms, so releasing these franchises on Nintendo handheld makes a lot of sense,

While there is no date as to when the prototyping took place; rumours were still floating around near the mid 2000's. By the late 2000's it's probably clear Microsoft were no longer interested in the handheld market at this point.

Their last releases of their Blue Dragon games were most likely to advertise the IP to a wider audience, especially with the DS being very popular in Japan. During the release of the last Blue Dragon game, Microsoft probably saw two options. Either this franchise isn't popular enough to justify development of a fully 3D sequel on console, or that the Japanese market is no longer a viable market. Personally I think it's a bit of both, at this point Japanese interest in consoles was waning alongside many Japanese developers struggling with HD budgets.

Yet despite the Xbox handheld never seeing the light of day, In some ways Microsoft have accomplished what they originally set out to accomplish.

Bill Gates has gone on record stating that making a games console was simply a leverage for getting Windows into the living room. With that in mind it can be logically deducted that a portable gaming device would also be used as a leverage for getting Windows on users handheld devices. Makes sense right? It's the only logical conclusion, if they're primary goal isn't to be game developer in console, why would it be on handheld?

Ultimately this goal would be eventually accomplished with Microsoft's acquisition of Nokia and their first foray into mobile phones with the Windows Phone. While not necessarily a gaming device, it doesn't need to be. Microsoft's Windows Phone has completed what may have been Microsoft's original vision of supplying a Windows device into people's every day lives while on the go.

Links:
  • https://www.polygon.com/2017/4/7/15222066/xbox-scorpio-powerful-pc
  • http://uk.businessinsider.com/why-microsoft-killed-the-xboy-project-2015-8?r=US&IR=T
  • http://www.eurogamer.net/articles/news260506gates
  • http://www.gamesindustry.biz:80/content_page.php?section_name=ret&aid=214
  • https://en.wikipedia.org/wiki/List_of_video_games_owned_by_Microsoft_Studios_on_Nintendo_platforms

Microsoft Games on Nintendo Handhelds | looking through Microsoft's experimental years

It's no longer a rumour that Microsoft were experimenting with a portable Xbox console as many higher-ups at Microsoft have come out and stated. While this doesn't really doesn't have too much to do with the topic at hand, it does present a unique time in Microsoft's history. Whether they were actually testing public interest in their franchises or simply expanding their portfolio to a larger audience is still unknown. I've previously discussed the topic here if you're interested, but for now this is a look back at the Microsoft title's you can find on portable consoles.

Microsoft partnered with THQ and experimented with licencing out some of it's IP's to be used on the Gameboy Advance. The two games in question were Oddworld: Munch's Oddysee and Monster Truck Madness 2.0. with Microsoft stating the releases alongside "other best-selling franchises to the handheld platform". Within that year saw the release of Banjo-Kazooie: Grunty's Revenge and marked a new leaf for Microsoft games on handheld devices. From 2004 to 2005 Rare developed three new titles for the GBA; Sabre Wulf, Banjo-Pilot and It's Mr. Pants. It's unclear whether Rare still had some connections with Nintendo, but regardless Microsoft and THQ continued their partnership in releasing handheld games of Microsoft's franchises.



In retrospect these selected titles and franchises make a lot of sense in the context of Bach's post about a proposed Xboy targeting younger audiences. While there is no date as to when the prototyping took place; rumours were still floating around near the mid 2000's, Microsoft may be simply testing the waters with these franchises. Former Rare titles already had established Nintendo fans back on the N64, so releasing their kid friendly franchise on a kid friendly platform which already has existing roots with Nintendo makes a ton of sense.

As the DS rolled around a tonal shift was present with more mature, strategic titles being more prevalent. The first of these titles were Zoo Tycoon DS in 2005 followed by Age of Empires: The Age of Kings in 2006. Sim like games were well suited to the DS touch screen and stylus which is probably why Microsoft released a few more in 2008 with; Zoo Tycoon 2 DS, Viva Pinata: Pocket Paradise and finally Age of Empires: Mythologies in 2009. Hell the DS even saw a spin-off sequel of the Mech Assault franchise which originated on the original Xbox.

The final game to be released by Microsoft on a handheld was Blue Dragon: Awakened Shadow released 1 year after Blue Dragon Plus for the DS in 2009. My theory is Microsoft wanted to improve awareness of the franchise to more Japanese players and what better way to port it onto one of the best selling handhelds at the time. Sadly this was the last game in the franchise as well as being the last Microsoft handheld title published.

While an Xbox handheld never came to fruition, we are left with glimpses of the types of games that could have been on there if anything. These games Microsoft did publish aren't too bad and are dirt cheap if you're interested.

Japanese Halo CE | Alterations made for Japan

The infamous Halo CE changed gaming as we know it, and I don't need to explain the monumental changes it made to gaming. In Japan though? Not so much... You see, Japan and FPS games don't typically get along. It's a genre which has thrived well in the west, but struggled to make any kind of impact in the east. Nevertheless Microsoft felt the critical impact of Halo during its US and European launch and took their chances in Japan.

The first notable change is the box art of the game. The iconic cover art we all know and love is gone and is instead replaced with a less visually impressive design. I'm unable to find the reasoning behind such a change but it is a strange one. A strong emphasis on Master Chief is clear with what seems to be a close up shot of the holographic Halo ring being the background. It does emit a strong sci-fi vibe but st the cost of stripping away the iconic Halo imagery. To be honest, it does feel like a very low budget and shoddily put together cover.

Fries was told he couldn't release Halo the way it was in Japan because Japanese players wouldn't be able to deal with the dual sticks. “So we ended up having to make a bunch of modifications for Japanese players and dumb the game down, make an easier version.”

What features was Fries talking about?

Well Microsoft's Corporation Program Manager Tagera explained during an interview that play test sessions were set up for Halo to record feedback from Japanese gamers. With Bungie's oversight, feedback was consistently aimed towards it's difficulty being too hard. Minor adjustments were made to the checkpoint system to make it easier for Japanese gamers but not too much as Tagera didn't want to meddle with the games balance.


Further changes made from these play sessions were the localisation of Japanese voice acting and text; with subtle changes in the text to make gestures more understandable for Japanese audiences. No subtitles were included however, Tagera decided to go against subtitles due to the games heavy action focus. With voice acting, Japanese audiences can listen to the story without being taking their eyes away from the action.

Finally there is discussion on the games difficulty. Due to the poor localisation provided by Google, I'm not entirely sure whether Tagera is stating their were changes in the difficulty on Easy mode for the Japanese release, or just explaining how Easy mode works. So take the information as you will:

"Apart from checking the parameters, if you select the difficulty you select first as a beginner, the hardness of the enemy's armor will change. It collapses relatively easily. The number and appearance points appearing with it will also change. In that sense, I think that it will not die so easily if you start the game in beginner mode."

When the game finally released on the 25th of April the decision was to bundle the game with a guide book. Tagera explains how they weren't able to make too many drastic changes due to Bungies strict rules. Therefore a guidebook would be a great way of helping Japanese gamers to Halo without having to forgo changes to the games code.


Links:
  • http://www.ebay.com/itm/HALO-Survival-Game-Guide-Japan-XBox-Book-EB955-/361237042554
  • http://www.watch.impress.co.jp/game/docs/20020508/halo.htm
  • https://m.youtube.com/watch?v=rUODlNffWmU  17.10



Original Xbox Games on Xbox One | What we know so far

Regardless of what you think of Xbox today, one thing you can't deny is their sheer commitment to backwards compatibility. It's the one major trump Xbox has over the PS4 as Sony shows clear disinterest in their past machines.

Compatibility shall be releasing Autumn this year. Here are some things you should know:

19/05/2017

Xbox Controller S | a brief history and retrospective



As Microsoft began development of the original Xbox they wanted to make sure they captured the then lucrative Japanese market. Ideally the original Duke controller; which was designed with western hands in mind, wasn't going to cut it for the Japanese market. These first arised when Seamus Blackley first demoed the Duke controller in Japan, where he was able to demonstrate it's adequate size by being able to balance it on his knee. However when a Japanese TV host tried to replicate the same test, it simply fell on the floor with him replying "no". Communication with Japanese developers saw continuous complaints about the size of the controller, so much so Blackley made a spread sheet of the complaints which he comically states "is when things get serious". At this point a new controller had to me made for Japan and done so in time for it's debut release.

Development duties for the new controller would be handed to Stratos, a product design and development studio who had previously worked with Microsoft in creating force feedback triggers for their PC Sidewinder controls. While commercially the controller would be called the "Controller S", during development the controller adopted the name