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Starfield: Can this Game Survive?

Posted in botch, previews, video game by commorancy on April 30, 2023

StarfieldBethesda, a now wholly owned Microsoft game development studio division, stands poised to release its new space role-playing game (RPG) entitled Starfield on September 6, 2023.

Starfield’s release has already been delayed once by nearly a year, when it was formerly slated for release on November 11, 2022. Starfield’s nearly year long delay along with being made exclusively available to the Microsoft’s gaming platforms, coupled with its Game Pass inclusion might not signal great things for this upcoming game release. It might not even signal great things for Bethesda as a company. Microsoft is definitely not doing any favors for Bethesda. Let’s explore.

PlayStation 5’s Banner Launch

According to Kotaku, Sony is now seeing banner sales with its PS5. It can be difficult tell what’s boastful speculation around such sales, but one thing is certain, getting your hands onto a PS5 console can still be difficult nearly 3 years after the PS5’s November 2020 launch. For nearly 2 years, the PS5 was almost impossible to find on store shelves. When they did manage to appear, they were gone within hours. Going into the third year, it’s become somewhat easier to find as the demand has somewhat eased, that or Sony has drastically increased production or both. “Somewhat”, doesn’t imply that the PS5’s sales are in any way slowing, however. For Sony, the bristling sales of the PS5 continue.

Because this sales fact means Sony’s console is shaping up to be the banner console of this decade, one has to question both Bethesda and Microsoft’s decision to keep a game like Starfield exclusive to Microsoft’s platforms alone. One thing is certain, cutting off sales to a massively growing gaming segment is probably not the brightest of ideas. For Microsoft, Starfield may not become an overall major problem for Microsoft on the whole, but why intentionally tank part of your company when you don’t have to? For Bethesda, on the other hand, these mounting problems could end this division.

Exclusivity and Sales

Prior to the digital download explosion, the primary way that video games had always made bank was by selling physical game copies. Physical copies would show up at retailers like Amazon, Best Buy and Gamestop. Once the digital download explosion began, not only could retailers sell boxed copies, they could also sometimes sell digital codes for online digital stores.

Because both the PlayStation and the Xbox are the primary two video game consoles on the market for a game like Starfield, this meant sales from both platforms play fully into both the success and the revenue of that video game title. So as not to exclude the Nintendo Switch from this conversation, know that this console also exists and some “adult” style games do eventually make it to the Nintendo Switch console. Whether Starfield would have been tapped for the Switch is questionable. As of Starfield (and likely many future Bethesda game titles), though, producing availability across all non-Microsoft platforms has halted.

Bethesda (likely at Microsoft’s prompting) has made the dubious decision of making Starfield (and likely most new Bethesda games) available exclusively on the Xbox and on Windows-based PCs (Microsoft’s platforms). You might have thought that Microsoft’s Bethesda would have stopped there and just accepted the loss of half of the video game market in revenue, but no. It gets worse for Bethesda.

According to Forbes, the PS5 has also sold the fastest amount of consoles since its launch that Sony has ever sold in its history. That means that the PS5 appears to be on-track to outsell the PS4. Considering that the number of PS4 consoles exceeds 117 million today combined with the over 38 million PS5’s sold so far, that’s a huge number of potential buyers to exclude from a video game’s sales. I did say it would get worse.

Game Pass

For video game players, an all-inclusive monthly game subscription service like Game Pass is a huge win. For video game developers, not so much. Let’s understand why. Video game buyers can, for a relatively small monthly fee, instantly buy into a massive library of games that can all be downloaded and played immediately. A single game that formerly cost each buyer $60 to purchase new, now costs a game player $9.99/mo for 30 days of play! That $10 doesn’t just cover one game, though. That monthly fee covers hundreds or maybe thousands of games available in the Game Pass library all unlocked the instant the subscription starts. No trips to the store. No game discs to scratch up. No wasted plastic. Quick and easy access over the Internet.

Sony has a similar subscription product called PlayStation Plus Essential. It’s effectively Sony’s burgeoning version of Game Pass, with a similarly growing library of games all accessible at a flat monthly rate.

With these subscription services, the monthly costs can be reduced if you’re willing buy into 24 months of Game Pass service. Unfortunately, this bundled deal is only available if you buy an Xbox console at the same time. Still, not a bad deal. If you already have an Xbox console or are looking to extend your existing subscription past the 24 months, the only option is the $9.99 per month deal.

Game Pass versus PlayStation Plus Essential

This article would be remiss without discussing an important aspect around buying into Game Pass versus Sony’s PlayStation Plus Essential. The $10/mo Game Pass plan DOES NOT include Xbox Live Gold, the service needed to play online multiplayer games. This means that in addition to the $10/mo, you’ll need to buy or have Xbox Live separately. However, with Sony PlayStation Plus Essential, this plan offers both access to the PlayStation Network along with a limited library of games. Essentially, Sony’s lowest tier plan is equivalent to having Xbox Live Gold and Game Pass together at Sony’s lowest monthly price tag. While Sony gives you both services together, Sony only allows limited access to games with the Essential tier. You’ll have to pay up into Sony’s larger PlayStation Plus tiers to gain access to more games from Sony’s game library.

To get Xbox Live combined with Game Pass for your Xbox, you’ll need to buy into the Game Pass Ultimate edition, which is priced at $15 a month ($5 more than the base Game Pass edition without Xbox Live). However, that’s still a savings of $5 a month when paying for Xbox Live Gold monthly, which is priced at $10 a month separately.

Why is having access to Xbox Live and PSN important? These services are required to allow you to play online multiplayer games. Because many games these days require Xbox Live and PSN to function, buying into the lowest edition of Game Pass alone won’t allow you to play games that require Xbox Live. You’d need to pay up to the $15/mo edition to buy Game Pass Ultimate to enable play of online multiplayer games along with gaining access to the Game Pass library of games.

Having Xbox Live is not required when buying into the Game Pass $10/mo edition. However, without Xbox Live, you will be limited to playing only Game Pass library games that do not require Xbox Live, which consist of offline single player games. There are fewer and fewer of these games released every year.

Subscription Services vs Profits

The one thing that hasn’t been discussed much with these gaming subscription services is exactly how developers will make money. Right now, $9.99 a month is great for a gamer who immediately gains access to perhaps thousands of games, including many day-one releases.

For the game developer, Microsoft cannot afford to hand that game developer $60 for each downloaded game from Game Pass. Same for Sony. This means that developers see drastically reduced revenue from games on Game Pass.

What this means is that for each download from Game Pass, the developer will receive a tiny fraction of money in a monthly payment tallied up for each gamer who downloads a specific game title. No download = No money. Simply because a game has been listed in Game Pass doesn’t mean the developer gets money. Developers are only likely to get paid IF a player downloads and plays the game. Even then, once a player deletes the game after installing it, the monthly revenues stop.

Let’s do the Math

Console Physical Disc Model

If there are 117 million PS4 consoles and if just 10% of those console owners buy a game at $60, that’s 60 * 11.7 million = $702 million in total revenue from that game’s sales. Of course, that’s what the retailers get. The wholesale price for a video game is around $50 paid by the retailer to the game studio. That’s 50 * 11.7 million = $585 million in sales that went directly to the game studio. Clearly, other fees will need to be paid out of that revenue by the developer who might net $200-300 million or so. This revenue windfall occurs within a month of two of a video game’s launch.

Game Pass Model

There is no revenue windfall, at least not for the developer. As stated above, a video game placed into the Game Pass library means drastically lower income. Instead of the $200-300 million windfall in physical disc sales nearly all at once, now developers must live on a much lower fraction of revenue that gets spread out over many months.

If 11.7 million players subscribe to Game Pass, in one month that equates to $10 * 11.7 million subscribers = $117 million per month (assuming that the number remains steady). This next part assumes that ALL 11.7 million decide to download the Starfield game. We know that’s not likely, but let’s assume this anyway.

If a game developer drops a brand new day-one game onto Game Pass, like Starfield, the game’s revenue will be a tiny, tiny fraction of that $117 million per month. Where a game developer receives 100% of the wholesale revenue from physical box sales, subscription based sales might receive 1% (probably way less) in total revenue from the revenues brought in by Game Pass’s monthly subscription fees. Why $1 million? That’s ~1% of $117 million. Keep in mind that $117 million is already fractionally less than the $585 million the developer could have received by selling boxed copies.

Instead of the $200-300 million for boxed sales for a single game, the game’s developer might now receive $1 million in that first 30 days after release, possibly not even that much. Keep in mind that the monthly revenue collected by Microsoft for the monthly Game Pass subscriptions must be shared amongst ALL video games that are being played and downloaded that month. The more games being played, the more developers must share in that revenue. That means that the more wide diversity of games that are being downloaded and played, the less revenue there is to go around to all of these developers. That $1 million mentioned might actually become $100k because of the revenue sharing and the wide diversity of games being played at any given month.

Revenue paid to developers who place games into Game Pass library is only for actively played games. Once gamers play the game fully, then each deletes the game from their console, the revenue stops the instant the game is deleted from the console. The game developer will only be paid as long as the player keeps the game installed and likely only if the game is launched and used periodically. If the game can be beaten in under 30 days, then the developer will be paid for only the days the player has actively played the game. If many players beat the game in 10 days, that’s only 10 days of revenue paid out for each specific player.

What all of this means is that it offers Microsoft ways of reducing payments to developers based on how often and how long a player plays a game. In other words, instead of the pay-$60 model where the revenue is locked in as long as a sale is made, developers are now under a much stricter, lower revenue model. It is also a model that can see Microsoft reduce payments because of revenue sharing and lower use. If two games were the only games played on Game Pass in a month, that means that Microsoft would only need to pay out revenue to 2 developers from that $117.5 million pool of income. If 100 games from 100 different developers suddenly become active, Microsoft must now share revenue amongst those 100 developers from that same $117.5 million pool of income.

Microsoft must also determine which of the Game Pass games deserves a larger portion of revenue than the others so that the most often played games get the most revenue. Meaning, of those 100 game developers some might only see .01% of the sales while some might see as much as 1% or 2% of total revenues from monthly subscribers. As stated, the point here is that $117.5 million in subscriber fees is a mere fraction of money that could have been had using the $60 per disc price.

It only gets worse from here. Microsoft itself also instantly skims revenue off the top of the Game Pass subscriber fees to cover its own service management costs (hosting, managing listings, paying out revenue, etc). Only after Microsoft skims its own Game Pass revenue is any remaining money left over to cover developer game use payments.

Assuming there’s $117.5 million in total Game Pass revenue (as exampled above), there might only be $20-50 million left (after Microsoft skims its expenses) to pay developers for their games. This ultimately means there’s fractionally less than you might think to pay off developers for the inclusion of their games on Game Pass.

For Starfield, this game’s revenue may fare even worse. Because Microsoft wholly owns Bethesda, Microsoft may have chosen Starfield to become a loss leader. In the sales world, that ultimately means that the product is intended to be a “giveaway”. In other words, Microsoft may require Bethesda to forgo receiving any payments from Game Pass. Thus, Starfield may not make ANY revenue from its day one release on Game Pass. Under this loss leader strategy, the only money Bethesda may make would be from the tiny amount of boxed copy sales from stores like Amazon and Best Buy. Considering the price of Game Pass and its current popularity, not many players are likely to opt to pay $60 for boxed copies.

Digital Sales

While you might be thinking that some people might opt to buy the game digitally, like boxed copy sales, a few will opt for this approach. Some don’t want to invest in Game Pass and be saddled with a monthly expense to keep track of. This means that some digital sales will occur. However, the benefit of gaining access to thousands of game titles usually wins when it comes to these types of sales. Like physical boxed copies, digital sales are also likely to be limited and few. I fully expect the vast majority of Starfield players to play via Game Pass (both on the Xbox and on the PC).

Sleazy Game Pass Sales Strategy

One sleazy strategy which Microsoft has used with Game Pass and which attempts to force gamers to buy a game outright is when Microsoft removes a game title from Game Pass library 30 days after its release. This limited time release followed by speedy removal is solely an attempt to prey on the consumer’s wallet. Many gamers do fall for this tactic and opt to buy a digital copy over a boxed copy. Digital purchases offer instant access and allows the gamer to continue playing once the game is downloaded. No trips to the store looking for a physical copy.

This Game Pass sales strategy is extremely sleazy and is also worth noting because Microsoft could pull this stunt with Starfield; tease players with a 30 day Game Pass limited availability, then pull the plug and force all players to purchase the game full price to continue playing. Because of the purported scale and size of the questing within Starfield, a player likely cannot fully complete Starfield within 30 days. Be wary of this sleazy sales tactic when buying into Game Pass. Personally, I’d consider this tactic as a form of bait and switch, which is illegal in the United States under federal law.

If you’re concerned that this could happen with Starfield in Game Pass (it has a reasonably high chance), you should opt to buy the game outright either a physical boxed copy or a digital copy at full price and forgo using Game Pass to play Starfield. This will allow you to continue playing the game should Game Pass decided to pull the game quickly. Of course, you can opt to play under Game Pass until the game is pulled from the library at which point you’ll need to decide whether you want to buy it to continue. If the game is as potentially buggy as I expect it to be, many Game Pass players may choose not to buy it after only a few days of play. This sleazy sales tactic has a high probability of backfiring on Bethesda and Microsoft if the game launches with as many problems as Fallout 76.

Starfield Sales Cannibalized?

Why spend $60 for a single game when you can pay $10 and gain access to perhaps thousands of games, along with day-one releases like Starfield? While a few physical disc sales might be forthcoming, the vast majority of players are savvy enough to realize the usefulness of buying into a large library of games under Game Pass all for $10.

For Starfield, the revenue handwriting is on the wall… and it’s doesn’t paint a rosy picture. Voluntarily cutting revenues by less than half via excluding the Sony PlayStation – fractional amounts of revenue by placing Starfield on Game Pass day one = drastically reduced income for Bethesda. Instead of the potential for nearly a billion in sales by tapping the overall video game market (Xbox + PS + PC + Switch) by forcing boxed sales only, Microsoft has made the dubious decision to reduce Starfield’s potential revenue down to perhaps at most $100 million in Day One Game Pass downloads. That number is if Bethesda is very, very lucky. If Starfield is considered a “loss leader” on release then it will receive zero in revenue from Game Pass.

You might be saying, “But what about physical disc sales?” What about them? With the Starfield game being released onto Game Pass day one, what incentive is there to run out and buy a physical disc copy at $60 when you can save $50 and instantly sign up for Game Pass at $10, download and play the game on release day sans disc? For that matter, what incentive is there to buy a digital copy at $60? Sure, Starfield may see a smattering of physical box and digital sales, but the total revenue for these sales might not even exceed $10 million. Game Pass is most definitely cannibalizing boxed and digital video game sales. This Game Pass idea is actually one of the strategies that Microsoft wanted prior to the introduction of the Xbox One; basically, an all digital universe of games. Microsoft is moving in this direction rapidly, clearly at the expense of the developers.

Keep in mind that subscriptions can be cancelled at any time. This means that a player can pay $10, play and beat the game in 30 days and then cancel their Game Pass subscription. Instead of paying $60 to own the game, they’ve now paid only $10 to play the game. That’s a whopping $50 savings for the gamer and a massive amount of lost revenue for both the game developer and Microsoft.

While the release of Starfield might see a temporary boost in Game Pass subscribers and in Xbox hardware sales (this is the hope Microsoft has for Starfield), that boost still won’t be any where near enough for Microsoft to cough up the nearly $1 billion in revenue that Bethesda could have had by including all consoles and by releasing only boxed copies day one. Instead, Microsoft has relegated Bethesda’s Starfield to becoming one of the least profitable AAA game titles to be released by a major developer.

Revenue over Time

Subscription models gain revenue slowly over time. You might be thinking that maybe Bethesda can reach the $1 billion revenue mark in 12 months. Video game sales don’t work like that. Video games see a surge in play until many players play the game out. One the game has been played out, it’s dropped and forgotten. The only games which can see continued revenue models are massively multiplayer online (MMO) style games like Call of Duty, Fallout 76, Fortnite and even Destiny. Even then, these MMO style games see dwindling subscribers over time until eventually there aren’t enough playing to support the game financially. When that happens, the MMO game shuts down.

Starfield as an MMO?

We don’t yet know enough about Starfield to know if it even contains an MMO component. Only when the game is released will we know if Starfield is designed like Fallout 4, a completely offline single player experience… OR if it is similar to Fallout 76, a completely online MMO. Maybe it’s like Grand Theft Auto and offers both an offline gaming experience and has a separate online MMO map. Until the game releases, there’s also no way to know if Starfield has been built to support an ongoing revenue model.

It’s clear, the sales revenue for Starfield (as a game) will not be had by day-one game sales. That means that Bethesda must make up for the severely cannibalized day-one game sales by compensating for that major loss in revenue in some other way. With Fallout 76, that’s done by using the Fallout 1st subscription and the sale of Atomic Shop “Atoms.”

For Starfield, I’d expect Bethesda’s team to make up for that loss in day one game sales by forcing an in-game monthly subscription plan. This separate in-game monthly subscription will likely unlock downloadable content (DLC) and other required add-ons. With Fallout 76, Fallout 1st is not required to play the game. However for Starfield, Bethesda may be forced to make this change. Starfield might offer up a very basic and limited gaming experience included in the base price, then require paying into a monthly subscription plan to unlock the entirety of the game. At least, this is one avenue that could be taken. Even the $60 full disc buyers might be forced to pony up for these extras to continue playing.

This avenue may end up the primary means that Bethesda utilizes to make back the amount of lost revenue required to cover its multi-year game development expenses when producing Starfield. As described above, Game Pass revenue alone will not be enough to cover these incurred expenses. Keep in mind that Starfield had been in development before Microsoft bought Bethesda. After Bethesda was purchased, Microsoft has seemingly tied Bethesda’s hands by forcing exclusivity to the Xbox and PC and by also forcing Bethesda to release the Starfield game through Game Pass on day one. It’s possible that Microsoft might rollback the decision of a day one Game Pass release for Starfield. It’s also entirely possible that to play the game via Game Pass, a separate second subscription might be required.

For Bethesda, that means that once each player enters the Starfield game world, revenue will need to be found separately by Bethesda inside the game… and that likely means a separate monthly subscription for Starfield itself. It may also mean paying for a separate currency, like Atoms, to unlock in-game features, spaceships, outfits, consumables and so on. If you buy into Starfield, expect to be hit in the wallet at every turn within the game’s universe.

Can’t progress? Pay up. Can’t fly into a new solar system? Pay up. Need a special outfit to complete a mission? Pay up. Even though Microsoft has seemingly tied Bethesda’s hands for how the game gets sold initially, Microsoft likely can’t tie Bethesda’s hands once the gamer enters the game’s universe.

Inside of a game’s universe, Bethesda has seemingly complete control. It can force subscriptions, microtransactions and a whole slew of other for-pay options to draw in more revenue. As a direct result of Game Pass’s near non-existent revenue, expect Starfield’s game world to be chock full of microtransactions using your credit card almost incessantly. It’s honestly the only way Bethesda can recoup the money it took to develop this game over several years, even if Bethesda can’t control how the game gets into the consumer’s hands.

PlayStation Plus Essential

For all of the reasons as Game Pass above, all of the revenue and low developer payment arguments will apply to the PlayStation Plus Essential service. With that said, let’s hope that Sony will change the PlayStation Plus Essential service name, though. This current naming is completely clumsy and does not in any way state what it is. Even re-using the PlayStation Now brand would have been a better choice in naming for this game library service, as the “Now” indicates instant access.

Bugs, Bugs and more Bugs

One thing Bethesda has not been good at is writing solid, bug free games. It doesn’t matter what game it is, the affectionate moniker of Bugthesda has been given and it is more than just for humor’s sake. This moniker is at once both truthful and problematic. It says that bugs are inevitable with any game released by Bethesda. Bethesda’s Todd Howard chooses to laugh this off as not a problem at all, as if Bethesda’s products are truly bug free. Sorry to disappoint you, Todd. Every Bethesda game I’ve ever experienced has had myriads of bugs and still contain many bugs to this day. Fallout 76 STILL contains day-one release bugs nearly 6 years later!

Starfield won’t fare any better. Starfield will release day-one with a massive number of bugs. That’s not a prediction. That’s a fact. If you go into Starfield on day-one, expect it to be chock full of bugs. Some of the bugs might be minor and cosmetic (lights don’t work right, 3D characters standing and moving in T-poses, weapons don’t render properly, etc). However, there will also be at least one showstopper bug where mission progress cannot move forward. Oblivion had them, Skyrim had them, Fallout 3 had them, Fallout 4 had them and, yes, even Fallout 76 STILL has them.

There has not been a single Bethesda game released that has not had showstoppers. I expect Starfield to have at least one, but probably more than that. I also expect Starfield to have crashing bugs; bugs that see you play for an hour, then the entire game crashes back to the OS… possibly losing progress.

Why mention bugs at all here? Bugs have become the bane of the video game industry. In the 1990s, video game developers took pride in shaking out nearly every single bug before placing their games onto cartridges. When the Internet wasn’t the “thing” that it is today, game developers had to make their games function 100% before sending it out to the consumer. Unfortunately, using the Internet as a crutch, revisionism has allowed video game developers to become extremely lazy. This allows developers to release horrible, bug-laden experiences, then begin shaking out the bugs along the way with one, two or even hundreds of releases… all while using paying players as beta testers.

Unfortunately, games like 2020’s Cyberpunk 2077 initially released to incredibly bad reviews over its horrible bugs. While Cyberpunk’s developer, CD Projekt RED, has ironed out many of the bugs since its 2020 release, that doesn’t make the game’s overall reviews better. Once those reviews are there, they’re there for the life of the game. Those low reviews will remain and taint the review system regardless of whether the developer shores up the game. If you release a bad buggy game initially, your initial reviews stay there to impact the game’s rating long into the future. Those bad reviews, thus, impact that game’s sales forever.

Was Cyberpunk 2077 able to recoup from its initially bad launch? In some small way, perhaps. Maybe through word of mouth, but definitely not via its Metacritic scores.

For Starfield, the first 3 months after its launch will become crucial to its success or failure. Starfield’s release date is set for September 6, 2023. Bethesda’s developers are now all working at a feverish pace to complete this game in time for that September launch date. Yet, we know it won’t be complete even after a year’s delay. If it was delayed a year, that means its bugs were major and the game was as yet unfinished. It is doubtful a year will buy them enough time to fix all of that.

What this means for Starfield is that its initial reviews will make or break it. It also means that game players are becoming intolerant of being taken advantage of by game developers. Game players are not beta testers, yet more and more game studios are treating game players as tertiary beta testers. Instead of hiring actual beta testers, game developers forgo those expenses and expect paying players to report the bugs. Worse, they do. More than ever, this is the wrong choice and it is a choice that can doom a game. We pay to PLAY the game, not BETA TEST it.

Overall

Considering the massive loss in revenue due to Game Pass, the high probability for the inclusion of pay-for-play micro-transaction features, the probable need for a separate subscription, Starfield seems poised to become one of the worst games ever released by Bethesda. Unfortunately, Bethesda has too many “fanboys”; “fanboys” who are willing to buy anything released by Bethesda regardless of its useful state. For the purposes of this article, “fanboy” is used in a gender neutral capacity, encapsulating both males and females alike. For the same reason, Apple has too many of these same “fanboys” type buyers willing to buy anything Apple releases, good or bad. Bethesda’s “fanboys” are just as avid and ravenous and, for whatever misguided reason, believe Bethesda can do no wrong. To them I say, enjoy being exploited.

The purpose of this article is to call out all of the problems that Bethesda faces with the release of Starfield. Because Microsoft has strongly tied Bethesda’s hands in very specific ways, that leaves Bethesda employing other not-so-favorable options to gain that lost revenue back. As a result, I fully expect Starfield to be a poor gaming experience overall, mostly because of the compromises required for Bethesda to make back the revenue it ultimately lost as a result of Microsoft’s exclusivity and Game Pass release decisions. That and Microsoft isn’t likely to allow Bethesda to delay Starfield any longer. Whatever state Starfield is in come September is how it will launch.

How does this make a difference to me as a gamer?

Good question. For you as a gamer, you might not care much overall. That is, unless you’re really looking for a new high quality gaming experience. Though, while the incessant micro-transactions designed to bilk you for money exist at every turn, the rest of the game might seem still like a benefit to you. Game Pass itself was designed to be a huge benefit to gamers, giving them access to a huge library of games. If you don’t like Starfield, you move on and try another. In the hundreds or thousands of games out there, there may be some that work for you. If Starfield bombs, it will simply be relegated to a game on Game Pass that no one plays.

For Starfield, it doesn’t mean good things. For Bethesda, it means even worse things. For Microsoft, it means great things. Well, maybe not great, but definitely something Microsoft can ignore. If Bethesda is forced to continue down this path by Microsoft, as a developer it may cease to exist inside of Microsoft… ultimately being folded into other game studios. Microsoft doesn’t care about exactly who does what as long as someone does it. Does that mean Fallout or Starfield or other Bethesda franchises disappear? No.

Like Halo before it, Microsoft will hand Bethesda’s intellectual property to another developer to continue building new games under those franchises (or not). Microsoft doesn’t actually care who develops any given franchise as long as they’re willing to do it and what they create sells more of Microsoft’s goods and services. Once a franchise runs its course and it’s done, Microsoft is also willing to shelve the franchise indefinitely, like it did with Fable. If Bethesda as a developer fades into oblivion, Bethesda’s IP may or may not live on depending entirely on Microsoft.

That’s why all of this might (or might not) matter to you.

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PS4: How to repair extended storage that won’t repair

Posted in fixit, howto, video game console by commorancy on September 4, 2022

usb-hard-driveOccasionally, you may find the need to unplug your PS4 because, well, it’s hung. Or maybe, the whole system just crashed hard. It happens. When rebooting from these conditions, it causes all hard drives to need a filesystem repair upon reboot. If you have an extended storage hard drive plugged in via USB, sometimes the PS4 will attempt to repair the extended storage, but then refuse to complete the repair. Fret not. If your hard drive was working fine prior to the crash, it’s likely still working just fine. Let’s explore.

PlayStation 4 (and PS5?)

Note that while this repair tutorial was written to address the PS4’s external storage, it likely also works with the PS5. With that in mind, let’s understand what goes wrong under these circumstances.

After rebooting from a crash, the PS4 system naturally takes a longer amount of time to boot up than is otherwise normal. This is expected. The internal boot drive filesystem needs to be repaired. I’ve never encountered a problem with the system repairing the internal drive unless the internal hard drive has failed. If your system won’t boot after a hang, you’ve got a lot bigger problems than the extended storage hard drive.

Swapping the PS4’s Internal Hard Drive

Here’s another scenario where this HowTo article may apply. If you’ve had to rebuild your PS4 with a new boot drive or you simply wanted to upgrade to a bigger drive, you’ll need to boot into safe mode and reinstall the latest boot system and operating system to get the system bootable once again. Once you’ve done that, you’ve got a whole lot of work ahead before your system will be back to the same state before replacing that internal drive.

That setup process is not within the scope of this article, however. This article also applies to the situation when your PS4 is fully once again bootable after a reinstall, but your external hard drive refuses to repair.

Extended Hard Drive after PS4 Crash

If you’ve encountered any issue where the PS4 refuses to repair the extended storage media connected via USB, then you’re not alone. It’s a relatively common problem and usually has a very easy fix, one that’s also not obvious.

Note that the operating system on the PS4, under this failure-to-repair scenario, is likely misleading you when that it suggests that the extended hard needs to be reformatted. Don’t listen to this advice. It very likely doesn’t need reformatting. Raise your hand if you enjoy having to download gigs and gigs of games again from the Internet! No one? Alright then, let’s continue.

Because of a crash or a hang, the operating system might have lost some critical data stored on the primary internal hard drive that prevents the repair and misleads you into an action that’s actually not needed.

Licenses

Every game that operates on the PS4 requires a license to operate. If you’ve purchased digital copies from the PlayStation store, these licenses are stored on your console’s internal boot drive. For physical disk copies, the license is the physical disk. This is why the PS4 requires insertion of the media into the drive before it allows the game to operate.

If your PS4 (or PS5) has had a crash or a hang, a hard boot may occasionally corrupt that licensing data, specifically about the game that was operating at the time. It only takes one corrupt license to prevent the external hard drive from repairing properly.

Don’t fret here. Game licenses are easily recovered, but may require two different steps.

Extended Storage and Licenses

Why do corrupt licenses cause this problem? When the operating system needs to repair an external hard drive, it seems to validate every license for every game stored on that extended storage before attempting a repair the external volume. If the licenses are invalid or cannot be found, the PS4’s operating system will refuse to repair the extended storage and suggest reformatting the hard drive… which, in turn, seems to suggest there’s a physical problem with the hard drive itself. Under this condition, there is absolutely nothing wrong with the the external hard drive.

In fact, all of the data is still completely intact. You just need to recover the licenses. So let’s do that now.

License Recovery

To allow your external volume to repair, ‘Restoring Licenses’ is the operation that needs to be performed. This action is done through the PS4’s settings area. This is located under:

Settings => Account Management => Restore Licenses

When you activate this function, the PS4 will clear all old licenses and then download all authorized game licenses anew from the PlayStation store. Then, write those licenses to your PS4’s boot drive. Once this action is complete, the game licenses for all of your digital game versions will be restored.

A second action may also be required called ‘Rebuilding the Database’. This isn’t done from within settings. It is performed from the PS4’s safe mode menu. To get into Safe Mode, you’ll need to use the following:

  1. Shutdown your PS4 fully (not Rest Mode) until it powers off.
  2. Press and hold the power button your PS4. You’ll hear one beep upon pressing and ~7 seconds later, you’ll hear a second beep.
  3. Once you hear the second beep, stop pressing the button.
  4. The system will boot into Safe Mode and show you a menu of options.
  5. Choose the option ‘Rebuild Database’ and activate
  6. Once this function is complete, choose ‘Restart PS4’ to boot the console into normal mode.

Repairing the External Hard Drive

Now that you have restored the licenses and rebuilt the database, your console has been prepped for your external hard drive to be repaired. At this point, plug the drive into a USB port. The system should automatically detect the drive needs to be repaired and prompt you to repair it.

This time, your hard drive should fully repair without any problems. If so, you’re good to go and enjoy your fixed up console.

Failure Continues?

If your external hard drive fails to repair after all of these steps, then clearly there’s something amiss with your hard drive that is likely not related to licensing. From here, you can try to reformat the drive and see if that works. However, if the PS4’s operating system cannot properly format the drive, attempting a reformat may not fix this problem. In fact, this problem may indicate your hard drive has gone bad or is in the process of failing.

Because you’re going to need to reformat the drive, I might suggest connecting the drive to a Windows or Mac system and attempt to have the drive perform a full long format on the drive. This might take several hours. This process allows the operating system to check every sector of the drive and explicitly mark bad sectors while formatting.

Unfortunately, the PS4 doesn’t offer this deep level of formatting. Thankfully, Windows does, but Macs don’t do it easily. As long as you format the drive as exFAT, you will be able to use it on the PS4 later. However, you may not be able to use it as an extended drive on the PS4 as that may require the PS4 to reformat the drive, which may release all of the bad sectors that Windows was able to find and mark as bad. Though, it’s worth a shot to try.

If you convert that drive to an extended drive and find that the PS4 can’t repair the drive again later, then you may want to repurpose that drive strictly for your Windows or Mac use and go buy a new drive for your PS4.

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Can the Steam Deck succeed?

Posted in botch, business, gaming, portable by commorancy on February 28, 2022

SteamDeck1I’ve not yet had my hands onto this new Valve bad boy of a handheld, but I still want to give my first impressions of this device with its base $399 price tag. Let’s explore.

Handhelds in Gaming

Before I jump into my opinion of Valve’s new Steam Deck, let’s take step back in time to understand this device’s origins. I’m sure you may already be aware of many of the devices listed, but for those who may be new to some of them, I’ll list them below.

Handheld gaming began with Nintendo going as far back as early 80s with the Nintendo Game & Watch series of handheld gaming devices. These were single game devices that played very simplistic games, such as Fire and Ball. These simplistic games had you doing very simplistic things, such as with Fire, catching people as they tumble out of a burning building or in Ball, juggling balls.

Nintendo realized the magic of these small single-game handhelds and introduced the more flexible cartridge based GameBoy. Using cartridges, this handheld gaming unit offered the ability to switch games out and play many different games, up to as many as cartridges were made. It also offered game play on the go in a compact format.

Since then, we’ve seen a number of portable gaming handhelds in the subsequent years including:

  • Gameboy Color
  • Gameboy Color Clamshell
  • Atari Lynx
  • Sega Gamegear
  • Nintendo DS
  • Nintendo 3DS
  • Neo Geo Pocket
  • Sony PSP
  • Nokia NGage
  • Sony Xperia Play
  • Sony PS Vita
  • NVIDIA Shield
  • Nintendo Switch

and now we have the Steam Deck to add to this list. I didn’t include the Nintendo Wii U because while it had a portable element in the Gamepad, it simply wasn’t possible to play games strictly on the Gamepad on-the-go.

The Reviews

The early reviewers of the Steam Deck call it groundbreaking. Yet, the Steam Deck doesn’t solve any of the fundamental problems of handheld consoles of this variety. So, how exactly is it groundbreaking? It isn’t. It has one huge limitation that makes it fall far short of “ground breaking”. It’s also buggy as all get-out in far too many places that matter. Let’s take a closer look at the Steam Deck. SteamDeck2

From the above image, it looks like a fairly standard kind of handheld with …

  • A large touch screen
  • Two thumbsticks
  • A D-Pad
  • ABXY buttons (using the Xbox Controller layout)
  • A ‘Steam’ button
  • A ‘…’ menu button
  • Two shoulder and two trigger buttons
  • (new) Two trackpad buttons below the thumb sticks
  • (new) Two additional buttons (View and Options) between the thumbsticks and the D-Pad and ABXY buttons.
  • Power, volume up (+) and down (-), headphone jack, USB-C port and reset buttons are on the top edge.

This console runs Linux, or rather SteamOS, apparently. I’m uncertain why Steam chose to go with Linux on this handheld when choosing Windows would have been a much more compatible option. I mean, every single PC game would operate right out of the box on a handheld built on Windows. My only thought is that Gabe Newell didn’t want to fork over a bunch of cash to Microsoft to make this console a reality. Using a Linux based SteamOS meant cheaper outlay and no royalty fees.

Unfortunately, that design choice immediately sacrifices game compatibility right out of the gate. No where is this more apparent than when you attempt to play some games, which simply crash outright. Seeing as this is Linux based, it must use a Windows compatibility stack. The SteamOS apparently uses the open source Proton for its Windows compatibility stack, in similar form to Wine (Wine Is Not an Emulator). In fact, Proton’s Windows compatibility is based on Wine, but is being developed and improved by Valve and CodeWeavers. If you’ve ever used Wine, then you know it’s not ready for everyday use the vast majority of the time. Valve’s Proton layer may be better, but it can’t be that much better than Wine.

One thing I’ll say about compatibility is that it can work great one minute and suck hard the next. It’s entirely dependent on so many tiny little things to line up. Instead of fighting with compatibility layers, the Steam Deck could have run Windows directly and avoided all of these compatibility problems. Assuming the the point is to play Windows games, then why fake Windows when you can use the real thing? If the Steam Deck had at least been given the option of loading Windows as its operating system, then a buggy Windows compatibility layer wouldn’t have been required.

Pricing

The Steam Deck isn’t cheap. Let’s examine the Steam Deck’s pricing levels:

Screen Shot 2022-02-28 at 11.08.47 AM

For $399, that gets you an entry level handheld device and a carrying case. I’m assuming the Steam Deck also ships with a power cord and power brick, but it’s not listed in the above. If you want the top end version of the Steam Deck, you’re going to fork over $650 … more once you’ve bought accessories and games and paid taxes.

Let’s put this into perspective. For $499 ($100 more than the Steam Deck’s base model), you can buy a PS5 or an Xbox Series X. Both are true gaming consoles, but not handhelds.

PlayStation Vita, NVIDIA Shield, Nintendo Switch

All three of these consoles are the most recent iteration of touch screen “tablet” handhelds. These are the handhelds that should have been able to perform the best. In fact, the NVIDIA Shield should have been competitive with this console. Although, the Shield is now several years old at this point.

However, the Shield tried exactly what the Steam Deck is now trying. To bring PC gaming to a handheld. Yet, for whatever reason, it hasn’t ultimately worked.

That’s not to say that the Steam Deck won’t have some success, but ultimately it likely won’t succeed in the way Gabe hopes. It’s not for lack of trying. This format has been tried multiple times each with varying degrees of success, but none so runaway as to call it massively successful. As I said above, though, there’s one huge fail in the Steam Deck’s design. I’ll come to this shortly.

Of all of them, Nintendo’s Switch is probably the closest to a ‘runaway success’, but it’s still not winning the handheld space. What is? The Smartphone. Why? Because of it’s multifunction purpose. You can play games as easily as answer the phone as easily as book your next flight to Aruba. A phone supports always on data and, thus, gaming can take full advantage of that fact… making carrying around a phone the easiest gaming handheld available. On top of this, smartphones are updated about every year, making them 100% compatible with your current software, but allowing them to run that software much more fluidly. Gaming handhelds, like the Steam Deck, are lucky to be updated once every 3 years.

The point is, the handheld market is dominated by smartphones, not gaming handhelds. The reason for this, as I stated above, is clear. Not to mention, the battery life on phones, while not perfect, is about as good as you can expect in that sized device. It lasts all day, at least 8 hours. Many phone batteries can last up to 12 hours.

Handheld Gaming Battery Woes

Handheld gaming devices, at best, offer about 2 hours of play time with the best games. That’s a problem with the Nintendo Switch, the PS Vita, the NVIDIA Shield and, yes, even the Steam Deck. The point is, 2 hours of play time is simply not enough when you’re attempting to become immersed in a brand new game. All immersion is immediately broken when you see that sad red flashing battery icon letting you know your battery is about to die.

Sure, you can then find a wall outlet to plug into to continue your gaming, but that can be a hassle. This is also the fundamental problem why such handheld gaming consoles don’t sell as well as they should. You can’t produce fabulous looking games at a rock stable 60 FPS gaming experience when you’re limited to 2 hours of play time. The OS must then play internal conservation tricks with frame rates, CPU power levels, GPU power levels, shutting hard drives down and so on. These power saving techniques mean better battery life, but poor gaming performance. It also gets worse as the battery runs down. Less amperage and voltage means limiting CPU and GPU computing speeds.

This problem exists even with the Nintendo Switch, but Nintendo has taken a balanced approach by reducing the resolution to 720p when playing on the console’s screen. Moving the Switch to OLED, though, likely means even better battery life. An LCD screen backlight is a huge power drain. When using OLED, each LED in the screen uses much less overall power than a full sized backlight. Unfortunately, OLED also raises the cost of the unit simply due to its inclusion. Basically, to get a small amount of battery savings from an OLED display means the consumer shelling out $50 more ($349) to replace a Switch that you may already paid $300 previously.

Display Technology

Unfortunately, Valve chose not to use OLED to help save battery power for the Steam Deck. Instead, Valve chose to build it with a TFT LCD screen with a backlight. Let’s talk about the screen for a moment. What type of screen does the Steam Deck offer?

  • 7-inch touchscreen
  • 1280 x 800 (16:10)
  • 60 Hz
  • IPS (In-Plane Switching)
  • Anti-glare etched glass

This is a decent screen type for handheld. Consider, though, that the Nintendo Switch offers OLED at 1280×720 (720p) at $349, meaning that the screen on the Steam Deck is only 80 pixels wider. However, even were the Steam Deck to ship with an OLED screen, the CPU and GPU are the power hungry hogs in this unit. Yes, the Backlight does consume power, but not at the same rate as the CPU and GPU. An OLED screen might buy the unit an additional 15-45 minutes of play time depending on many factors for how the screen is used. Meaning, the fewer pixels lit, the less power it takes to drive the screen.

On a handheld, OLED should always be the first consideration when choosing a display, if only because of the backlight power savings. For a TV monitor, OLED’s benefits are inky blackness in dark areas.

I give it to Valve, though. You gotta start your design somewhere and LCD was the easiest place to start the Steam Deck, I suppose. Let’s hope that the next iteration, assuming there is one, that Gabe considers the power savings an OLED screen affords in a handheld design.

Can the Steam Deck succeed?

Unknown, but probably not this version. Did I mention that one huge flaw in this design? It’s still coming. Though, based on its current specifications, I’d give it a relatively low chance for success. Why? Because a gaming-only piece of hardware swimming in among a sea of smartphones doesn’t exactly indicate success. Oh, the unit will sell to various die-hard gamers and those who really want to be out-and-about gaming (ahem). But, those die-hard gamers are not going prop up this market. If that were to happen, the PS Vita would have succeeded. Yet, it hasn’t.

The only reason the Nintendo Switch has done as well as it has isn’t because of the Switch itself. It’s because of the franchises that Nintendo owns: Super Mario, Donkey Kong, Pokémon, Animal Crossing, Super Smash, Zelda, Mario Party, Kirby, Metroid and so on. These franchises drive the sales of the device, not the other way around. Nintendo could put out the worst piece of handheld garbage imaginable and people would still flock to it so long as they can play Pokémon.

Unfortunately, the Steam Deck doesn’t have legitimate access to these Nintendo franchises (other than through emulation after-the-fact). The Steam Deck must rely on games written for SteamOS or that are compatible with SteamOS. Even then, not all of these Steam games work on the Steam Deck properly, because they were designed to work with a mouse and keyboard, not a console controller. In essence, putting these games on a Steam Deck is tantamount to shoving a square peg into a round hole. Sometimes you can get it to work. Sometimes you can’t.

Ultimately, what this all means for the Steam Deck is a mixed bag and a mixed gaming experience.

Games Should Just Work

Consoles have taught us that games should simply “just work”. What that means to the gamer is that the simple act of opening a game on a console means that it launches and plays without problems. Though, recently, many games devs have taken this to a whole new and bad level… I’m looking at you, Bethesda.

With the Nintendo Switch, for example, games simply just work. The Nintendo Switch is, if nothing else, one of the best handheld gaming experiences I’ve had with a handheld. Not from a battery perspective, but from a “just works” perspective. I can’t even recall the last time I ran a Nintendo game that crashed outright back to the dashboard. Nintendo’s games are always rock solid.

Unfortunately, for the Steam Deck, that experience doesn’t exist. Some games may work well. Some may work halfway. Some may crash part way through. Some games won’t launch. The experience is a mixed bag. This poor level of experience is exactly why the Steam Deck may or may not succeed. That and the Steam Deck’s one big flaw… yes, that info is still coming.

When paying $400-700 for a gaming console, you expect games to play. Yet, even though the game is listed on the Steam store doesn’t imply the Steam Deck will run it. That’s a fairly major problem with the Steam Deck.

Instead, the Steam Deck folks need to create a tried and tested list of Steam Deck games and limit only those games to being visible, available and playable on the Steam Deck’s interface. Basically, the unit should prevent you from seeing, downloading and attempting to play any game which has not been thoroughly tested as functional on the Steam Deck. This vetting is important to bring the Steam Deck back into a similar stable play experience to other handhelds, like Nintendo. If a game doesn’t work, you can’t see it or download it on the Steam Deck.

This “games just work” mentality is an important aspect to a gaming handheld like the Steam Deck. It’s a make or break aspect of marketing this handheld. It’s not that difficult to limit which games can be seen and downloaded. There’s absolutely no reason why this handheld shows games that knowingly don’t work or that are knowingly unstable. Yes, such limits will reduce the amount of games available, but will improve the overall play experience of this device for buyers.

When spending $400, we’ve come to expect a specific level of sanity and stability. This goes hand-in-hand for the price tag, even for the Steam Deck.

Yet, reviewers have stated that their review models have experienced a completely mixed bag. Some games that work, work well. Some games that were expected to work, haven’t worked at all. Some games that worked well have crashed the following day of play. This problem all comes back down to the Proton compatibility problems mentioned earlier.

Success or Failure?

At this point, it’s too early to tell, but one big flaw will likely prevent full success. However, let me dive right into my own opinion of this handheld console. My first observation is that the Steam Deck is physically too big. I understand that Steam wanted it to have a big enough screen with the Steam Deck, but its simply too big and bulky. With the added bulk of the controls, it simply becomes oversized.

Instead, how I would handled design of this platform would have been to use a separate remote joystick. Design the screen to be a simple tablet display with a hefty fan, kickstand and no controls on the tablet at all (other than volume, power, reset and headphone jack). Then, have a separate joystick that can be charged and carried separately. This does a couple of things. Joysticks with separate batteries mean no drain on the console battery under use. Additionally, a battery in the joystick could be hefty enough to be used as a supplemental power source, which can be tapped by the console to extend its battery life once the console is out and about. Having a separate battery means longer play time, thus carrying a separate and charged joystick means extra playtime.

Separate joysticks also feel better in the hand than attached joysticks on handhelds like this. The wide spaced joystick always feels somewhat awkward to use. This awkwardness can be overcome after using it for some time, but I’ve never really gotten past the awkwardness of the Nintendo Switch. I always prefer using the Pro controller over the attached JoyCons. The mechanics used to drive the sticks in a small form factor like the Steam Deck are squashed down and usually don’t feel correct. Using a full sized joystick, these awkward sizing and design issues don’t exist.

With the PS Vita, this spacing problem was less of a problem due to the smaller screen. Though, playing games with the smashed-flat thumbsticks on the PS Vita always felt awkward.

I do get having an attached controller, though. For places like on a train or a bus or in a car, it may be difficult to use two separate devices. Thus, having a controller built-in solves that problem in these few situations. Yet, I don’t know if I’d hamper a handheld device’s size simply to cover a few limited places where having a separate controller won’t easily work. The vast majority of out-and-about play locations would allow for using a controller separately from the LCD screen base, which can be propped up or even hung.

However, these are all relatively minor problems not likely cause failure of sales of the device. The major problem with this device is its lack of additional functionality. For example, it’s not a phone. You can’t make calls using the device.

SteamOS also seems to also offer limited productivity apps, such as word processors, video editors and so on. It does have a browser, but even that seems limited because of the limited controls. You’d have to pair a keyboard if you want more functionality.

Because SteamOS is based on Linux, there’s limited commercial software available for Linux. Unlike MacOS X and Windows, where the vast majority of software is being written, Linux doesn’t have many of these commercial software options. To run Windows apps requires a compatibility stack like Proton, to which those problems have been discussed above.

The Steam Deck goes way deeper than not being a phone, though. It has no cell phone data capability at all. I’ve been teasing the Steam Deck’s biggest flaw… so here it is. No on-the-go always on networking. Meaning, there’s no way to play multiplayer games while out and about without carrying additional devices. Which leads to….

Multiplayer Games?

Don’t go into the purchase of a Steam Deck for any purpose other than single player offline gaming. Know that you won’t be making cell phone calls nor have any easy always-on data options available. If you want data while out and about, you’re going to need a WiFi network handy, to carry a MiFi hotspot with you or use your phone as a WiFi hotspot. This means you’ll need to carry a second device for playing any games which require multiplayer. Because too many games these days require multiplayer always-on Internet, the Steam Deck substantially misses the boat here.

Even still, using a phone or MiFi hotspot may limit your speeds enough to prevent the use of multiplayer in some games. If you try to use a Starbucks or Target store WiFi, you may find that gaming is blocked entirely. This is a huge downside to this device for out-and-about multiplayer gaming. Basically, the only games you can play while out and about are single player offline games only, not multiplayer. While some offline games are still being made, many games now require online Internet at all times, regardless of whether you are playing multiplayer. As more and more game devs require always online status, this will limit the usefulness of this model of the Steam Deck over time.

Instead, Valve needs to rethink this design of the Steam Deck. Valve should include a cell phone radio so that this unit can join a 5G network to enable always-on networking. This is a huge miss for the Steam Deck… one that shouldn’t have been missed. Multiplayer gaming is here to stay and pretty much so is always online Internet. As I said, many game devs require always online Internet.

The lack of a cell phone data network on the Steam Deck limits out and about play for far too many games. Ultimately, the novelty of the Steam Deck’s handheld’s remote play basically limits you to playing multiplayer games in and around your home or at places where you know high speed online gaming is allowed, which isn’t very many places. Even Hotels may limit speeds such that some online games won’t function properly. Thus, the lack of always-on Internet actually undermines the portability of the Steam Deck, making it far less portable for gaming than one might expect.

Instead, Valve needs to team up with a large mobile carrier to offer always-on data networking for the Steam Deck that also allows for full speed gaming. Thus, this would mean including a built-in cell phone radio that offers purchasing a data plan offering high-speed 5G always-on network multiplayer gaming. Once this is achieved, only then could this device be considered ‘ground breaking’. Without this always-on networking capability, the Steam Deck handheld is firmly tied to a past where fewer and fewer offline games are being created today.

Success or Failure Part II

Circling back around… the Steam Deck, while novel and while also offering access to the Steam library of games may not yet be all that it can be. This handheld needs a lot more design consideration to become truly useful in today’s gaming circles.

Some gamers may be willing to shell out $399 to play it, but many won’t. The limitations of this unit far outweigh it’s usefulness as a modern handheld console. Back when the PS Vita offered two versions, WiFi only version and a Cell Phone version, that was at a time when multiplayer gaming was still not always online.

Today, because many games require always-on Internet, not having a cell phone network available on this gaming “tablet” (yes, it is a tablet), is highly limiting for multiplayer gaming. Multiplayer gaming isn’t going away. If anything, it’s getting bigger each year. Choosing not to include or offer a cell phone data version of this tablet is a huge miss.

My guess for success of this specific version of the Steam Deck is that its success will be limited. It will sell some, but only to very specific gamers. I seriously doubt that it will be considered “ground breaking” in any substantial way, particularly after missing the general purpose nature of a tablet combined with including an always-on a cell data network feature.

I felt this way both with the Nintendo Switch and with the NVIDIA Shield. Both of those tablets have done okay with their respective markets, particularly Nintendo’s Switch. It’s done exceedingly well, but only because of Nintendo’s major game franchises and because none of those franchises (other than Mario Kart) require heavy networking. The Shield, like this tablet, has only done okay in sales. Not great, not horrible.

If Valve wants to sell this gaming tablet as it is, it needs to strike while the iron is hot and while this tablet is new. Advertise the crap out of it everywhere. Because it’s new, people will be interested to have a look. Many more will buy it because it’s new. Eventually, all of the above limitations will be apparent, but only after people have paid their cash and already purchased it.

Personally, this unit has too many limitations for me to consider it. If this gaming tablet offered both cell phone data options AND full Windows gaming compatibility, I might have considered it. It isn’t enough to offer many from the Steam library of games. It also needs to offer the fundamental basics for multiplayer gaming.

For example, you wouldn’t be able to play Fallout 76 while out and about without access to a high speed MiFi hotspot. Thus, you also won’t be able to play multiplayer games like Fortnite, Overwatch or Destiny using a Steam Deck while riding a train to work. The lack of a multiplayer always-on data network is huge miss that ultimately undermines the usability of the Steam Deck and is also its biggest design flaw; a flaw that shouldn’t have been missed by the Valve team at the Steam Deck’s price tag.

Overall, I can’t personally recommend the purchase of the Steam Deck as a portable modern gaming device strictly because of its lack of thoughtful design around multiplayer gaming while on the go. However, the Steam Deck is probably fine if used as a home console device using a wireless controller while hooked to a widescreen TV and connected to a home high speed WiFi network. It may also be worth it if you intend to use it primarily to play offline single player games or if you intend to use it as a retro emulator for 80s and 90s games. Still, it’s way overpowered for the likes of Joust, Dig Dug or Defender.

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What Microsoft’s purchase of ZeniMax means?

Posted in business, microsoft, Sony, video gaming by commorancy on October 28, 2020
Can the PS5 succeed?

I’ve had this question recently posed to me on a Twitch stream. Yes, I stream games on Twitch in addition to penning this blog. I haven’t cross promoted my Twitch stream on this blog because blogging and gaming are mostly unrelated. However, if you’re interested in watching me game, please leave a comment below and I’ll post my Twitch channel. Let’s explore the answer to the above question.

Bethesda and Microsoft

Microsoft isn’t really a gaming company. They are a software company who produces gaming products in among all of their other hardware and software product lines. Sony is, likewise, not really a gaming company for a similar reason. Sony is mostly a content producing company who also produces gaming hardware.

Anyway, Microsoft’s purchase of Bethesda’s parent company ZeniMax likely means eventual changes to all of Bethesda’s game franchises. In fact, I’m actually surprised that the FTC has allowed such a purchase considering the negative impact it will likely have on consumer choice.

Sony and Microsoft

Let’s start with the elephant in the room. Sony and Microsoft are rivals when it comes to gaming systems. Sony has the PlayStation and Microsoft has the Xbox. Because Microsoft owns the Xbox console, purchasing large gaming companies firmly pushes this situation into conflict of interest and consumer choice reduction territory. Additionally, Microsoft’s purchase of ZeniMax before the PS5 has really launched can become an easy way to keep the PS5 from succeeding.

Why? Microsoft has designs on making the Xbox Series X console succeed and be more successful than the PS5. To do this, they want to lock Sony’s platform out of as much content as they can. How will this manifest with Bethesda’s games?

While the final outcome is entirely uncertain, the handwriting is on the wall. What I mean is that Microsoft may eventually make all of Bethesda’s newest released games exclusive to the Xbox. That means that Bethesda’s game franchises (plural) may ultimately end up playable only on the PC and on the Xbox console. Yes, that could mean that both the Nintendo Switch and Sony’s PS5 are equally negatively impacted by this purchase.

Both Sony and Nintendo could find themselves without future Bethesda titles on their gaming platforms. That could mean no more Fallout, no more Elder Scrolls, no more Doom and no more Wolfenstein will make their way onto Sony or Nintendo’s platforms. It doesn’t stop there. Titles like Bethesda’s upcoming Starfield, which has yet to be released, could be pulled from release on both Sony and Nintendo’s platforms… leaving this game only available on PC and Xbox.

Sure, it may lose Microsoft money by not releasing these games on these non-Microsoft platforms, but Microsoft will more than make up for those game sales losses by pushing more Xboxes and PCs into the home. Eventually, these games will be sold to newly purchased Xboxes and PCs more than making up for the losses in sales on those other platforms. Basically, Microsoft has an easy way to do the dirty to both Sony and Nintendo as far as Bethesda games are concerned.

Microsoft is also well aware of the leverage they hold over the gaming industry by purchasing Bethesda. More than this, Microsoft can steer new consumers onto their Xbox line of consoles and away from Sony and Nintendo consoles strictly by enforcing Xbox Exclusives.

Exclusives

Bethesda isn’t the only studio on the planet. However, Bethesda is a large studio with many very cherished video game franchises… franchises that bring in a lot of cash and drive console purchases.

While Microsoft can enforce making upcoming Bethesda games exclusive, Microsoft doesn’t necessarily have to take this step. However, knowing that Sony pretty much kicked Microsoft’s butt with the PS4’s sales, Microsoft isn’t eager to repeat that trend with the Xbox Series X. Purchasing ZeniMax gives Microsoft a definite edge. It also means Microsoft might also be eyeing the purchase of Activision, EA, Rockstar and even Ubisoft. Don’t be surprised if Microsoft snaps up some of these additional game developers as well.

By Microsoft purchasing large game studios like Bethesda, they can control which console becomes the dominant console this time around (i.e., theirs). This means even more exclusive Xbox games.

Exclusive games force consumers to buy specific hardware platforms to play these exclusive titles.

PS5

What does this news mean for a console like the PS5? It puts the PS5 at a severe sales disadvantage. Microsoft could request Bethesda to not produce PS5 games. Without Bethesda’s support on the PS5, that leaves the PS5 at a major disadvantage in the upcoming next gen gaming market.

This is part of the reason I am not purchasing a PS5 at this time. I’m waiting on how this plays out. Bethesda’s ownership by Microsoft means a very real possibility of future exclusive Xbox titles from Bethesda, with no releases on the PS5 or the Nintendo Switch.

This change would put Sony and Nintendo with a clear sales disadvantage. Sony would have to rely not on Bethesda games to drive the PS5’s sales, but instead rely on Sony Studio game releases… games they have developed themselves or by studios they own (i.e., Sucker Punch).

That doesn’t mean the PS5 will be worthless, but it means that the future of Bethesda’s games being released on the PS5 has become very unclear. In fact, I’d use the word “muddy” to describe these waters.

Here are some questions that come out of the above:

  1. Should I buy and Xbox Series X or a PS5? The answer to this question entirely depends on what Microsoft has planned for Bethesda. If they intend to turn all future Bethesda releases into Xbox exclusives, then the answer to this question is… buy an Xbox Series X. Even then, I’d still recommend buying an Xbox Series X because there’s a zero chance of losing Bethesda games on the Xbox. However, there’s a high probability the PS5 will lose Bethesda’s future games. The even larger answer to this question also depends on whether Microsoft plans to buy more large game studios.
  2. Will Bethesda lose money? The answer to this question is, no. Microsoft has deep, deep pockets. They can withstand any short term monetary losses from making Bethesda’s games exclusive to the Xbox and they can also withstand the long term needs to recoup those losses by selling new Xbox consoles and any exclusive Bethesda games. The more consoles Microsoft sells, the more games they can sell.
  3. Will Microsoft force Bethesda to make exclusives? Yes, they will. This is guaranteed. The question is, which games will be forced into this category? That’s still unclear. Will it only be some of Bethesda’s games, all of them, new games only or some combination of this? We don’t know. However, I can guarantee at least one of Bethesda’s games will be released as an Xbox exclusive. My guess is that most of Bethesda’s games will become exclusives.
  4. What about existing Bethesda games? What happens to these? Microsoft isn’t stupid. They will allow existing games to continue to be sold and operate on the PS4 and any other older non-Microsoft consoles. They won’t rock this boat. Instead, Microsoft will look at upcoming unreleased games and use the games that have never been released to become exclusive.

As a result of these questions and answers, it’s clear that if you love Bethesda’s games and you wish to play future upcoming Bethesda game franchises, you may want to wait before investing in one of these new consoles. It would suck to spend a wad-o-cash to walk home with a PS5 only to find that the one Bethesda game you thought you could play is now an Xbox Series X exclusive. That means, you’ll never see that game released on the PS5. Microsoft is very likely to make this situation a reality.

If Microsoft buys even more of these large developers, they could lock Sony’s PS5 out of the mainstream gaming market. That would push Sony’s PS5 into a situation like Nintendo (and the PS Vita), where the console maker is entirely responsible for creating compelling game franchises for their respective console on their own. Unfortunately, that’s just not enough to keep a platform like the PS5 alive.

In other words, with the purchase of Bethesda, there’s a very real possibility that this time around that Sony’s PS5 will be the underdog.

Ramifications

The bigger ramifications of this purchase is the lack of and reduction of consumer choice. This purchase can easily push Microsoft into an even more monopoly status than they already are. Locking down the biggest game developers to exclusivity for the Xbox means causing the PS5 to ultimately fail and for the same reason the PS Vita failed.

Personally, I believe this is Microsoft’s true agenda. The Xbox One’s sales paled in comparison to the PS4. Microsoft is not eager to repeat this situation with the Xbox Series X. By buying large developers like ZeniMax / Bethesda, Microsoft can all but assure the success of the Xbox Series X… and, at the same time, assure Sony’s failure of the PS5.

This purchase is honestly a one-two punch to Sony…. and for Sony, it’s gotta hurt.

Sony and Gaming

If Sony is smart, they’ll run out and buy Rockstar or Ubisoft right now. They shouldn’t wait. They should purchase one of these companies as fast as they possibly can. Rockstar would be the best choice for Sony.

Sony could then have this same bargaining chip in their back pocket just like Microsoft has with Bethesda. Should Microsoft dictate Xbox exclusivity for Bethesda’s upcoming games, Sony can do the same thing for Grand Theft Auto and Red Dead Redemption (once they own Rockstar). Ultimately, it will be a “tit for tat” situation.

In fact, Sony should buy both Ubisoft and Rockstar and have two bargaining chips. Even still, such a game exclusivity war would lead to fracturing the gaming market in half. Basically, the consumer would be forced to buy multiple consoles to play games that formerly landed on both consoles. It’s a loss for consumer choice… which is why I’m surprised the FTC hasn’t stepped in and blocked this one.

I’m guessing that because the final outcome has not yet manifested, the FTC can’t see the forest for the trees. However, once hindsight forces 20/20 vision, it will be too late for the FTC to block this purchase.

What does this mean for Fallout?

I know this is a very specific question about a very specific game. However, I was asked this very question on a Twitch stream. Let me answer it here.

If you’re a fan of the Fallout series and you’re unsure which of the upcoming console to buy, I’d recommend waiting to see what Microsoft has in store for upcoming Bethesda games.

With that said and to reiterate what I’ve said above, there is now zero chance that Microsoft will withhold Fallout for the Xbox Series X and newer Xbox consoles. However, Microsoft can easily block the release of future Fallout games from the PS5 and the Switch. This means that a consumer’s investment of cash into a PS5 could see the console without any future Fallout or Elder Scrolls or Doom games.

What that means is that should Bethesda take on the challenge of remastering Fallout 1, Fallout 2 and Fallout New Vegas for the newer consoles, these games may only find their way onto the Xbox Series X as exclusives and may not be found on the PS5.

Basically, proceed with caution if you really, really want a PS5. You may find that like the PS Vita, without titles released from Bethesda, the PS5 may end up a dying console before it really gets the chance to take off, particularly if Microsoft buys even more of these large game studios. If the PS5 does fail due to Microsoft exclusives, it will be mostly thanks to Microsoft.

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Game Review: Ghost of Tsushima

Posted in gaming, plagiarism, video game design by commorancy on July 20, 2020

This Sucker Punch studios created game feels like a sucker punch to Ubisoft as it is far too much like Assassin’s Creed for its own good. Let’s explore.

[Updated: 9/2/2020] After having rethought this entire article, I’ve come to a new conclusion about Sucker Punch studios. It seems highly likely that Sucker Punch is an empty-shell game development arm for Sony. What do I mean by empty-shell? Let me explain what I mean. There’s a lot that also supports this shell idea. Sucker Punch may actually be a sub-company that strictly comes up with game ideas and doesn’t actually implement them. Instead, Sony / Sucker Punch hires out third party development studios to produce a game for a fee (and under contract) based on Sucker Punch’s game concept.

In the case of Ghost of Tsushima, it appears that Sony / Sucker Punch may have hired out Ubisoft to produce Ghost of Tsushima using Ubisoft’s AnvilNext engine including Ubisoft’s development team. Sucker Punch likely wanted something very specific (i.e., all of the particle animation and Japanese environments) including the assassination concept. Who better than to hire Ubisoft for that project? Sucker Punch may employ a small team helping produce some limited assets for the game such as trees, some character models and so forth. The majority of the development work likely went to the third party team (e.g., Ubisoft).

What this likely means for Sucker Punch and Ghost of Tsushima is that Sucker Punch indirectly licensed Ubisoft’s AnvilNext for this game because Ubisoft actually produced this game for Sony / Sucker Punch under contract. As an aside, it’s odd to note that both Sucker Punch and Sony PlayStation begin with (SP). Anyway, why am I jumping to this conclusion so much later? There are excessively too many suspect mechanics included in this game that mimic Assassin’s Creed to be a mere coincidence.

That’s just the beginning of this conclusion jumping. There’s also the suspect lack of credits anywhere on the game. Any game studio putting in years of time and effort would want to reward their developers by giving credit where credit is due. Unfortunately, credits are not listed on Ghost of Tsushima… at all. Not anywhere is there a credits page within this game. If you had devoted years of your life to an entertainment / game project, wouldn’t you want credit? Wouldn’t you expect to see your name listed on the credits page? Yet, no credits appear anywhere on this game. The lack of due credit is the biggest suspect item thus leading me to the empty-shell studio conclusion.

One further telltale sign is that games by direct developers place all engines and technologies they use up front immediately after the developer’s logo splash page. Again, Ghost of Tsushima fails to give credit to the engine, physics systems and technologies used within the game… an extremely odd play for an “alleged” big name developer.

This situation could also easily explain Ubisoft’s extreme silence on the Assassin’s Creed front for the last two or three years. If Ubisoft were deep in development for Ghost of Tsushima for Sony, that team would have been unable to make significant progress on a new Ubisoft Assassin’s Creed title. Sure, there has been both Odyssey and Origins. Odyssey being the newest, was released in 2018 with nothing since. Even then, that game could have been produced at least year earlier… giving Ubisoft a minimum of 3 years development time on Ghost of Tsushima.

Since Ubisoft already has a workable existing engine in AnvilNext, it wouldn’t have taken much time to rework that engine to produce Ghost of Tsushima. However, for Sucker Punch to devise their own engine from scratch that’s even more capable than AnvilNext (and that renders almost identically to AnvilNext) in two or three years, that’s a bit of a stretch. Developing an engine as sophisticated as what’s seen in Ghost of Tsushima would take every bit of that 3 years and likely more. That doesn’t account for the time it would take to produce a functional game including character models, game mechanics, 3D assets (trees, villages, carts, etc), stories, motion capture, voice actors and all else to create a complete game. To produce a game like Ghost of Tsushima from nothing to completion would be at least 6-8 years.

While it is possible Sucker Punch could have created an engine that looks and acts like AnvilNext, considering that the last game released by Sucker Punch was INFamous Second Son, released in 2014, the idea of it doesn’t really work especially considering there are no credits. The engine used in INFamous Second Son doesn’t at all resemble what’s in Ghost of Tsushima. Sure, both offer decent lighting models, but the engines are completely different between these two games. The engine used in INFamous looks, feels and acts entirely different. There was some limited particle animation in INFamous, but nothing like what’s in Ghost of Tsushima. Even then, INFamous is just an overall different game that operates entirely differently.

Ghost of Tsushima looks, feels and acts like Assassin’s Creed. From the horse, to the assassinations, to the perks to pretty much everything in the game. Even the world lighting looks and feels like AnvilNext when the light falls on objects. Even the swirly wind motif iconography feels like Assassin’s Creed. The whole thing has a telltale sign that it was produced by the Assassin’s Creed developers.

Let’s get back to the credits, which seem to tattle on Sucker Punch (and the lack of technologies used). If credits were listed on this game with real people’s names, it would be easy to spot developers who work at Ubisoft. It would be even easier to know that this game was actually produced by Ubisoft. I’m guessing that both Sony and Sucker Punch decided against revealing this information thus definitively proving that SP hired Ubisoft to produce this title. In fact, if I had to make a guess, such a development agreement contract probably stipulated keeping Ubisoft’s name (and technologies) off of the game. To do that, no credits or technologies could be added to the game which would reveal Ubisoft’s involvement… hence, likely the reason the game doesn’t have credits of any kind.

With the above said, please read the rest of this article recognizing my previous mindset before I had come to the above conclusion. If the above ends up being true, then Ghost of Tsushima is technically an unofficial Assassin’s Creed installment.

Assassin’s Creed

Ubisoft originated the stealthy assassin take-down style game, but it seems that Sucker Punch is cool with both ripping off and carrying this concept forward in its latest game, Ghost of Tsushima.

By comparison, some of the most notable and identifiable mechanics in Ubisoft’s Assassin’s Creed include:

  1. Eavesdropping
  2. Hiding in weeds, hay piles or crowds of people
  3. Smoke Bombs (usually comes later as you unlock skills
  4. Healing, although this mechanic has changed several times in successive AC games
  5. Various button mashing combat mechanics including parrying, blocking, dodging and combos
  6. Parkour (climbing rocks and structures)
  7. Eagle Vision — allowing the protagonist to differentiate enemies from friendlies with an x-ray like vision
  8. Taking over Forts
  9. Horse riding and combat
  10. And… stealthy assassinations… basically how Assassin’s Creed got its name.

There are other features included such as the hidden blades, which also adds to the identity of Assassin’s Creed. However, there have also been AC games that lacked the hidden blade feature.

Why am I harping so much about Assassin’s Creed? It’s important to understand exactly how much Sucker Punch took from Assassin’s Creed to create Ghost of Tsushima.

Ghost of Tsushima

While no Assassin’s Creed game has yet visited feudal Japan, Sucker Punch decided it would be their turn to do so in Ghost of Tsushima. The game is set during the time of the Samurai, during the Mongol invasion of the island of Tsushima.

In that goal, the game sets up the protagonist, Jin Sakai. A little goofy, a little nerdy, a little naïve, Jin ends up becoming the lone Samurai who wanders the island helping out with various problems along the way while learning new skills, including stealthy assassination both from behind and from above. Learning these new skills, along with parkour, ultimately help him to defeat the Mongol leader holed up in Castle Kaneda.

Along the way, Jin learns how to become a ‘Ghost’ (Sucker Punch’s word for an assassin). He uses his newfound assassination techniques to stealthily take down everyone from archers to Mongols to whomever deserves it. Though, he is nearly just as adept at being a Samurai, heading into open combat nearly as easily.

Sounds similar to Assassin’s Creed? It is. In fact, it’s far too much like Assassin’s Creed for its own good. Even the landscape, terrain, stories, enemy archetypes, combat and situations feel like Assassin’s Creed, right down to a nearly identical Assassin’s Creed combat maneuver to break through an enemy’s shield and take down that enemy.

Stolen Ideas

Not only has Sucker Punch taken practically everything that was Assassin’s Creed and placed it into Ghost of Tsushima, it has done so with careless abandon. It’s as if Sucker Punch is flaunting this fact in Ubisoft’s face. “See what we made? It’s just like Assassin’s Creed, only better!”, I can hear someone at Sucker Punch saying.

Here’s the non-exhaustive list of how Ghost of Tsushima ripped off Assassin’s Creed:

  1. Eavesdropping
  2. Hiding in Pampas Grass and weeds
  3. Smoke Bombs
  4. Healing with ‘Resolve’
  5. Parrying, blocking, dodging and combos
  6. Parkour (climbing up rocks)
  7. Focused Hearing (looks like Eagle Vision)
  8. Forts and taking them down
  9. Horse riding and combat
  10. And, of course, stealthy assassination takedowns

Ghost of Tsushima even goes so far as to use a logo that looks like an A, just like Assassin’s Creed uses a different looking A for their franchise.

In fact, there are so many mechanics, behaviors and actions so similarly constructed to Assassin’s Creed (and in particular Origins, but really all of them), it makes me heavily wonder if Sucker Punch hired some of Ubisoft’s disenchanted Assassin’s Creed developers away and put them to work on this project. It’s all so suspect.

Legal Issues?

It’s one thing to hire a team to build a game that has slight similarities to another popular game title from another studio. It happens all of the time. However, it’s an entirely different issue to steal practically everything that made a single game, like Assassin’s Creed, unique and then put it all into a new game and call it your own without giving Ubisoft any credit.

Ubisoft’s Legal Team

If I were on Ubisoft’s legal team, I’d be looking at all options right about now. Considering that AnvilNext is a proprietary engine developed by Ubisoft and which is strictly for its own internal use… then seeing another engine looking, acting and performing similarly to AnvilNext, while driving a game that practically mimics Assassin’s Creed in nearly every way? Yeah… suspect.

Not only would I review that game with a fine tooth comb, I’d be looking through the credits roster to see who might have left Ubisoft and taken something with them. Talent moves around in every industry. It might be worth determining if any developers who worked on Assassin’s Creed made their way to Sucker Punch with a little something extra in hand.

Beautiful Rendering

There’s no denying that the landscape and terrain that has been built on Tsushima is outstanding, but no more outstanding than Assassin’s Creed Odyssey and Origins. Yes, the rendering of the environments doesn’t look at all much different from what’s seen in Assassin’s Creed Origins and Odyssey. Galleries below.

In fact, it looks so similar that I’d have to say that Sucker Punch may be using portions of Ubisoft’s AnvilNext engine. The look and feel of the graphics are far too similar in quality. It’s also possible Sucker Punch picked up another similar game engine. Unfortunately, even Wikipedia doesn’t yet state which game engine Ghost of Tsushima is built on. My money’s on AnvilNext, or rather a modified version of AnvilNext, Ubisoft’s proprietary engine.

Game Play

Sucker Punch’s Ghost of Tsushima plays pretty much like mashup of the best parts of Assassin’s Creed games. It utilizes the eye popping graphics seen in Odyssey and Origins, but then goes back to basics with the combat mechanics and healing. It does have various staples seen in every AC game, such as smoke bombs and hiding in weeds and it improves upon the smoke bomb by adding its new sticky bombs.

Combat

The combat mechanics are almost identical to various Assassin’s Creed games, but with one difference. Jin is easily killed with one or two hits. The enemies also have the ability to immediately stagger Jin leaving him unable to attack or move for at least a minute. This means that the rest of the enemies can simply move in for the kill and they do.

Even though Jin has decent Samurai moves, his armor leaves a lot to be desired… and that stagger mechanic is literally a game killer.

For whatever reason, games have been adding these longer and longer lasting stagger mechanics into their games, which leaves the player unable to do anything other than watch their character die. I’m not a fan of this in games, particularly when my weapons don’t equally stagger opponents in the same way. Giving the enemy an upper hand method to basically kill the player’s character instantly is never satisfying.

What you, as a player, end up doing is… entirely avoiding this situation by making sure you always have the upper hand. The problem is, this game doesn’t let you get that upper hand when in open combat. The enemies always surround you and the best you can do is dodge out of the circle.

Healing

Here’s another sore spot of this game. Ghost of Tsushima gives you the ability to heal (called Resolve), but once used, you must gain it back through specific combat moves. The problem is, you can kill enemies galore, yet never gain any resolve back. There are some times where you do get it back, but there are many times were you can defeat 10 or more enemies and still have no resolve recovered.

This ‘resolve‘ mechanic is actually an incredibly piss poor design. It definitely needed a whole lot more development time. In fact, I’d have preferred just having dead enemies drop health and let me pick it up without having to regenerate “resolve” through very specific means, which clearly doesn’t always work.

Photomode

To carry on from the Beautiful Rendering section above and because this game is just so damned photogenic, you’re inevitably going to want to take some pictures. While photomode does work, it has some important limitations, which may be resolved in later updates. Let’s go through them now:

  1. If the game is night time and you change the time of day to daytime, the sun comes up, but the night sky remains. It looks like a very brightly lit night moon sky rather than daytime. If you want daytime shots, you’ll need to wait until it’s actually daytime in the game.
  2. There’s no way to pose the character at all. Once photomode begins, the character is in whatever pose he was in when it began. The only thing you can change is the facial expression. Even then, the facial expressions are poorly crafted.
  3. Likewise, there’s no way to pose the horse.
  4. While there are various types of weather from foggy to rainy to clear, none of them really work as well as you might expect. When switching between these, like the night/day problem above, the difference is just not that noticeable.
  5. Yes, there are filters. No, they don’t look great. In fact, the filters are so piss poor in quality, there’s really no reason to use them. Though, vivid is probably the most useful of these crappy filters.
  6. Unfortunately, photomode entirely lacks a vignette mode.
  7. Depth of field is also here, but it also doesn’t fare well. While it does support foreground and background blurring, it just doesn’t look as good as it should. It’s just not configurable enough.
  8. There’s no way to improve contrast, only brightness.

There are a number of other photomode features, but they just don’t really work as well as they should. You can get some great shots out of the game, but mostly by happenstance and not by messing with the filters and settings. Here are some images I’ve captured while playing….

Image Gallery

Ghost of Tsushima

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Compare the above to these similar in appearance images from both Assassin’s Creed Origins and Odyssey

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Weapons

As one would expect of a Samurai game, Ghost of Tsushima offers you your choice of blades including a dagger and a Samurai blade and more as you progress. You also get access to a Bow, bombs and various other weapons that you’ll get as you complete ‘Tales’.

Dyes and Plants

Picking certain plants and flowers gives you resources, such as wood and dyes, that you can trade at merchants to change or improve your clothing, armor or weapons. Remember back to Assassin’s Creed 2? Dye was a big thing in those early Assassin’s Creed games.

Skill Tree

There are basically two skill trees in this game. One is the Ghost (assassin) skill tree. The other is the Samurai skill tree. As you progress through the Tales (Quests), you are given skill points at the end, which you can use to unlock skills from any tree. As you progress more and more, you can unlock more and more skills. It’s a fairly bare bones basic skill tree setup.

Animus Missing

The one thing that Assassin’s Creed included that Ghost of Tsushima doesn’t is having an outer shell. What I mean is that Assassin’s Creed was predicated on Templars from the present using the Animus virtual technology to revisit the past to find specific relics. These relics would help them in the present day gain specific power.

Ghost of Tsushima refrained from using this wrappered shell system so as to avoid that similarity. Although, even though that’s not included in Ghost of Tsushima, the rest of the mechanics included more than make up for the lack of this one missing thing.

Tales

As with any open world system, there must be quests. In this game, they’re called Tales. When you participate in a tale, you help someone do something in return for their help. Sometimes they give you a bow or armor, but sometimes you’re recruiting them to help you later. In return for that help, they expect you to do something for them now. Most times, it involves combat.

Forts

As mentioned above, forts are common in Assassin’s Creed. You end up having to not only take down everyone in a fort, you must also take down its leader. Once you do this, you basically own this fort.

The same can be said of Ghost of Tsushima. Though, while at the end you don’t own the fort, you do get to loot it for whatever rewards you can find.

Overall

Ghost of Tsushima is pretty. Very, very pretty, particularly when the wind is blowing across the grass and trees. One only needs to look at the above images to see that. But, having a game rendering a pretty environment is only part of the battle.

The other part is producing compelling, innovative mechanics to drive this world. Unfortunately, Sucker Punch actually lives up to its name and practically sucker punches Ubisoft for its Assassin’s Creed franchise. Sucker Punch entirely took almost everything that was Assassin’s Creed and imported it almost intact into Ghost of Tsushima.

If you’re an Assassin’s Creed fan, you’ll probably like this game. However, it’s so similar and plays so similarly to Assassin’s Creed, you may also feel like you’ve played this game before… and you likely have.

Is it worth $60? That’s debatable. I’m not usually one to urge people to run out and buy copycat games. In the case of Deep Silver’s Saint’s Row 3 and 4, these were so satirical of Grand Theft Auto, they had their own quirky uniqueness. In this case, I would recommend Saint’s Row because while they had some similarities to GTA, they were uniquely different.

With Ghost of Tsushima, the only really unique thing about this game is it having been set in feudal Japan. Everything else pretty much feels like a clone of Assassin’s Creed, for better or worse.

Ratings

Graphics: 10 out of 10
Sound: 9 out of 10
Gameplay: 4 out of 10
Uniqueness: 1 out of 10
Stories: 7 out of 10
Voice Acting: 8 out of 10
Mouth Tracking: 2 out of 10
Replayability: 1 out of 10
Multiplayer Mode: none, single player campaign only

Overall: 4.5 out of 10 (Rent first. If you like it, then buy it.)

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Gaming: PS5 vs XB SX Case Design Review

Posted in game controller, gaming, video game console, video game design by commorancy on June 14, 2020

Since the Xbox Series X and the PS5’s case designs have now been unveiled by both Microsoft and Sony, respectively, let’s explore these case designs.

Sony’s PS5

Let’s start with the recent elephant in the room, the Sony PS5. Here are some images:

Xbox Series X

Note, I will henceforth be calling the Xbox Series X the Xbox SX. Here are images of this console:

Design Goals

Sony claims they wanted something “bold, daring and future facing” according to Sony’s CEO. Microsoft’s Xbox Phil Spencer claims they wanted the, “fastest, most powerful console ever”.

Regardless of the claims, let’s dive into the designs of these consoles. The first word that comes to mind is “dated”. Both the Xbox SX and the PS5 offer odd choices in case designs.

Let’s discuss the Xbox SX’s case design. This design has already been done and been done better… thrice, in fact. Once by NeXT and twice by Apple. Let’s look at designs past, shall we?

The above computers consist of the following:

  • Apple G4 Cube (circa 2000)
  • NeXT Cube (circa 1990)
  • Apple Mac Pro Cylinder (circa 2012)

All three of these computers are of a very similar design to the Xbox Series X. Microsoft never can seem to come up with original designs, instead choosing to abscond with older manufacturer designs. I’m not sure what it is about Microsoft’s inability to come up with innovative case designs, but this is what we get with Microsoft: clunky, outdated designs.

That’s not to say that Sony’s case design is much better. It’s unique, but in a word, “ugly”. If you like the look of consumer routers, then I guess the PS5’s case design is what you might like.

The main problem I have with both of these designs is that neither of them are stackable. It seems with Sony, it’s all about having an oddly round shaped surface. This means when you place it horizontally, you can’t stack anything on top of it. With the PS4 Pro, it offered us a fully flat top. Unfortunately, the PS3 had that, again, oddly rounded design. It seems that Sony vacillates between flat topped systems and oddly shaped systems. If Sony’s were the only device in the home, it might be okay. Since some of us have several pieces of gear, including multiple older and newer generation consoles, we want to stack them so we have them together.

Additionally, stacking a console vertically, at least in my cabinet, is out of the question. There is no way for me to locate the Xbox SX or the PS5 vertically. In fact, I have yet to place any console vertically in the last 10 years (no space) and it’s not going to happen now. Note, I talk about alternative placement of the Xbox SX below.

Waiting… and airflow

As a result, I’m likely to wait until the second case iteration of the PS5. I’ve invested in too many first gen consoles and gotten burned. The only time where having the first edition console was a boon was with the PS3… before Sony yanked out the PS2 compatibility and several other useful features for later iterations. That was the one and only one time when it was a benefit. That didn’t excuse the horrible rounded PS3 case design, nor does it excuse the rounded case design of the PS5.

With the Xbox SX, it can at least be placed horizontally. In fact, this console design might actually fare better horizontally than vertically. Why? When standing vertical, there will be limited airspace under the bottom of the unit with which to pull air up and through. The airspace distance is probably designed well enough, but sitting close to a surface will still limit the amount of air flow.

Placing the Xbox SX case horizontally completely unobstructs the bottom intake vent and allows full and complete airflow through the unit. Placing the Xbox Series X horizontally might actually be the better way to place this unit for the best airflow possible. Sony’s case design probably won’t have an airflow problem. They usually don’t.

Sony’s choice of white case, black inner section using blue case lighting is also a throwback design problem. It has the same aesthetic as the Nintendo Wii. It’s not the same case shape, of course, but it has a similar lighting and visual aesthetic.

Form vs Function

One thing that video game console designers need to understand is that it really doesn’t matter how aesthetically pleasing a case design is. What matters is how well the console functions. That isn’t to say that we don’t enjoy seeing a pretty case, but we don’t spend time staring at it either. We want to use the unit, not stare at the case.

Therefore, the most important aspect of a video game console isn’t its case, it’s what’s under the hood and how well all of that works. Spend time making the innards work well. Make them solid and functional and with proper air flow. Put your effort and money into designing the innards and make that innovative. We don’t really care what it looks like.

In fact, as a gamer, I’d prefer the case be flat on top with airflow front-to-back or side-to-side so I can stack my other gear on top of it. A boxy looking case? Not a problem. Failing to understand this functional stacking issue is a design failure in my book. Clearly, Sony’s industrial designers weren’t considering ergonomics or functionality of its case design. For that matter, neither was Microsoft with the Xbox SX.

Case design isn’t really that important to a video game console unless it gets in the way of being installed into a cabinet… which both of these case designs do.

Vertical Design

More and more, game console creators want to produce vertical case designs. I’m not a fan. I don’t want my console sitting vertically. Not only do I have no cabinet space for this, I simply don’t like this design aesthetic. I prefer my computers to sit horizontally. This is partially to do with the cabinet I’ve chosen, but it’s partially due to the wasted space needed to place a console upright.

Case designers need to reconsider this unnecessary trend of designing for vertical installation. Any design that can be installed vertically should also be designed to install horizontally. Design for both use cases!

Blue LEDs

I’m also not a fan of blue colored LEDs. They are 1) too bright and 2) annoying as hell. At night, you simply can’t sleep with blue LED lights staring you in the face. They’re like little lasers piercing your retinas. I hate ’em with a passion. The faster we can get away from this blue LED trend, the better.

PS5 Reveal

Here’s the part where some of you may have been patiently waiting for me to chime in. Well, here it is. The PS5’s reveal was, meh. The gameplay was actually not any better looking than the PS4 Pro. The CPU and GPU might be somewhat faster, but Sony is reaching the law of diminishing returns. The PS5’s play was, well, not at all impressive. In fact, I was so unimpressed by the PS5’s gameplay so as to be disappointed.

I was expecting so much more from the PS5 and we’re basically getting another PS4 renamed PS5. It’s really unimpressive. Going back to the CEO’s remark, there’s really nothing “bold, daring or future facing” about this PS5 console. From the uninspired and knock-off case design to the PS4 graphics shoved into a new case. It’s really very unimpressive.

I’m not sure what Sony has been spending the last 2 years doing, but it’s clear they were not spending the time designing an innovative new product. The PS5 is a rehash of the PS4 in an oddly shaped case.

Innovation

Nintendo Switch

What is innovation? Innovation means to come up with something which hasn’t been seen or done exactly like that before. I’d consider the Nintendo Switch innovative. I’d also consider the Apple G4 Cube innovative. Why is the Switch innovative? Because not only is the Switch a dockable home console, you can take it with you and play on the go. It’s a powerhouse well big enough to work in both situations.

I was fully expecting this same level of innovation with the PS5. Unfortunately, what we got was exceedingly underwhelming. Even the “new” PS5 controller is bland and uninspired. This controller looks pretty much like the old controller with, again, horrible blue LED lights piercing your retinas and lighting up your face. Let’s hope that this time you can actually turn these silly lights off.

The touch pad remains, but is an unnecessary and almost never used feature of the PS4’s controller. The touch pad was simply a battery suck and a gimmick. I wouldn’t mind seeing Sony get rid of that touch pad garbage. As I said, battery suck, gimmick and completely unnecessary.

Yet, here the touch pad is again, making yet another unnecessary appearance. That’s most definitely not innovative. It simply means Sony is way out of touch with how most game developers use the PlayStation’s controller. Short of a handful of early game titles on the PS4, the touch pad was almost never used, other than as a button. Simply get rid of the battery hogging touch pad and replace it with a button, like the new Xbox SX controller has. If you need a touch pad for PS4 compatibility, allow connecting a PS4 controller via Bluetooth.

See, I innovated for you there, Sony. Microsoft’s Xbox SX controller, on the other hand, is about as simplistic and utilitarian as you can get. That doesn’t make it a problem. In fact, it looks so much like an Xbox One controller, you might not even notice that there’s a new button in the middle of the controller surface. It’s a button that basically does the same thing as the touch pad button on the PS4’s controller.

I was actually hoping to see a few more buttons added to both the Xbox SX and the PS5 controller. Buttons that can be programmed for lesser used functions so that game developers don’t have to keep overloading functions onto the same buttons depending on context. It’s frustrating, for example, to play Fallout 76 and expect the square button to do something, but does something entirely different because you’re too close to an in-game object. You have to move away before the original function resumes. Frustrating.

By having more buttons on the controller, you can map these lesser used functions to these other (smaller buttons) so that button overlapping in games becomes much less common.

PC’s don’t have this problem because you have a keyboard with usually 101 keys. On a controller, you have basically 13 buttons on the face plus 4 on the shoulders. I want more buttons on my controller’s face so game developers don’t have to overload button functions anymore. Yet, no such luck on the PS5 or Xbox SX. They are still basically the same ole controllers with the same limited buttons. Yeah, basically no innovation here.

Overall

I’m planning on waiting to purchase these consoles until the second iteration of the console. Possibly even until they release a case redesigned version. You know that both Sony and Microsoft will introduce subsequent case styles in the future. I tire of buying a the first day console and then having them redesign it six months later.

My plan is not to buy the console for at least six months to 1 year after release. I’ll stick with my PS4 and Xbox One until then. Even then, it doesn’t seem that many game developers will be taking advantage of the new console hardware fully for at least that time. Anything in development today on those consoles will have been using the gaming company’s older non-optimized engine. It will take at least six months for most developers to retool their engines to be optimized for the new platform.

For this reason and for the typical dearth of features that Sony is likely to offer us come release day, I’m waiting. There’s nothing like spending $700 to play one game, then let the console sit for 6 months without using it at all. Such a waste of $700.

No, I’m not doing that again Sony. I’ll lay out money towards a console once it actually has some gaming momentum behind it and usable features to boot. Once Netflix and Hulu and all of the staples arrive to the consoles, then there will be some reasons to consider. Until that day arrives, it’s a $700 paperweight.

Pricing

Don’t kid yourself about this next part. Even though pricing hasn’t been announced for the PS5 or the Xbox SX, you can bet that after buying games, accessories, cables, chargers and the console itself, you’ll easily have spent at least $700. The price will probably be closer to $1,000. Even the PS4 exceeded the $1,000 price point if you included a PSVR unit. If there’s a VR unit on the way for the PS5, then expect the PS5’s price point to hit $1,000 to $1,500, possibly more.

We’ll have to wait on the pricing, but Sony and Microsoft have to announce it soon. Few people will place a pre-order on these units without knowing what they’ll end up paying. I won’t. It’s a fundamental aspect of gaming. You have to know the cost of the unit to know if it’s worth the price.

If both Sony and Microsoft price at or close to $1,000 for a base unit, they are probably making huge mistakes. Since the gaming price point has always been $500 or so, doubling that price approaches PC pricing territory. If you can get a PC for cheaper than a console, what’s the point in buying a console?

Microsoft and Sony must be very careful when considering their price point for these consoles. For me, I’d value these consoles at being worth no more than $600-700 (regardless of the actual costs to assemble it). If they’re priced higher than this, the console industry is going to have a real problem on its hands. Even Nintendo may feel the pinch from it. Considering that the Switch costs $299, that’s an excellent price point for such a universally useful unit. Unfortunately, Nintendo has been lax on wooing developers to the platform. So far, Nintendo has only been able to woo Bethesda. Even then, Bethesda’s involvement on the Switch has been limited.

Sony and Microsoft must be very careful with their pricing. I’m actually hoping Microsoft announces their pricing first. This will start a price war between Sony and Microsoft. Sony will have to price the PS5 at or below the same price as the Xbox SX. Sony and Microsoft can ignore Nintendo’s pricing as Nintendo has never offered a similarly competitive console entry. It’s very unlikely Sony or Microsoft will ever price their consoles at $299. At least, not the day one console.

In the future, though, the pricing will be fluid and may approach the $299 price tag… yet another reason to wait.

Let’s hope that Sony and Microsoft can choose to do the right thing with these units and price them accordingly. At least, they shouldn’t be priced any higher than the Xbox One X or the PS4 Pro. As for the design, yeah, it could have been WAY better on both consoles.

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Should I buy a Sony PS5?

Posted in tips, video game console, video gaming by commorancy on February 18, 2020

ds4-gamingI know that the purchase of a PlayStation 5 is a burning question on every console gamer’s mind. Let’s explore.

PS4 Launch

To help begin to answer this burning 🔥 question, we’ll need to take a look back at the PS4’s 2013 launch. When the PS4 was first launched, it was absolutely the most bare bones basic console imaginable. Consider that both the Xbox 360 and the PS3 already had tremendous feature sets included at that point. Taking a jump into the PS4 felt like taking a huge leap backwards in time. When the PS4 launched, there was no Hulu, no Netflix, no apps of any real note, no browser and a barely functional store with literally nothing to see. It was so disheartening to turn on my brand new “day one” PS4 console only and find it such a barren wasteland.

What was in the PS4 store was limited to but a handful of game titles which you likely already owned. While all of this “lite” aspect of the PS4 would only last for a longish period of time, many of the features that eventually became standard on the PS3 never even materialized on the PS4 (i.e. CD ripping). Additionally, some common standards we take for granted today have likewise never made it to the PS4.

Bluetooth

For example, the prevailing Bluetooth headphone profile (AVRCP) has never made it into the PS4. You simply can’t go buy a standard set of Bluetooth stereo headphones (or a speaker) and use them on a PS4 without purchasing additional add-ons. The only Bluetooth headset standard adopted by Sony for the PS4 is the backwards and unrealistic HSP standard… a standard that almost no headphones manufacturers actually support. This fact forces you into buying Sony’s expensive dongle-based wireless headphones rather than using Bluetooth headphones you likely already own.

To this day, Sony has STILL not implemented the widely used AVRCP headphone and speaker profile on the PS4. If you wish to use this standard, you must do it by connecting another costly device to a PS4 output port, such as relying on your TV’s audio system, an external amplifier connected via HDMI, the optical out port or by using dongles attached to the DualShock controller. It all ends up a kludgy hackjob that Sony could have resolved (and avoided) simply by updating their system software to support AVRCP … possibly even a fairly simple change to their operating system.

First Six Months

You may be thinking the six months that I am talking about applies to the PS5. In fact, I’m discussing the PS4’s first six months after launch. For the 12 months after the PS4’s lackluster launch, there remained a drought of not only apps, but name brand video games. In fact, applications were entirely non-existent, save a handful of Sony only apps. Only but a handful of launch titles kept the PS4 afloat for the first 9-12 months after launch. The PS4 remained a fairly barren wasteland other than for those first few launch titles.

After my first six months of owning a PS4, I ended up putting the system down and not using it for at least another 8 months before the next game arrived that I wanted to play. I literally couldn’t use the console because of the lack of applications. As I said, there was no Netflix, no Hulu and no Amazon Prime Video. These apps have since launched on the console, but it took ages before they finally arrived… and by ages, I mean at least 12-15 months. It was an exceedingly long amount of time before these apps fully arrived on the PS4.

Before these apps arrived, the PS4 became an exceedingly expensive paperweight. Literally months passed when I didn’t turn the PS4 on because I had completed playthroughs of all of the launch titles and there was literally nothing else to do with the console. I couldn’t watch TV. I couldn’t listen to music. I couldn’t rip music to the hard drive. I couldn’t even watch Netflix. It was a useless paperweight. This forced me to return to using my PS3 and Xbox 360 because at least Netflix and other apps were available there, along with some of my ripped music.

Looking Forward

Looking 9-10 months from this article’s publication date, Sony expects the PS5 will take the world by storm. In fact, I highly recommend not purchasing the first incarnation of the PS5. Why? Because you’ll end up finding yourself in the same exact boat as I did with the PS4. No apps, nothing to use it for after consuming the launch titles. It will become a heavy and expensive paperweight for those first 12 months. Sure, you can play the launch titles again, but that wears thin!

I’m near certain that Sony will have spent their time readying the hardware, not wooing developers to write apps (or even games) or in making their OS stable. When the PS5 does launch, it will be just as lean and lite as was the PS4. It’s pretty much guaranteed given Sony’s track record with new console introductions.

A year or two after launch, the PS5 will have all of the apps and alternative uses. But, for the first 12 months, it will likely be a paperweight for at least half of that time. In the PS5’s case, this problem might last even longer.

Don’t expect to be able to use the PS5 as a music device or anything similar for months. Plex, a home media sharing app, probably won’t appear until well after the 12 month mark. Even on the PS4, the Sony Media app took months to finally appear before you could even use DLNA. There was no DLNA support on the PS4 for over 6 months after launch. I’d fully expect the exact same problem with the PS5’s launch.

Considering that Sony is having trouble sourcing components for its PS5s, this situation seems to have driven up the price tag of the PS5. In fact, the first release of a new console is always the most expensive. After Sony can wrap its head around where and how it can trim component costs, how it can merge components and see the same functionality and when it can trim components not needed, it won’t be able to reduce the cost of the PS5.

Worse, the first console release is always the worst of the bunch. Within 6-12 months, Sony always releases an updated hardware version that is better than its initial release version. It’s always worth waiting to buy the second version rather than investing in a “day one” system that will have little use and be the most expensive, least useful version. If you’re a “must have every first edition”, then by all means buy it. However, if you’re buying it as a gamer for the gaming utility of the console, then it’s well worth waiting through this “awkward” phase… which lasts at least 12 months after a console’s launch.

Launch Titles

Sony always readies one major game title that seems to be “must play”, to get people enticed to buy into their new console. The difficulty is that that game is not going anywhere. Day one releases can be fun to play, but more recently they can be a chore to play considering all of the “day one” bugs.

With the PS5’s version 1.0 operating system coupled with version 1.0 versions of the launch games, you’re looking at a major amount of bugs. In fact, you’re looking at far too many bugs. It will take Sony to release the 2.0 version of the operating system before I’d feel comfortable enough to say Sony has even the smallest handle on its bugs. Even the PS4’s OS at version 7 still has bugs. With the PS5’s 1.0 OS version, you are guaranteed to have day one bugs requiring a huge day one patch.

While the operating system bugs may not be too bad at times, you have no idea what the game developers have in store for us. What that means is that these big, bold games may turn into big, bugged games. Games that they may not see bugs resolved until Sony updates their operating system. Even then, 1.01 and 1.02 won’t be great OS versions either. While a 1.5 version might be somewhat better, it’s guaranteed it still won’t be great.

Applications

In addition to all of the bugs, the PS5 isn’t likely to have very many apps at all, if any. Sony’s apps like Crackle and PlayStation’s own subscription services may be present, but apps like Spotify, Pandora, Hulu, Netflix and similar are highly likely to be absent for the first several months. This means that besides gaming and possibly playing Blu-ray movies, there’ll be very little to do with the console. This assumes they plan on releasing Blu-ray and not forcing the console all digital.

Further, apps are a huge part of all computing ecosystems today. Releasing a console without third party apps could be the death of sales for the PS5. In 2013, apps were a thing just coming into their own. Sony’s misstep in 2013 wasn’t that devastating for them. The PS4 still sold respectable numbers.

Releasing a console today without apps on day one may become the death of the console (at least for a while). I’m fairly certain that Sony is more worried about getting the console out to the door than how many third party apps will be available on Day One, just as they did with the PS4.

Buyer Beware

When buying anything, “Buyer Beware” is always the motto that rules. Sony is no exception to this rule. They are just as likely to rope you into a purchase, where you’ll find maybe one or two games that last you a month or two of play. But then what do you do with the PS5 after that? You wait until something else is released. You wait until apps are released. In short, you wait.

If you’re going to be waiting for stuff to appear, you might as well use that money for other purposes and wait without making a purchase. Buy a PS4 and use it. It already has a huge game library. It already has apps. It already has much of what the PS5 won’t have. The PS4 will remain a viable console for at least 1-2 more years even after the PS5’s release.

Wait and See

Sony could resolve all of this if the PS5 also offers a full PS4 compatibility mode. This means that all of the PS4 apps and games can work right out of the gate on the PS5. If Sony adopts this, then it may be worth replacing your PS4 with a PS5. However, I don’t trust that Sony will include such a mode. It cost Sony a huge sum of money to include PS2 and PS1 compatibility modes on the PS3. Eventually, it cost Sony so much they had to remove at least the PS2 mode from the PS3. They didn’t even bother to try to include these modes on the PS4.

It’s exceedingly doubtful Sony will spend the time, effort or money in building such costly modes on the PS5 unless they’re basing the PS5 directly off of the PS4. If it’s to be a sub-$500 product like it always has been, Sony simply can’t afford to build in such features. I simply won’t expect to see the PS3 compatibility effort placed into the PS5 when it didn’t even make it to the PS4.

However, Sony could include PS4 game disc and store compatibility features allowing play of existing PS4 games, as long as the hardware is similar enough to the PS4… and it probably is. Unfortunately, I simply wouldn’t expect to see the PS5 offer compatibility modes for the PS3, PS2 or PS1. It would be great to see, but I simply don’t expect Sony to spend the money to include it in a sub-$500 product. Even then, the PS4 compatibility mode might not be available day one. It may be a promised feature that actually arrives months after launch… or possibly not at all. Sony has changed their minds about features in the past.

Professional Console

If Sony were to price out a “Pro” version of the PS5 at around $1000 or $1500 (a price point that’s way out of line for a console product, I might add), Sony could include such “advanced” features. The problem is that few gamers will spend that amount of cash for such a product. A greater than $1000 price point is the same as an iPhone 11, an iPad Pro or even many notebook computers. A parent is going to find that price tag difficult when comparing it to much more useful and educational computer devices at or close to that price point. That’s a hard pill to swallow solely for a dedicated gaming console. Sony will have to majorly increase the PS5’s usefulness as a generalized computer device and/or portability to make a $1000 or $1500 price point ever become feasible.

As it is now and based on the how the PS4 looks and works, I expect the PS5 to have a similar form factor and function. In fact, I doubt that the PS5’s case will be smaller. It will likely be the same size or larger than the PS4. Larger doesn’t necessarily make a product better.

The PS5 might have an option for a solid state drive (512mb or 1TB) rather than spinning hard drives. But, that’s not really a selling point. It makes the PS5 boot up faster and the games launch faster, but it won’t make the PS5 any cheaper. In fact, adding a solid state drive is very likely to drive the price tag up by a minimum of $50. Knowing Sony’s pricing premiums, however, expect such features to raise the price by at least $100.

Price Point

The PS5’s price point is likely to be its biggest hurdle in adoption. Since Sony has made some waves at potentially breaking with the “tradition” of a sub-$500 price tag, that means I might expect the PS5 to see a price tag of at least $800-900. Games may even see a “standard edition” price increase to $69.99 per game (a price hike of $10 per game). This will further push the “Deluxe” and “Limited” editions of the games up by $10-20.

If Sony attempts to not only raise the console price to nearing the $1000 price point with games nearing the $75 price point, this could further erode sales of consoles… pushing game developers onto more defacto devices, such as the iPad and Samsung tablets. Tablets are far more entrenched and compatible version to version than consoles have ever been. It wouldn’t surprise me to see big developers jump ship from the PS5 and begin porting their games over to iOS and other tablets… leaving the PS5 without much in the way of game developers, much like what happened with the PS Vita.

Sony is playing a dangerous game by mucking with the console’s traditional price point, particularly considering how lean the PS5 is likely to be on day one. Sony will need to seriously consider all of this (and, of course, Microsoft’s console plays) to get this part right.

My Opinion

Considering the PS4’s excessively lean launch and the length of time with which the console was more-or-less useless, I personally endorse waiting for at least 12-18 months for a purchase of a PS5. Don’t buy it in 2020. Buy it in 2021 or after. Why? Because this will give both Sony and the developers time to launch many more game titles and mature their operating system. You can always go back and try the launch titles, but typically the launch titles are never worth playing once better games are released. In fact, the launch titles are mostly looked on as amateur efforts once those more mature games launch, which almost fully utilize the hardware.

For me, I felt entirely betrayed by Sony in 2013, releasing such a uselessly lean console. Because of being burned by Sony, I fully intend to wait until 2021 to buy into a PS5. That will give Sony well enough time to not only work out bugs, but solidify its app ecosystem, add more peripherals, build a video game library and woo developers on board. It will also give time for Spotify, Pandora, Netflix, Hulu and Amazon to embrace the platform and release solid, functional apps. Until that point is reached, for me the purchase of a PS5 is simply a waiting game.

So let’s answer the question, “Should I buy a PS5?” Yes, but not day one. Buy it only after the console has sufficiently matured.

This advice won’t stop YouTubers from buying and reviewing day one editions. They will do it because that’s what they do. That doesn’t make their console purchase smart, but it does make their purchase into channel fodder to rope you in as a viewer. Don’t be fooled by these YouTubers. Just because they bought it doesn’t mean you should.

I’ve told you what I plan to do. Now it’s time for you to sound off and tell me if you intend to wait or if you will buy a PS5 on day one! Let me know below.

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Can I sell my video game?

Posted in nintendo, Playstation, video game, xbox by commorancy on April 27, 2019

The answer to this question depends on how the game was originally sold to you. Let’s explore.

United States and First-Sale Doctrine

The United States has a lesser understood, but very powerful doctrine known as the “First-sale Doctrine”. This doctrine defines important limitations and exclusions afforded to purchasers of copyrighted (and trademarked) materials. This doctrine is so important that without it, copyrighted and trademarked works couldn’t easily be sold and definitely couldn’t be resold. Basically, this doctrine allows (and is designed) to allow resale of copyrighted works without having to notify or turn over resale profits to the original creator. Via the ‘exhaustion rule’, the original creator ‘exhausts’ specific resale rights once he or she sells a copy of that work to someone else.

Originally, the First-sale Doctrine covered such physical media as books and records. At the time of the the creation of this doctrine, digital media wasn’t in existence. However, this doctrine has also come to apply to software delivered on physical media (such as CD-ROM, DVD-ROM, Hard Drive and even Flash ROMs). Software includes music, movies and, yes, even video games.

In short, this doctrine says that once a creator who holds all rights to a specific work sells a copy of that work, the creator relinquishes all further sales rights (among other rights) of that specific copy. For example, if an author writes a book and a copy of that book is printed and sold, the creator no longer holds any further sales rights to that physical copy of that physical book. If the new owner (purchaser) of that book chooses to sell it, burn it, chop it up into pieces or hold onto it, that’s entirely the purchaser’s right. The one right that is not given to the purchaser is the right to make new copies of it.

However, the new owner can sell their original copy of that book for any amount of money they wish and the original creator no longer has any claim over that sale as that was exhausted after the “First Sale”… hence, this doctrine’s name.

Physical Media Video Games

With video games delivered on physical media, like a CD, DVD or similar, in the US the First-sale Doctrine applies. The copyrighted work exists within a legitimate “First Sale” purchased media. This means that as the “First Sale” purchaser, you now enjoy resale rights given to you over that media. This means you can take that video game DVD back to Gamestop or any other used game seller and sell it back to them for any amount of money they choose to give you. You can also sell it to a friend or put it on eBay and sell it to anyone who wishes to buys it.

Owning a physical original “First Sale” copy of a video game gives you the right of resale.

Buying Used Games

Buying a used video game also affords you “First Sale” rights over that original media. Even though the used physical copy wasn’t sold to you by the content creator (does that ever happen anyway?), the “First-sale Doctrine” still applies to all purchases of original media. However, if the game is counterfeit or has violated copyrights to come to exist, these are unauthorized copies not protected by the “First-sale Doctrine”. Only authorized copies of works are protected by the First-sale Doctrine.

Digital Video Game Sales?

With digital video game sales, this is where things get tricky and where the waters get murky with regards to the First-sale Doctrine. Why? Because it’s a bit more tricky to determine the “original media”. With a DVD that was produced by a manufacturer authorized by the creator, the chain of change in ownership is clear.

When you download a copy of a video game to a hard drive, the chain of ownership remains unclear. In order to sell a single digital copy of a game, you’d have to make a copy to sell it. This new copy would infringe on the copyright holder’s “copy” rights. That means you would have to make an illegal and unauthorized copy to sell it. For this reason, you can’t sell a digitally downloaded copy easily. However, that doesn’t mean the game can’t be sold. It just can’t be sold in the way that you think.

With that said, you can sell your digital video game copies under a very specific circumstance. It will also not violate copyright laws and the sale will adhere to the First-sale Doctrine. Once you click the download button to download that digital copy, the game will be stored on your hard drive on your console or computer. So long as you do not move, copy or transfer that data to another media, that “First Sale” video game is stored on its original media. That means that the copy stored on your hard drive is the “First Sale” copy.

Why is the “First Sale” copy important? It’s important because this copy is the original (and only) copy you received from the purchase.

How Can I Sell a Digital Game?

How can you sell it? Well, that’s the tricky part. You can’t sell only that game. You can only sell the media it lives on. This means you’d need to sell the hard drive that that game lives on. Unfortunately, that’s not enough to authorize play of the game. That hard drive also resides in computer or console.

For PlayStation and Xbox and likely the Switch, there’s also a “license to play” which is part of, but separate from the game download. This “license” lives in a separate location and must be present for the game to play on that console. That “license” is also tied to your “Store” account with Xbox, PlayStation and Switch.

This means that to sell your digitally downloaded games (plural), you’d need to sell not only the hard drive, but the entire console AND your Xbox Live, PSN or Nintendo ID account to have the First-sale Doctrine apply. Basically, you’ll have sold everything needed to ensure the game will play. Of course, you’ll have sold your whole console and all other games along with it. Yeah, it’s kind of overkill, but it’s the only way to sell digital games and stay within the First-sale Doctrine.

With physical media, the license is the media itself. With digital media, the licenses are stored separately and become part of your network account. This means you have to sell the console, hard drive (and all games and content) and your network account. Selling a physical copy of a game is, then, much easier.

Copying Games

The Xbox and the PlayStation allow for copying games from one media to another. The difficulty with this process is that it likely invalidates the First-sale Doctrine. In order to copy a game from your internal media to an external drive, the system has to make a full and complete copy before deleting the original.

Once the system deletes the original, only the second copy remains. This second copy may violate (and invalidate) the First-sale Doctrine. No longer are you playing the original “First Sale” copy. Now, you are playing a copy of a copy that the PlayStation or the Xbox created. However, content creators using the Xbox or PlayStation stores may have to agree to authorize this copying process in advance. If the developer legal agreements require this, then any copied games may still be protected by the First-sale Doctrine.

What this all means, though, is if you sell your console with any games which have been moved from one drive to another, you may not be protected by the First-sale Doctrine.

This situation also exists if you delete your “First Sale” copy from the hard drive, then re-download the game from the store later. No longer are you technically playing the “First Sale” copy. This makes the “First-sale Doctrine” more difficult to apply to video game and harder to know if “First Sale” still applies. It gets even more complicated with…

Game Updates

Because video games require periodic updates to fix bugs and improve the game, this may also invalidate the “First Sale”. Even though the updated copy comes from the original creator, what you bought isn’t what you’re playing after an update. Unfortunately, these nuances to video games, copyrights and “First Sale” have not been challenged in a court. Only a court of law could rule on what applies and what doesn’t under such circumstances as game updates and when copying from one media to another using built-in system tools.

Selling your Console

To sell a specific digitally purchased video game, you’d have to sell not only your entire console unit, you’d have to sell your network ID account that authorizes play of those games. If you did this, you can legally sell these digital copies of your games under “First Sale”.

However, you’re not technically selling a game itself. You’re selling the console and everything that it contains, including all digital copies. To allow for those games to be played by the new buyer and to ensure the seller relinquishes all access to those “First Sale” copies to the buyer, you’d have to sell them your network ID. This means that you have transferred all “First Sale” rights of any games on the console to the buyer and you have entirely relinquished access to those games for yourself.

For you to play a game that was on that console again, you’d have to purchase it anew on a new console using a new network ID.

Game Saves

Saved games are not part of the original “First Sale” game download. These are created separately by the game as User Generated Content after playing the game. In theory, you should be able to make external copies of your saved games (as long as the console allows for this) and import these into any new console you purchase later. This way you could continue playing a game should you buy that game again in the future.

With that said, if a saved game contains any copyrighted content used within the game, copying your saved games might cause copyright issues for you. Though, it would be a separate copyright concern from the game itself. Your game saves are separate content from the game and were created as part of playing the game. With game saves, the player might even be able to argue some copyrights over saved games depending on exactly what is stored in the game save.

For example, if you’re using a music program and you create digital music, when you create a save from that application, you own that game save and you own any original music content you created as part of creating that digital music. The same concept applies to a video game. Because you were playing the game, a game save may contain unique things to your specific game play through. This means that that content is unique to you for that game. As a result, you may own portions of that created content… the portions that were unique to your game play.

However, if the game save contains copyrighted music files, image files or similar, you won’t be able to claim ownership over that content. You can only claim ownership over the content that’s unique to your play through (i.e., your character’s appearance, your character’s wielded weapons, your character’s clothing combination, your character’s stats). All of these character stats combine to create something unique to you… and you may be able to own the copyrights over that uniquely created content.

One thing is certain, save games are not considered as part of the “First Sale” of the game itself. Game saves are items created by the game after the game has been sold to you.

Overall

Can you sell your video game? Yes, under specific circumstances described above. Purchasing physical media of a game is by far the easiest way to resell your game without any problems. Physical copies of video games are completely protected by the First-sale Doctrine.

Unfortunately, selling an individual digital download copy of a video game you purchased through an online game store and downloaded directly to your console (or PC) isn’t possible. While you can’t sell an individual game, you can sell the entire console (or PC), its hard drive(s) and all account(s) associated with the games and that sale will fall under the First-sale Doctrine. Unfortunately, that means you lose access to your entire video game system and any game library you had amassed while you owned the system. No, it’s not in any way optimal, but this is the only one afforded to digital goods consumers under the current U.S. copyright laws.

If you wish to be able to sell individual video games easily after you’re done playing, you’ll need to stick with purchasing physical media boxed copies from a store.

Disclaimer: This answer is written for United States residents. If you’re reading this in another country, you should consult with your country’s own copyright laws for details regarding video game resale rights.

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Hottest Video Games for 2018

Posted in video gaming by commorancy on August 31, 2018

The fall of the year is always the time when the majority of video games release. After all, kids are back in school and the holidays are right around the corner. The game industry waits until August to begin trickling out their biggest games, building momentum until the end of the year. As always, there are a number of games this year to consider. Let’s explore.

Video Game Inclusion Criteria

The games selected for Randocity’s top games list for 2018 only include games that I feel will be of high quality, will be fun and will offer the best play value for your money. Nothing is implied about any game that didn’t make this list. The lack of inclusion simply means that the game isn’t likely to offer the best play value for your money. Those other games are also usually for gamers who specifically look for those kinds of games. This is especially true if you’re considering using this as a gift guide. With pretty much any of these games you cannot go wrong giving them as a gift, with the exception of Fallout 76 due to its MMORPG nature. Without further adieu…

Randocity’s Top Video Game Picks for Fall 2018

PS4, Xbox One and Multiplatform Games

Game Platform(s) Release Date Rating Publisher
Destiny 2 PS4, Xbox One September 4th Bungie
Spider-Man PS4 Exclusive September 7th Sony Interactive Entertainment
Life Is Strange 2 PS4, Xbox One September 27th Rating Square Enix
Assassin’s Creed Odyssey PS4, Xbox One October 2nd Rating Ubisoft
Mega Man 11 PS4, Xbox One, Switch October 2nd Rating Ubisoft
Call of Duty: Black Ops IV PS4, Xbox One October 12th Rating Activision / Treyarch
Red Dead Redemption 2 PS4, Xbox One October 26th Rating Rockstar Games
Hitman 2 PS4, Xbox One November 9th Rating Warner Bros. Interactive Ent.
Fallout 76 (requires Internet)
PS4, Xbox One November 14th Rating Bethesda / Zenimax
Battlefield V PS4, Xbox One November 20th Rating Electronic Arts
Darksiders III PS4, Xbox One November 27th Rating THQ
Just Cause 4 PS4, Xbox One December 4th Rating Square Enix

Nintendo Switch Games

Game Platform Release Date Rating Publisher
Lifeless Planet: Premiere Edition Nintendo Switch September 5h Stage 2 Studios
Wasteland 2: Director’s Cut Nintendo Switch September 13th Rating InXile Entertainment
Super Mario Party Nintendo Switch Exclusive October 5th Rating Nintendo
Child of Light Nintendo Switch October 11th Rating Ubisoft
Dark Souls Remastered Nintendo Switch October 19th Rating Namco Bandai Games
Project Highrise: Architect’s Edition Nintendo Switch October 23rd Rating Kalypso
Pokémon: Let’s Go, Eevee! Nintendo Switch Exclusive November 16th Rating Nintendo
Pokémon: Let’s Go, Pikachu! Nintendo Switch Exclusive November 16th Rating Nintendo
Super Smash Bros. Ultimate Nintendo Switch Exclusive December 7th Rating Nintendo

The games listed above are not all of the games that will release this year, but they are on this list because they will work well as gifts for just about any gamer. Note, some of the games on the Switch may have previously released on other console platforms. This particular year there’s not a whole lot of games that really stand out as must play games. But, there are a few… specifically Pokémon, Super Smash Brothers, Fallout 76 and Red Dead Redemption 2. These are the only true must play games on this list.

The rest of the games will likely be fun, but they’re not games that I feel must be owned day one. Though, they do make great gift ideas. Note that Fallout 76 is an MMORPG in similar form to The Elder Scrolls Online. It requires an internet connection and Xbox Live if playing on an Xbox One. Be careful when considering this game as a gift item if you don’t know whether the recipient has always-on Internet or Xbox Live. If you’re not sure whether your recipient meets these game requirements, you might should consider other games on this list. All of the other games should be safe without Internet, but always read the back of the box to be absolutely sure.

Enjoy!

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How much data does it take to update my PS4 or Xbox One or Switch?

Posted in computers, updates, video game console by commorancy on May 10, 2018

It seems this is a common question regarding the most recent gaming consoles. Let’s explore.

Reasons?

  • If the reason you are asking this question is because you’re concerned with data usage on your Internet connection or if your connection is very slow, you’ll find that this answer will likely not satisfy you. However, please keep reading.
  • If the reason you are asking this question is because you want to predict the amount of data more precisely, then skip down to the ‘Offline Updates’ section below.
  • If the reason you are asking this question is because you’re simply curious, then please keep reading.

Xbox One, PS4 and Switch Update sizes

The PS4, Xbox One and Switch periodically patch and update their console operating systems for maximum performance, to squash bugs and to improve features. However, this process is unpredictable and can cause folks who are on metered Internet connections no end of frustration.

How much data will it need to update?

There is no way to know … let’s pause to soak this in …

How much data is needed is entirely dependent on how recently you’ve upgraded your console. For example, if you’ve kept your console up to date all along the way, the next update will only be sized whatever the newest update is. With that said, there’s no way to gauge even that size in advance. Not Microsoft, not Sony and not Nintendo publish their update sizes in advance. They are the size they are. If it fixes only a small set of things, it could be 50-100 megabytes. If it’s a full blown point release (5.0 to 5.1), it could be several gigabytes in size. If it’s a smaller release, it could be 1GB.

If your console is way out of date (i.e., if you last turned it on 6 months ago), your console will have some catching up to do. This means that your update may be larger than someone who updates their console every new update. This means that if the base update is 1GB, you might have another 1GB of catch up before the newest update can be applied. This catch-up update system applies primarily to the Xbox One and not to the PS4 or Switch.

Xbox One vs PS4 vs Switch Update Conventions

Sony and Nintendo both choose a bit more of an one-size-fits-all update process when compared to Microsoft. Because of this, we’ll discuss the Xbox One first. Since the Xbox One is based, in part, on Windows 10, it follows the same update conventions as Windows 10. However, because the Xbox One also uses other embedded OSes to drive other parts of the console, those pieces may also require separate updates of varying sizes. This means that for the Xbox One to update, it has a process that scans the system for currently installed software versions, then proceeds to download everything needed to bring all of those components up to date.

Sony and Nintendo, on the other hand, don’t seem to follow this same convention. Instead, the Switch and PS4 typically offer only point-release updates. This means that everyone gets the same update at the same time in one big package. In this way, it’s more like an iPhone update.

For full point-release updates, the Xbox One also works this same way. For interim updates, it all depends on what Microsoft chooses to send out compared to what’s already on your Xbox One. This means that the Xbox One can update more frequently than the PS4 by keeping underlying individual components updated more frequently if they so choose. This is why the Xbox One can offer weekly updates where the PS4 and the Switch typically offer only quarterly or, at least, much less frequent updates.

Size of Updates

If you want to know the size of a specific update, you have to begin the update process. This works the same on the PS4, the Xbox One or the Switch. This means you have to kick off the update. Once you do this, the download progress bar will show you the size of the download. This is the only way to know how big the update is directly on the console.

However, both the PS4 and the Xbox One allow you to download your updates manually via a web browser (PC or Mac). You can then format a memory stick, copy the files to USB and restart the console in a specific way to apply the updates. This manual process still requires you to download the updates in full and, thus, uses the same bandwidth as performing this action on the console. This process requires you to also have a sufficiently sized and properly formatted USB memory stick. For updating the PS4, the memory stick must be formatted exFAT or FAT32. For updating the Xbox One, it must be formatted NTFS. The Nintendo Switch doesn’t provide offline updates.

Cancelling Updates in Progress

The Xbox One allows you to cancel the current system update in progress by unplugging the lan and/or disconnecting WiFi. Then turning off the console. When the console starts up without networking, you can continue to play games on your console, but you will not be able to use Xbox Live because of the lack of networking.

Once you plug the network back in, the system will again attempt to update. Or, you can perform an offline update with the Xbox One console offline. See Offline Updates just below.

You can also stop the PS4 download process by going to Notifications, selecting the download, press the X button and select ‘Cancel and Delete’ or ‘Pause’. Note, this feature is available on 5.x or newer PS4 version. If your PS4 version is super old, you may not have this option in the Notifications area. You will also need to go into settings (Xbox One or PS4) and disable automatic updates otherwise it could download these without you seeing it.

How to disable automatic updates:

With that said, you cannot stop system updates on the Nintendo Switch once they have begun. Nintendo’s downloads are usually relatively small anyway. Trying to catch them in progress and stop them may be near impossible. It’s easier to follow the guides above and prevent them from auto-downloading.

Also note, any of the consoles may still warn you that an update is available and prompt you to update your console even if you have disabled automatic software downloads.

*This setting on the Nintendo Switch may exclude firmware updates, your mileage may vary.

Offline Updates

Xbox One

The Xbox One allows you to update your system offline using a Windows PC. This type of update is not easily possible with a Mac. Mac computers don’t natively support formatting or reading NTFS properly, but there are tools you can use (Tuxera NTFS for Mac).

To use the Offline System Update, you’ll need:

  • A Windows-based PC with an Internet connection and a USB port.
  • A USB flash drive with a minimum 4 GB of space formatted as NTFS.

Most USB flash drives come formatted as FAT32 and will have to be reformatted to NTFS. Note that formatting a USB flash drive for this procedure will erase all files on it. Back up or transfer any files on your flash drive before you format the drive. For information about how to format a USB flash drive to NTFS using a PC, see How to format a flash drive to NTFS on Windows.

  1. Plug your USB flash drive into a USB port on your computer.
  2. Open the Offline System Update file OSU1.
  3. Click Save to save the console update .zip file to your computer.
  4. Unzip the file by right-clicking on the file and selecting Extract all from the pop-up menu.
  5. Copy the $SystemUpdate file from the .zip file to your flash drive.
    Note The files should be copied to the root directory, and there shouldn’t be any other files on the flash drive.
  6. Unplug the USB flash drive from your computer.

PlayStation 4

You can also update your PS4 console offline using Sony’s system updates. Here’s the procedure for PS4 offline updates. Note, the USB memory stick must be formatted either exFAT or FAT32. The PS4 doesn’t support any other types of stick formats. This means, if you buy a USB stick intended to be used on Windows, you will need to reformat it properly before you can use it on the PS4.

Update using a computer

For the standard update procedure, follow the steps below.

The following things are needed to perform the update:

  • PlayStation®4 system
  • Computer connected to the Internet
  • USB storage device, such as a USB* flash drive
  • There must be approximately 460 MB of free space.
    • On the USB storage device, create folders for saving the update file. Using a computer, create a folder named “PS4”. Inside that folder, create another folder named “UPDATE”.
      PC Update
    • Download the update file, and save it in the “UPDATE” folder you created in step 1. Save the file with the file name “PS4UPDATE.PUP”.
      Download Now Click to start the download.
    • Connect the USB storage device to your PS4™ system, and then from the function screen, select Settings (Settings) > [System Software Update].
      Follow the on-screen instructions to complete the update.
  • If your PS4™ system does not recognize the update file, check that the folder names and file name are correct. Enter the folder names and file name in single-byte characters using uppercase letters.

Nintendo Switch Updates

Nintendo doesn’t offer offline updates at all. The Nintendo Switch only supports Internet updates. There is currently no way to download or update your Switch via USB stick or SD card. The Nintendo Switch is the newest of the consoles, so it’s possible that Nintendo could offer an offline update mechanism some time in the future. However, knowing Nintendo, don’t hold you breath for this feature.

Offline Updates are Point Release Only

These offline update processes apply point-release updates only and not interim updates. Interim updates must still be applied directly from the console. Interim updates scan your system, find what’s needed, then download the patches. This can only be performed on the console. This means you could find that after installing a point release, the Xbox One may still require an additional update or two.

Updates and Internet Connectivity

Game consoles require updates to keep them current. The primary reason for most updates is to keep yours and your friend’s games in sync when playing multiplayer games. This prevents you from having a network edge over another player. When all game consoles are running the same version, all multiplayer activities are on the same playing field.

For this reason, Xbox Live and the PlayStation Network (PSN) require all users to update to use networking features. If you declined or postpone any updates, both the Xbox One and the PS4 will deny you access to networking features. You must update both the console and the games to continue using networking.

If you don’t intend to use the network features such as multiplayer or leader boards, then you don’t need to worry about this. However, if you’re not using the networking features, then there’s no reason to buy Xbox Live or PSN. So far, Nintendo doesn’t yet offer a network capable of multiplayer gaming like Xbox Live or PSN, but as soon as they do I’m quite sure they will enforce the same requirements.

Pushing off Updates

While you can postpone updates to your console, it’s not always the best idea. I get that some people are on metered networking connections and can’t afford to download 20GB sized updates. But, at the same time, this is how consoles work. If you’re looking for a console that supports offline updates, then you’ll want to look at the PS4 or the Xbox One. You might want to skip the Switch if this is a show stopper for you.

As we move into the future, these consoles will continue to assume more and more connectivity is always available. Don’t be surprised to find that both the Xbox One and PS4 discontinue their offline update feature at some point in the future.

Though, Sony will still need to provide a way to install the operating system when a hard drive is replaced. However, that won’t help you with updating your console offline.

If you have a reason to want to know your download sizes more precisely, other than what I mention above, please leave a comment below and let me know.

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