Game Review: Red Dead Redemption 2
I was so wanting to like Red Dead Redemption 2 right out of the gate. For Rockstar, this game’s lengthy intro and dragging pace is a total misfire. Let’s explore.
A Horrible, Horrible Intro
The whole slow snow covered mountain terrain opening is an incredible fail for a game series like Red Dead Redemption. It’s so slow as hell and rail based that I just want to toss the disc in the trash. This insipid opening doesn’t inspire me to want to “wait it out” for the “rest” of this game. All I desperately want to do is skip this opening and get through it as fast as possible. Really, why does it require 3 hours to teach me to ride a horse, shoot a gun and fire a bow? Unfortunately, not only is it unskippable, it’s ….
Slow, Slow, S L O W
When following the rail based opening “stories”, even when you do manage to follow the correct path (a feat in and of itself), it’s entirely far too slow of a pace. I could run to the kitchen and make a sandwich in the time it takes to get from point A to B in this game.
The horses run like they’re drugged. Even worse is the forced stamina meter on horses. This isn’t a simulation, it’s an RPG style “Old West” game. We don’t want to water and feed our horses so they can run fast. Then, have to stop and feed them again when they run out of “energy”. That’s akin to making us fill our GTA5 cars up with gas at in-game gas stations. Thankfully, they didn’t make us endure that stupidity in GTA5. Unfortunately, that stupidity is included in RDR2. We also don’t want our horses to run out of energy while running at full gallop. A stupid concept made stupider by the mere inclusion of it in this game.
The game seems like it’s running in slow motion. I’m not sure what’s going on here or why R⭑ thought this opening play style would be okay, but it isn’t. At least with GTA, when you got in a car, it was fast. Here, everything moves at a snail’s pace and the rail based gang quests are sheer torture. I just want this part to be over so I can finally get to the meat of the game.
R⭑, let us skip these insanely boring, long and insipid intros. I don’t want to endure this crap. This opening is a horrible misfire for a game in a franchise like Red Dead Redemption. It’s fine if a tutorial opening takes 15-20 minutes. But, when an opening takes 2 hours or more to get past, it’s entirely WAY TOO LONG. Cut it down… seriously.
Failed Intro Setup
I understand what Rockstar was trying to do with this opening. Unfortunately, it just doesn’t work. It’s fine to see the gang camaraderie being built, but it doesn’t take 2+ hours and snail’s pacing to do it. This dragged-out opening is a horribly unnecessary.
I realize the opening of any game is typically tutorial city, but let me skip most of it. I don’t want to be told how to open a cabinet or how to sit down. I can figure this out on my own. Just show me the screen icon and let me do the rest. I don’t need little black boxes appearing in the corner telling me how to do the most simplistic things. It’s like Rockstar thinks we’ve never ever played a video game in our entire lives. Shit, it’s RDR 2 for crisake. It’s a sequel. We’ve likely already played RDR. I have.
Condescending treatment to gamers by hand-holding even the most basic of actions is as torturous as this far-too-slow-paced intro. Whoever greenlit this intro should be removed from producing future video games. Just get to the game already, Rockstar!
Camera
Batter Batter Batter… swing and miss. And, what a miss this one is for R⭑! Let me start this section by saying there is no “photo mode” at all in this game. Instead, you have to obtain an “old timey” camera from some hack who’s in a bar. Then, you have to equip it from your satchel. Only after you obtain and equip this camera can you actually take pictures in-game. Uh, no. I realize this is supposed to be some kind of immersion tactic, but having characters take photos for quests with an in-game camera should be entirely separate from having a photo mode built into the game for player use and sharing. A photo mode should be available from the moment the first gameplay begins. It shouldn’t be something that’s “found or earned” later in the game.
Rockstar again swung and missed on this one. Rockstar, next time, just add a photo mode into the game as part of the UI for the player to use from the start. If the player character needs a camera to take pictures for a quest, just make it disposable and disappear after the quest is completed.
The reason for having a photo mode is so you can add features like exposure, filters and get bird’s-eye views of the environment. Limiting the photos to the perspective of the character holding the camera is stupid and wasteful. We want to use an actual photo mode, not a character acquired and limited camera.
Lighting and Graphics
I was actually expecting a whole lot more from the RAGE engine here. While Grand Theft Auto wasn’t perfect in rendering realism and didn’t always offer the most realistic results, the lighting did offer realistic moments, particularly with certain cars and with certain building structures under certain daylight lighting conditions. With Red Dead Redemption 2, I was actually expecting at least some improvement in the RAGE engine for 4K rendering. Nope. It seems that Rockstar simply grabbed the same engine used in GTA and plopped it right into Red Dead Redemption 2.
So far with Red Dead Redemption 2, I’m entirely underwhelmed with the indoor lighting model being used. “Wow” is all I can say, and that’s not “wow” in a good way. I am not only underwhelmed by the realism of the character models themselves, but of how the lighting falls on the character models. When a character opens his/her mouth, the teeth read as a child’s attempt at a drawing. It’s bad. B.A.D! Let’s take a look at RAGE’s poor quality indoor lighting:
The wood looks flat and dull. The clothing looks flat and dull. Metal doesn’t look like metal. Glass doesn’t look like glass. The faces just don’t read as skin. The skin on the characters looks shiny and plastic and, at the same time, flat and dull. The teeth look like a child’s drawing. Part of this is poor quality lighting, but part of it is poor quality models and textures. The three main character models in GTA5 (Michael de Santa, Trevor Philips and Franklin Clinton) looked way better than this, likely using the same RAGE engine. The RAGE engine is not aging well at all. Even the “sunlight rays” here look forced and unrealistic. This game looks like something I would have expected to see in 2004, not 2018. Let’s compare this to Ubisoft’s AnvilNext engine which is night and day different:
Wow! What a difference… (click to read Randocity’s Assassin’s Creed Odyssey review)
Screenshots vs Camera
And speaking of teeth… trying to get these Red Dead Redemption 2 screenshots is like pulling teeth. I have to attempt to position the gameplay camera just so. I can’t use the “Old Timey” camera for the above in-game shots as there’s no way to get that “Camera” into the proper position using the player character. Using the actual gameplay camera is always hit or miss. If the camera moves a little bit too far or too close to a figure, it pops over the character and you can’t see them.
The point to adding a photo mode is positioning the camera exactly where you want it, to get the best shot. It also allows you to use depth of field. I can’t do that in Red Dead 2 and I’m limited to playing tricks with the camera placement and hope it turns up with a shot using the PS4’s share button. Not to mention, I have to spend time running to the menu to turn off HUD elements (the reason the map and the money is visible in one of the RDR2 screenshots).
R⭑ , get with the program. It’s time to add a real photo mode to RAGE… a photo mode that offers so much more than the player character holding and using an “old timey” camera. It’s fine if the character needs an in-game camera for quest reasons, but it’s time for a real photo mode… which is how I captured all of these Assassin’s Creed Odyssey screenshots above. I should also point out the reason for having photo mode in a game is for the game player, not for the benefit of the in-game character. Adding a photo mode means you’re thinking of the gamer and how they want to use the game to capture and share their gameplay. By not including a photo mode and having such poor quality graphics, it shows that R⭑‘s interest is more in making money and not in advancing their RAGE technology to provide a next gen quality experience.
Red Dead Redemption 2 is a huge step backwards for realism in video games.
Meat of the Game
I’m finally past the torturous intro and I’m sad to say that the game itself is absolutely nothing like Red Dead Redemption. Red Dead Redemption was open prairies, tumbleweed and Arizona-like environments. These environments worked tremendously well for “The Old West”. This game is lush green valleys with trees, forests and streams. It’s not so great to set an “Old West” kind of ambiance. Ignoring the wrong environmental settings in which to place an “Old West” kind of game, the game’s pacing is sheer torture to endure. The pacing in Red Dead Redemption was near perfect.
Here, the leisurely slow pace in how the player character moves and walks and how slow the horse runs is totally wrong for this game and is *yawn* b.o.r.i.n.g. Again, this is nothing like Red Dead Redemption. I’m not looking for Lamborghini speeds, here. But, I am looking for a much quicker pace than the la-la-la leisurely pace of this game. In fact, this game’s pacing is so arduous, it makes you want to pop the game out and go do something else at a faster pace. Again, another total Rockstar misfire.
Town Bounties and Game Interference
Just for the sheer heck of it while trying to relieve the boredom with the game’s slow pacing and lame story activities, I decided to have a shoot out in Valentine, the first town you’re supposed to reach in this game. As you progress in dying and getting a higher and higher bounty, the game stupidly pushes your character farther and farther away from the town with each respawn. Game, if you don’t want the character doing this in a town, then just prevent it. Don’t respawn my player character farther away from the town each time. Respawn the character where he fell and let me choose whether to leave or stay. This intentional interference is not only an asinine game design mechanic, it makes me want to break the game disc in half.
I’m merely trying to make the game at least somewhat more interesting and tolerable than the forced slow pacing… but then the game feels the need to frustrate and interfere with my efforts by sending my character farther and farther away from town. On top of that, once you get a bounty, the NPCs that come after you are practically unkillable. I’ve hit them with perhaps 5-10 shots of a shotgun (many times in the head) and they’re still getting up and shooting at me. There is absolutely no way that’s possible. I realize this is a game, but that’s taking the unrealistic nature of this game way too far. It’s not like they’re wearing Kevlar. If I shoot an NPC twice, they need to die. This includes any character, deputy or otherwise. These are not SWAT characters in Los Santos wearing police armor. It’s asinine how the game works this bounty mechanic by protecting the town residents.
If this game is truly supposed to offer RPG style open world play, then I should be able to go into any town and have a gunfight with the entire town if I so choose… and the characters in the town need to die with a realistic amount of bullets. It might make my character wanted, put a bounty on his head, turn him to the “dark side” or whatever, but I should be able to play this game on my own terms without the game interfering with my choice of play. By interfering with my choice of play, the game is specifically telling me that this isn’t what I’m supposed to be doing and that I should be following the story path laid out by the game developers. That’s the very definition of a rail based game. That’s NOT an open world make-my-own-choices game.
Now, I do realize this interference is intended, but this interference takes away an important gamer choice… to play the game in any way the gamer chooses. If you’re going to offer guns and bullets, you need to make them count in the game. Bullets can’t act deadly in some situations and act as mere bee stings to other NPCs. Bullet damage must remain consistent against ALL NPCs under ALL conditions unless you implement a visible character level system.
Because of the boring slow pace, the lame story elements (Really? A tavern brawl is the best you can do?), the absolute crap hand-to-hand combat mechanic, the unkillable-NPC-bounty situation, the lackluster lighting, the game’s meddling interference in my choice of play, the poorly created character models and textures, the lack of photo mode and the broken Social Club site, my 2 out of 10 stars firmly stands for this game.
An Utter Disaster
This game is a disaster for Rockstar. I guess every game studio is entitled to a dud. Most times I can give some creative advice on how to improve a game. I’m at such a loss for improving this game’s disastrous design, I can’t even begin to tell Rockstar how to get this hot mess back on track. I think it needs to go back to the drawing board. Oh well, my high hopes for this game have been utterly dashed. It’d be nice to get my money back. This game is crap. Avoid.
Graphics: 5 out of 10
Sound: 7 out of 10
Voice Acting: 2 out of 10
Brawling: 2 out of 10
Gunfights: 5 out of 10
Pacing and Stories: 1 out of 10
Stability: N/A
Overall Rating: 2 out of 10
Recommendation: Don’t buy. Avoid. If you must try it, rent only.
I’d actually rate it lower, but I’m giving it 2 stars for sheer effort. Let’s just forget all about this game and remember the fun we had with Red Dead Redemption.
Agree or disagree? Please leave a comment below and let me know what you think about Red Dead Redemption 2.
↩︎
A history of the DIVX DVD
In 1998 (almost 20 years ago), a new DVD rental format arrived named DIVX (aka Digital Video Express). It purported to be a DVD rental format that had no late fees and the media didn’t need to be returned… at least those were the benefits purported to the consumer. What they didn’t tell you was that you would need to buy a brand new expensive DVD player to play them. Let’s explore.
DIVX versus DivX
To get this confusion cleared up quickly, DIVX was a brand name assigned to a new DVD rental standard introduced by Circuit City and the entertainment law firm Ziffren, Brittenham, Branca and Fischer in 1998. However, it’s not entirely clear what problem Circuit City was trying to solve by introducing the DIVX rental format when DVD was already useful enough for rentals.
The DIVX brand name, introduced by Circuit City, bears no relationship to the DivX or Xvid video encoding standards. Even though there is no relationship by Circuit City to the DivX encoder, there is a slight reverse relationship from the DivX encoder to the DIVX brand. In fact, the original name of the DivX encoder was actually DivX ;-)
Yes, this encoder name included the winking smiley. This smiley was actually a nod (and sarcasm) towards Circuit City’s then soon-to-be-defunct DIVX rental standard. Here’s what the DivX Wikipedia article says of the early days of the video encoder named DivX ;-).
DivX ;-) (not DivX) 3.11 Alpha and later 3.xx versions refers to a hacked version of the Microsoft MPEG-4 Version 3 video codec (not to be confused with MPEG-4 Part 3) from Windows Media Tools 4 codecs. The video codec, which was actually not MPEG-4 compliant, was extracted around 1998 by French hacker Jerome Rota (also known as Gej) at Montpellier.
So then, what does DivX ;-) have to do with the DIVX DVD format? Not much other than DivX ;-) making a tongue-in-cheek poke at Circuit City’s DIVX rental format. Hopefully, this clears up any confusion around this convoluted naming.
DIVX as a rental standard
The primary impetus to build the new DIVX rental standard by Circuit City was probably brand recognition. At the time, Circuit City was considered the second largest electronics retailer behind Best Buy. The Circuit City management was obviously willing to do anything to become the number one electronics retailer, including dreaming up technology ideas that didn’t need to be built. Meaning that by 1998, Blockbuster had the rental market sewn up. However, Circuit City sought to disrupt that by trying to create a new standard that not only simultaneously upset Blockbuster’s cart, but introduced a new format that would bring more recognition to the Circuit City brand (and, of course, generate more hardware and rental sales). As a side note, Circuit City was also the second largest appliance retailer behind Sears at that time.
Here’s the Circuit City DIVX promo video (skip to 0:17 to begin an unrealistic family scenario, press 1 to skip the intro entirely or jump to 4:19 to begin use case demonstration). Don’t feel obligated to watch the whole thing.
Now, let’s watch this training video to better understand how then CEO Richard L. Sharp saw DIVX’s future within Circuit City. Pay close attention to his statements during the opening segments of this video. Again, don’t feel obligated to watch the whole thing.
Unfortunately, Circuit City’s management goals were way too ambitious and overconfident. They also dropped into a rabbit hole with this DIVX venture that took them away from their core retail business and caused them to spend millions to create and support a format that didn’t live up to the hype. In fact, it might even be considered that failure of the DIVX format ushered in the downward slide of Circuit City into oblivion. While Circuit City was a reasonable electronics retailer, they didn’t have any presence in the video rental market. When they introduced DIVX, the assumed strategy was to add $4-5 rentals and boost DVD player sales in the Circuit City and Good Guys stores. The management team thought that this rental business would somehow take them to the next level. If only they had adopted standard DVD rentals instead.
As shown in the demo, DIVX boasted a 48 hour rental period with no need to return the disc when the rental period ended. However, to use DIVX, you had to invest in a brand new type of DVD player that also supported the DIVX format. Tada! Here’s the catch. This is also where Circuit City comes into the picture. You’d have to run on over to your local Circuit City (or one of several other retailers owned by CC, like Good Guys) to buy one of these newfangled DIVX DVD player doodads. A doodad that might cost you $100-150 more than a DVD player without DIVX. At least, this is what the management at Circuit City hoped you would do.
This idea for introducing this new format was a huge misfire for Circuit City. In addition to the picture quality problems described just below, the DIVX player contained a modem that required the player to dial-up and register itself before you could play any DIVX discs. It also apparently dialed-up twice a day to register any new purchases and download advertisements. This modem required a physical telephone line plugged into the unit to dial home. This then authorized not only your player, but supplied the player with the necessary information to authorize playback of a rental disc you recently picked up. This concept all worked reasonably well, except for the fact that several privacy groups felt that this dial home feature meant that Circuit City (or whomever) could keep tabs on your viewing habits. Little did we know then exactly how much spying would become commonplace with sites like Google and Facebook. Anyway, that privacy concern didn’t help boost efforts to sell DIVX into main stream. Of course, it wasn’t the only problem.
Poor Movie Quality
The actual DIVX DVDs themselves failed to contain the more advanced features found on a standard DVD, such as 16:9 anamorphic widescreen needed to fill a large flat panel. DIVX movie discs also failed to contain alternate audio commentary and extra features commonly found on standard DVDs. Instead, these DIVX DVDs simply contained 4:3 cropped pan and scan versions of the film… a subpar version. This was a huge misfire for the format. When you can get a better looking film on standard DVD, why would you rent the crappier DIVX format for $5? Yet more consumer dilemma.
Consumer Misunderstanding
Because a DIVX DVD appears to be a standard DVD (it looks the same), some consumers didn’t understand that they needed to buy a new player to play the DIVX media. Instead, they bought the DIVX disc, took it home and inserted it into their regular DVD players only to find that it failed to work. They would then find that they couldn’t return the disc because it was open. The misunderstanding of this new format caused grief among would-be consumers and left a sour taste for this format. This problem only served to fracture the DVD market. Worse, who’s willing to buy a brand new and expensive DIVX player just to recover a $5 loss? Not many. This problem didn’t serve Circuit City well.
It seems that Circuit City’s commercials likely didn’t much help clear this misunderstanding. Let’s watch a Circuit City commercial from this era with that same guy from the Demo reel:
There were also a number of commercials released during 1998 and 1999 that failed to mention DIVX at all… like the following commercial from 1998. You’d think a company like Circuit City spending millions to try and force adoption of their new brainchild would advertise the DIVX format on every commercial, if even only a mention at the very end. Nope. You can’t sell something if you don’t market it.
Landfill Problems
One of the touted benefits to consumers would be throw-away discs. You’d spend $4-5 for each disc, but you didn’t need to return any discs after the 48 hour watching period was over. This also meant no late fees. You simply tossed the disc into the garbage can. This idea was to hit Blockbuster where it hurt. Blockbuster was the king of late fees at the time. A few months after introduction of this idea, Circuit City stores set up recycle containers to entice users to recycle used DIVX discs at Circuit City stores instead of throwing them into the trash. Not sure how well that worked. I don’t think this wasteful idea went over well with consumers, particularly after AOL’s constant barrage of wasted CDs ended up everywhere at the time.
Licensing Issues and Retailers
As a result of Circuit City’s involvement with DIVX (along with a legal team), for other retailers to sell DIVX compatible players required paying a licensing fee to Circuit City. As a result of the licensing fees, Best Buy and other retailers shunned the players choosing to avoid paying those fees. It’s no wonder, either. Why would you ever agree to pay another retailer money for the privilege of selling that retailer’s product in your store? You wouldn’t. This was a completely foreseeable miscalculation by the Circuit City management team.
This meant that Circuit City and other stores owned by Circuit City ended up the sole sellers of these players (and the DIVX format). Without wider support via other retailers, this format really had no hope of surviving. Circuit City should have dropped the idea for licensing fees quickly just to get better entrenchment for the format. It’s not like it wasn’t already costing Circuit City a mint to keep this format alive. Stupid is as stupid does.
Movie Studio Support
On the plus side for the format, because of what studios considered weak protection technologies associated with standard DVD (CSS), many studios jumped on board with the DIVX’s CSS + Triple DES protection standard. This boosted the initial ~20 titles when it arrived in summer of 1998 to well over 400 titles by early 1999. Some early studio adopters were 20th Century Fox, Disney and Dreamworks. Wikipedia says:
The initial trial of the DIVX format was run in the San Francisco and Richmond, California, areas starting on June 8, 1998. Initially only a single Zenith player was available, along with 19 titles. A nationwide rollout began three months later, on September 25, with players and 150 titles available in 190 stores. In total 87,000 players were sold during 1998, with 535,000 discs across 300 titles being sold.
The studios felt that the DIVX format offered a more solid encryption technique to protect their movie content. I’m sure they did. Due to the arcane structure needed to authorize the movie rental, it meant jumping through hoops just to get your movie to play. The movie studios love making consumers jump through hoops to play their content.
This quick studio adoption rate was a bone of contention because some studios began exclusively releasing their films onto the DIVX format instead of DVD. This issue caused further problems for the format and more consumer backlash erupted and threatened to fracture the industry into a new format war.
On the other hand, Sony and Warner Home Video, which at the time apparently comprised up to 40% of the movie rental market, refused to release their movies on DIVX. The primary reason for this refusal was that both of these companies had a stake in the success of standard DVD format. Supporting the DIVX standard would be a conflict of interest.
By spring of 1999, the number of titles had increased to over 410. Little did Circuit City or the consumers realize the end was near for DIVX. Due to mounting pressures and costs, Circuit City didn’t realize how much of an albatross that DIVX would become. There was just no way Circuit City could go this new format alone without wider industry investment and consumer acceptance.
Overconfidence
Circuit City’s biggest mistake was its heavily miscalculated financial ability to support this newly created format. After all, Circuit City is a retailer, not a tech innovator. Driving a new tech format through a retail company already has many hurdles and reputational issues to overcome. Circuit City was also too confident in its ability to entice other retailers to make this format succeed. Those retailers didn’t bite. Even in 1998 when this format came about, Internet RFCs were still a thing. Circuit City entirely avoided the RFC and Whitepaper approach that had become commonplace to announce new technologies. Instead, they launched this format without much fanfare hoping that the party train would show up. It didn’t.
Because of all of the above and including backlash from consumers and lack of retailer support, Circuit City way overestimated its ability to get this format adopted… and why would anyone want to adopt this format? With licensing fees, there was no incentive for non-affiliated retailers to adopt some other retailer’s idea as practical or realistic… especially when the standard DVD already provided a better rental and sales format.
Without the necessary support by consumers and other retailers alike, the format was doomed from the go. By the summer of 1999 (just 1 year after it launched), the format officially died on June 16th, 1999 (almost exactly year since it had launched). However, due to format commitments to existing consumers, it would limp this format along until 2001. Wikipedia writes of the DIVX demise:
The format was discontinued on June 16, 1999, because of the costs of introducing the format, as well as its very limited acceptance by the general public. It was shot down by Blockbuster Video stores not wanting to carry it. Also Circuit City announced a $114 million after-tax loss, and Variety estimated the total loss on the scheme was around $337 million. Over the next two years the DIVX system was phased out. Customers could still view all their DIVX discs and were given a $100 refund for every player that was purchased before June 16, 1999. All discs that were unsold at the end of the summer of 1999 were destroyed. The program officially cut off access to accounts on July 7, 2001.
Retail, DRM and Tech Innovation Don’t Mix
Due to the conflict of interest between the Circuit City chain, other retailers, licensing and this new format, there was ultimately no way this idea could survive. Circuit City made so many missteps along the way to adoption, the format was doomed from the outset. Even the management should have been able to foresee this event. If Circuit City had spun off the DIVX idea into a separate holding company that Circuit City had founded and enticed other retailers in (to avoid licensing requirements), the standard might have had a chance of surviving. While DRM was a relatively new thing in 1999, consumers could already begin to see how it could become a problem in the way they viewed content with DIVX (and other formats).
The Future of the Movies at Home
Even if DIVX had managed to make the slightest dent in the rental market (hint: it didn’t), the future of Internet streaming movies would have still seen to its demise. Even in 1997, a year before DIVX came to exist, Reed Hastings was in the process of setting up Netflix. By 2002, Redbox led the downfall of Blockbuster through it’s DVD rental kiosks. Some people blame Netflix on the death of Blockbuster, but it is firmly the self-service and low cost nature of the Redbox kiosk that ushered Blockbuster out the door. Yes, Netflix started Blockbuster’s problems, Redbox nailed Blockbuster’s doors shut. Blockbuster simply couldn’t compete with $1 DVD rentals at a time when Blockbuster was still charging sometimes $5 per disc. Netflix chose a per month plan fee with limits and was (and still is) charging well more than $1 per disc that Redbox adopted. In fact, Redbox is still the best deal going for both DVD and Blu-ray rentals, even though their prices have somewhat increased.
Getting back to DIVX, Netflix’s movie streaming, along side Redbox, Amazon, Hulu, Vudu, Crackle, YouTube, YouTube Red and others would have killed the DIVX DVD format anyway. Ultimately, DIVX didn’t have a place in the market or a problem to solve. It was already behind the times when it was introduced by a company that didn’t have the capital to invest in the longevity of such a format.
In short, Circuit City bit off well more than they could chew with DIVX. Today, these DIVX players are essentially worthless for playing DIVX format discs. Because the players could play standard DVD format discs also, this is their only redeeming point. There’s no way to authorize the players or discs as the service has been dismantled. If you have any DIVX discs in your collection, they can no longer be played as there’s no way to authorize the players or discs.
Even today, DVD is so behind the times when compared with UltraHD 4K, even that would have killed DIVX in short order. Ultimately, even if DIVX had managed to survive longer than 1 year on the market, it would have eventually died because of movie streaming services. There was just no way for DIVX to compete with that. However, it died long before that happened simply because of Circuit City.
Final Death of DIVX
The DIVX format supported limited viewings as well as unlimited viewings (DIVX Silver). Limited viewings of a disc were based on your rental period. Unlimited viewings cost more and was known as DIVX Silver. Why this is important is that the players still needed to dial home to verify the viewing of each play of the movie. After June 30, 2001, the DIVX service was shuttered including the dial home feature. For those who had purchased into DIVX Silver for some of their films, they could request a refund before the service was shuttered. This meant that any further viewings of DIVX movies after June 30, 2001 were impossible, rendering the DIVX format and the DIVX portion of the players useless.
The LA Times wrote of DVIX’s failure on June 17, 1999:
But the venture never connected with consumers and represented a major miscalculation of both the market and the video industry by the nation’s second-largest consumer electronics retailer.
The failure of Divx is an embarrassment for Richard Sharp, chief executive of Circuit City Stores. Sharp fought an uphill battle to promote the venture, which became a significant drag on Circuit City’s bottom line.
Sharp declined to comment Wednesday, but the market cheered the decision to junk Divx. Circuit City’s stock closed at $90.38, up $8.38 on the New York Stock Exchange.
A Cautionary Tale
This whole DIVX situation serves as a cautionary tale for early adopters of technology when produced by a company that’s never been in that business. This is particularly a problem considering the DIVX players required so much constant hand-holding with home base. If that home base connection was unavailable (i.e., Circuit City closed the service), the movies would stop working, which is exactly what happened in the end. Why would you, as a consumer, want to buy into a media format that’s so heavily dependent on a third party’s continued success? The other problem is that the players chose to use a phone line instead of phoning home over the Internet. Of course, had the format lived, it would have been relatively trivial to introduce new players that supported Internet always-on capabilities.
The real cautionary tale here is that consumers should never early adopt into entertainment content that relies on phoning home to authorize each viewing. One could argue that Netflix is a form of this, but I’d argue it isn’t. When you use Netflix, the movie is either there or it isn’t. There’s no pulling-the-rug-out-from-under tactics. Meaning, you leave your media sitting for a few months only to find that it will no longer play. Standard DVD movies have never required authorization per play. However, Blu-ray technology has instituted a somewhat similar phone home approach, but so far this hasn’t been an issue. However, should Sony die or the servers cease to exist that enables a specific Blu-ray to function, we could find that Blu-rays become coasters at some point in the future like the DIVX media.
If you happen to own a DIVX player and any DIVX media, know that it’s dead and it’s not coming back. There is really no way to revive it. The decryption keys and the authorization service that allowed each movie to work have long been dismantled. As far as I know, there has never been anyone willing to reverse engineer this phone home service to allow old DIVX media to play. Though, why bother? The movies were mostly of inferior quality. Other than as a novelty of showing a functional DIVX movie off on a YouTube electronics history channel or possibly for nostalgia, there’s no other legitimate reasons to want to watch DIVX movies today.
↩︎
Rant Time: Google+ is finally dead
All things must come to an end, some sooner than others. Google+ is now officially dead and being withdrawn from Google’s product suites one at a time starting with YouTube. To Google I say, thank you.
Good riddance to bad rubbish
I’m not saying that Google+ wasn’t well conceived, it just wasn’t well designed. As with a lot of Google’s products, they are created with the best of intentions, but the actual deployment of the idea leaves a lot to be desired. Google+ was definitely one that falls into the leaving-lots-to-be-desired category. It’s sad too because had Google done it right, they could have overtaken Facebook.
Instead of turning Google+ into a system that was actually useful, they used it as a back end single-signon product. Meaning, instead of being actually usable as a social platform to meet and discuss cool things with people you didn’t know, it ended up being just another single-signon tool. Yet another profile to be managed in thousands of other profiles. Not only that, they tied it into every product in the Google chain. This meant that in order to use any other Google product, you were forced to sign up for a Google+ account whether you used it or not.
The Real Problem? YouTube
Google+’s main bane was YouTube. Once Google got it into their heads that this was the end-all-be-all platform, they integrated it into YouTube in a way that made YouTube practically impossible to have discussions any longer. So, you would watch a video and then try to comment. In some cases you could, in other cases you couldn’t. The Reply link was sometimes there and sometimes not. I realize the reason why. It had to do with Google+ permissions. If the user didn’t allow people outside the ‘circles’ to comment, their thread was closed. This made it almost impossible to have decent conversations with people. Additionally, all of the old YouTube comments prior to the Google+ integration were entirely closed. You couldn’t comment on these at all (even if they were a month old). Frustrating.
A Social Platform?
Hardly. While Facebook isn’t the best at being a social platform, it is still a whole lot better than Google+ ever was. In fact, Google+ was so convoluted, you’d sometimes get comments from YouTube, sometime from Google+ and sometimes from both in your inbox. There was no rhyme or reason as to why it was this way. It just was.
I know what Google was trying to do here, they just didn’t do it well. Their version of a social platform was so all-over-the-place that it just wasn’t fun to use. It was even harder to find people on it, though they tried to make it easy through the Google contacts and circles. But, it just wasn’t easy or fun to use.
Google’s overreaching TOS
Worse, violating Google+’s terms and conditions could get your Google account closed, no ifs, ands or buts about it. If you valued your Google account, you really didn’t want to muck with Google+ for fear of writing the wrong thing and triggering the wrath of Google down on your account. With Facebook, no problem. If your Facebook account is closed (not likely), it wouldn’t affect your email accounts or any thing else in Google’s network. With Twitter, also no problem. If either of these social accounts are closed, it’s an inconvenience. If your email account closes, that’s a major problem.
Tying this supposed social platform to all of Google’s terms meant you were very limited in what you could say or do without accidentally triggering the wrath of the Google admins. If you did manage to trigger the wrath of the Google admins and they closed your account, there was no easy appeals process. It was simply better to play it safe than endanger your email account. It was far easier to participate in Twitter and Facebook and not worry about that problem.
Distractions
At best, Google+ was an unnecessary idea that didn’t need to be realized. In fact, for far too long Google has been distracted. Distracted with Android, distracted with Google+, distracted with Gmail, distracted with Google Apps, distracted with Postini, distracted with Blogger and distracted with Ad Words. It’s not that these other platforms aren’t worth it to the people who use them, it’s just that Google’s bread and butter is still Search. But, what of Search? When was the last time Google really made any innovations around search or in making searching better? Not recently. The last innovation to Search was Ad Words and that was less about innovation and more about monetizing it. That was also a very long time ago.
It’s time for Google to shed many of these silly distractions and get back to their core business… Search. Let’s get rid of these unnecessary distractions like Google+ and shed the baggage that has been encumbering Google as of late. Until Google can really focus on its core products, it will continue to flounder with these dead and dying products like Google+.
It’s long overdue for Google to kill off some of these useless unnecessary products and I’m glad to see that Google+ is the first to go. Perhaps Google is now on its way to recovering from this string of recent bad decisions it has been making. Though to see this, we will have to wait as only time will tell.
For now, I say with passion, “Good riddance to bad rubbish. Goodbye Google+.”
Xbox One is already dead before its launch?
Wow… just wow. Infinity Ward, the developers of Call of Duty, has recently stated in this IGN article and this IGN article that Call of Duty Ghosts can only run in 720p resolution and 60hz refresh rate on the Xbox One. Let’s explore why this is yet another devastating blow to Microsoft.
Xbox One
Clearly, Microsoft is banking on Xbox One to last for another 8 years like the Xbox 360. Unfortunately, not gonna happen. The Xbox One is clearly under powered for full next gen console needs. And, you would think the Microsoft hardware engineers would have thought of this issue long before even breaking ground on new hardware. You know, like actual planning.
With all of the new TVs supporting 120 Hz refresh rates and higher and TVs running 1080p resolutions (and 4k TVs not far off), it would be natural to assume that a next gen console should be capable of producing output in a full 1080p 60hz frame rate (as its base resolution). In other words, Xbox One should start at 1080p 60hz but be able to go up to much faster speeds from here. According to Infinity Ward, this is not possible on the Xbox One. I’ll say that one more time. Infinity Ward has just said that 1080p 60hz is not even possible on the Xbox One.
Next Gen Consoles
Because of this significant and avoidable Xbox One hardware deficiency, Infinity Ward has taken the step to produce Call of Duty: Ghosts in 720p at 60hz refresh rate (upscaled to 1080p) on the Xbox One to keep the ‘experience’ similar on all platforms. Let’s compare. Every big game title produced on the Xbox 360 is already 720p 60hz upscaled to 1080p. What this ultimately says is that the Xbox One hardware is no better than the Xbox 360. This hardware is basically dead before it’s even hit the store shelves. A next gen console should not see limitations in hardware until at least 2 years following its release. A new console should never see any limitations being hit by any launch titles.
If one of the very first launch titles is already taxing this console’s hardware, this platform is dead on arrival. This means the Xbox One has no where to go but down. It also means that you might as well stick with the Xbox 360 because that’s what you’re buying in the Xbox One. It also means that the games will never provide a high quality next generation game experience no matter which game it is. Seriously, getting high resolution at full speed is why you buy a next generation console.
Granted, I can’t vouch for Infinity Ward’s programming capabilities as I don’t know any of their developers. But, I know they have been producing this franchise for years. I would also expect their software engineers to have both the knowledge and expertise to properly produce any game for any platform they set their sights on.
In other words, I cannot see that this is some agenda on the part of Infinity Ward to try to discredit the Xbox One hardware.
Xbox One vs Xbox 360
The Xbox 360 hardware is well capable of producing games in 720p at 60hz already. It’s been doing this resolution and frame rate for years. Why buy another console that also has this same exact limitation of the current hardware? You buy into a next generation console to get something new. Namely, higher resolution gaming experiences. If the Xbox One cannot provide this, there is no point to this platform and this platform is dead. DEAD.
Xbox One: Dead on Arrival?
Based on the above, the Xbox One’s lifespan has been substantially reduced to, at best, 1-2 years on the market before Microsoft must redesign it with a new processor and graphics card. This also means that early adopters will get the shaft with ultimately dead hardware and have to buy new hardware again very quickly to get the newest Xbox One experience.
If you’re considering the purchase of an Xbox One, you should seriously reconsider. I’d suggest cancelling your pre-order and wait for the newest next gen console from Microsoft. Or, alternatively, buy a PS4 if you can’t wait that long. Why spend $499 for a console that gives you the same capabilities as the Xbox 360? It makes no sense, especially considering that there are no compelling launch titles on the Xbox One that aren’t also coming to the Xbox 360. It’s worth giving the extra time to make sure your $499 investment into this console is a sound choice.
Coding to the Weakest Hardware?
For the longest time, the Xbox 360 was the weakest hardware of all of the consoles. Clearly, it is still the weakest of hardware. For the longest time, developers catered to developing their games to the weakest hardware choice. That means, lesser graphics quality, lesser texture quality, lesser everything quality. I’m hoping this is now a thing of the past.
It now appears that game developers are tired of developing to the weakest hardware. Call of Duty Ghosts hopefully proves that. And, rightly so they should. Instead of producing low-res low quality gaming experiences on all platforms, they should provide the highest quality gaming on the best platforms. Then, take that and scale it back to fit on the weaker hardware platforms.
So, this scenario has now flipped the development practices. I’m glad to see developers embracing the best hardware and delivering the highest quality gaming experience on the best hardware. Then, reducing the quality to fit the weaker hardware. It makes perfect sense. It also explains why Infinity Ward reduced the resolution on the Xbox One. But, being forced to reduce the quality of the game to a lower resolution doesn’t bode for longevity of the Xbox One hardware.
What about the PS4 and 4k gaming?
According to those same articles above, the PS4 apparently doesn’t have this 1080p limitation. Call of Duty: Ghosts will run on the PS4 in full 1080p with 60hz refresh. Whether the PS4 is capable of higher resolutions is as yet unknown. Consider this. One of the very first 4k TVs introduced was produced by Sony. I would expect the PS4 to have been built to possibly support 4k gaming experiences. That doesn’t mean it will right now, but it may in the future. The Xbox One? Not likely to provide 4k anytime soon. If Microsoft’s engineers weren’t even thinking of 1080p resolutions, then they most certainly weren’t thinking about 4k resolutions.
If you’re into future proofing your technology purchases, then the PS4 definitely seems the better choice.
2 comments