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Three
the Hard Way:
An Analysis of the Next-Gen Super Systems
January 5, 2001
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As we move into the next arena of
competing systems, 2001's HAL9000 may be a ways down the road, but there is a wide
world of electronic-gaming glory in sight. While most have hopefully known the awesome
perfection that is Dreamcast, it does behoove both the serious and casual gamer to
look at the upcoming choices and see what each new platform has to offer them. PS2
has already landed and GameCube and X-Box will within a year. PS2 and
X-Box should both be in the $300.00 range and GameCube about $200.00. Like
most other technical-equipment purchases, it all depends on what you want your new box to
do. The PS2 has made a serious leap forward as a true 'Set-Top Box' offering
movie-playback and the promise of serous internet capabilities. X-Box will offer
these also and Nintendo's new entry will at least offer online browsing. With DVD
players dropping in price everyday and nearly half the houses in the country connected to
the internet, these are niceties in a console, but maybe not the prime focus.
Frosting aside, it falls next to look at the primary functions of these new powerhouses
and that is gaming. Though the technology is more sophisticated and varied, the same
things will apply to these new machines that did in the 32-bit, 16-bit and 8-bit console
wars.
#1. Software: No matter how much style, features or snob-value a machine has, it
is only as good as the software that is available and what games it lets you play.
#2. Output quality: Ever HEAR the difference between Street Fighter II on
the Genesis vs. the Super NES, or SEE the difference between standard video cables and
digital video?
#3. Interface: What is the controller like? Do the online networks function well
(an important question since all of the above-mention competitors are planning on online
gaming)?
#4. Misc: Is the hardware designed to last and take serious use? Are cool, new
peripherals likely to be supported?
There are other considerations, but these are the most important. Let us take a look at
the 'Big 3' under these criteria using the information currently available.
Software
Since the PS2 is here and has a decent number of titles to judge, this is a good
starting point. The most curious thing to notice is the lack of even a single really new
idea in the lineup. The cause appears to be an extremely complicated programming
architecture. What does this mean to fighting-game fans already enjoying their gourmet
version of Tekken Tag Tournament or the SSX crowd in snowboard Nirvana? These are
very solid games. Companies as big as Namco, Midway or EA can easily steamroll any
programming challenges if they know there is a market out there, but what about companies
like DMA Design, creators of highly innovative and commonly underrated games like Wild
Metal and Body Harvest? We have yet to see a Crazy Taxi or Seaman on the PS2, much
less a Samba De Amigo. The difficulty is that no developer can take the chance of
sinking the required money into a PS2 game unless it is certain the game will be a
success. Almost analogous to the cartridge-overhead of making N64 games, only the strong
will survive. Many might think this is not a problem, because the big companies like
Square, Namco and Konami are generally the makers of the smash-hits anyway. Plus, one can
enjoy all of their current PlayStation favorites with smoother graphics. If you are happy
with your PlayStation groove, then this might be totally acceptable, but you are not
likely to see much of anything that is truly new or groundbreaking.
The GameCube, at first glance, LOOKS like a kid's machine. With an almost
Lego-like case and Nintendo's recent history, it is tempting to dismiss this
machine without a second thought. Mario's next box however is a technical powerhouse
capable of easily equaling the PS2's visuals. Bench tests have revealed that PS2's
impressive polygon-counts quickly fall to somewhere between 3 and 6 million polys
per/second with full effects on. This is due to the machines almost total lack of
hardware support that makes every effect an issue of programming, and thus a drain on
frame rate and overall performance. GameCube is a very different beast all
together. Polygon counts between 6 and 12 million with full-effects are possible with it
due to its highly sophisticated hardware rendering. Being able to render in one pass what
the PS2 requires 8 separate passes to do enables it to scarcely break a sweat at
full capacity. This coupled with a wonderful memory-saver called S3 texture decompression
allows as much as 50 megabytes of texture-detail to be saved in as little as 8 megabytes
of RAM. This allows the machine to hold infinitely more data simultaneously. So how does
all this techno-babble affect software? GameCube lets developers of all different
levels of resources make highly-detailed games very quickly. Moreover, the system's
Open-GL architecture has been a PC-software standard since Quake I and the Cube should
have a slew of perfect PC ports - something that has generally not happened often in the
console world. Nintendo is still very dedicated to it's family-friendly formats,
but has pledged to permit developers much more freedom than in the past. The ease of
development might result in the machine's power quickly being tapped, and there could
easily be a plethora of clone-games that look very similar, due to the emphasis on
hardware effects, but, make no mistake, this is NOT a machine to dismiss.
X-Box easily shows the most promise from a technical standpoint. Quite possibly
six times as powerful as the next guy, S3 texture decompression, built in hard-drive and
developer-friendly Direct X architecture appear to offer it all. Not exactly a newcomer to
videogaming, Microsoft has a decent number of franchises under its belt such as the
Age of Empires series and a terrific relationship with the PC game community. But
the world's most powerful software company doesn't have experience in the console
industry. Is this a problem?
Many believe it could be, due to the difference in developing for console and PCs.
Console-game designers have learned to debug code very effectively, since a flawed game
means a returned game. With PCs, a flaw can be fixed with a downloadable-patch. But what
good will the X-Box's hard-drive be if it is filled up with patches to fix
program-errors that would have been tested-out of a game for another machine? Console
software usually sells for far more than equivalent PC software, but there is also a big
responsibility to get-it-right. Microsoft claims to be working on these issues, but only
time will tell. In terms of innovation, this might be the virtual cornucopia for new
ideas. Things as subtle as background music promise to be a completely new experience.
Mathematical, real-time musical composition and randomizing are being integrated into the X-Box's
sound system, meaning that a game might NEVER sound the same twice. Also, the
machine's shear power is permitting the possibility to use fractal-geometry in ways never
before possible. Rather than storing sprites or 3D-models of trees and landscape details,
scenes could be "grown" in real-time using the complicated math that shapes our
world in real life. Will developers take advantage of such possibilities or will we see
quick and dirty ports of other console and PC games? The X-Box has the most potential, but
also the least experience with such issues.
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Adam
Albrec |
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