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360 LIVE!

            Those of you who have followed the Electronic Articles coverage of the arrival of the Xbox360 - from the exclusive revelation of the machine, through E3 2005, TGS 2005 and right up to launch – my have realised by now that, as the most independent and honest videogames Press Agency in the UK, Electronic Theatre Image we are yet to be entirely overcome by Microsoft’s second retail console instalment. With a mediocre Launch Line-Up at best, stated publicly by J. Allard, unofficial God of the Xbox and Xbox360, as being, in his opinion, “the best console Launch Line-Up ever…”, little public visibility and no retail units available to the consumers over the desperately-rushed-for Christmas period, we really can’t see how Microsoft expect us to believe this was a well thought-through plan years in the devising. However, this is only the meat and veg; it’s time to see the Xbox360’s potatoes – XboxLIVE!.

            The online capabilities of the Xbox were always intended to be the systems’ Killer App. There’s no denying that, since early 2003, Microsoft have dominated the home console’s online arena with the most fluid and expansive online-play arena available, anywhere in the world. However, their marketing savvy certainly seems to end with PC consumables as, late in 2004, the figures were comparatively appalling when compared with the PlayStation2’s bottom-of-the-league effort – only 750,000 UK subscribers to that of 1 million PlayStation2 subscribers. Yes, the PlayStation2 has sold more than three times as many units as the Xbox in the UK alone – but the online-play was promoted as a side-line for SONY, a feature behind DVD Playback, Optical output and high-capacity storage, as opposed to one of the system’s better features. Now, with the advent of Microsoft’s new effort for hardware capabilities comes a lot of promises; and a lot of possibilities for the online-side of videogames.

            A major fear presented with spoken word of many Microsoft executives is that of incomplete games. One of the industry buzz-words at the moment is “expansion” – currently being carried as an idiom for making more money from an existing product. Nintendo clearly have a passion for this, with their reluctance for reducing software prices years after release and repackaging products such as with the NES Classics series. However, the fear is more about how publishers will view the XboxLIVE! Marketplace, and exactly what would be considered “expansion” and what would merely be deemed the rest of the game you should’ve got on the disc. Microsoft certainly aren’t in any position to start dictating to companies the minimum length of a “complete” game and, although they will regulate what publishers post on the Marketplace; who’s to say they’ll limit it? Especially when they, quite obviously, draw revenue from every product sold on their network.

            I’m happy to say that, at least as far as Microsoft, Activision and SEGA are concerned (three out of only five publishers involved with the Xbox360’s UK Launch), the Launch Line-Up appears to be relatively devoid of any kind of upgrade Electronic Theatre Image tom-foolery. The fears of forced-pay add-ons seem to be unfounded – for now. Clearly, this can only be a good thing, but each of these publishers has involved themselves, to a varying degree, with the XboxLIVE! Marketplace – so what else is available?

            Well, currently, that 20GB HDD is looking rather empty. Countless free movie trailers and two (yes, two) music videos are ready for free download, as well as a demo of Fifa: Road to World Cup ’06 coming close to 500MB. Additional skins, GamerTag Avatars and Themes are available, at a price, and fill-out a list in desperate need of something original. There’s currently a distinct lack of the presentation of an offer for user-support, and as much as this could be attributed to the lack of any custom-build options in the Launch Line-Up, it’s a supporting feature that could show much promise when supported, and is sorely missed at Launch. XboxLIVE! Arcade , however, currently shows plenty of initiative. With every title offering a free trial before paying for the fully unlocked game and, rather than offering a Demo version, instead simply removing extras such as XboxLIVE! features and Multi-Player Modes, there’s plenty of room for exploration while starting from a firm standing – much like Nintendo’s recent entrance into the online arena with Mario KartDS.

            It’s pretty obvious that the actual online-play will remain pretty much identical; added features such as additional player quantities and less Lag are inevitable with technological progression, but the innovation for online-play is limited by the software made available to the public. It’s not exactly clear how close to Microsoft’s dream of XboxLIVE! being “where games and entertainment come alive, the only unified place where you can play with anyone, anytime, anywhere” the revitalisation of XboxLIVE! with the Xbox360 will become from this very modest start, and while there’s still no denying that, as we exit 2005, Microsoft remain the king of console online-play; yet, as anything other than additional stream for marketing and revenue, the publishers have certainly to prove XboxLIVE! Marketplace has a point to make in the gaming industry.

 

Kev J.

25/12/05

 

Return to the Articles Archive 2005 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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