PS4 is now fastest selling console ever in UK


Launch week push sees Sony dominate multi-platform titles

PS4

Sony’s PS4 has become the UK’s fastest-selling console at retail, surpassing the previous record held by the PSP. The new record was attributed by the Chart Track figures for last week’s UK sales, but doesn’t detail actual sell-through figures for the machine.

The impact of the new machine is evident in the sales breakdown of individual titles on the UK chart, however, as Sony’s machine outsold other platforms on nearly every multiplatform title. Nonetheless, this week’s number one, Call of Duty: Ghosts sold best on the huge install base of the Xbox 360, which took 37 per cent of total sales compared to the PS4’s 28, the PS3’s 21 and the Xbox One’s 12 per cent.

Last week’s top dog, fellow hardy perennial FIFA, slipped down to number two in this week’s chart, but showed a huge swing towards PS4, which accounted for a massive 42 per cent of total sales. Xbox 360 took 22 per cent, Xbox One 19 and PS3 14 per cent. Whilst that lion’s share is an impressive statistic, it should be remembered that it is at least partly due to Microsoft bundling FIFA in with pre-orders of its machine at launch.

Showing even greater favouritism, and with no such caveat, was Battlefield 4, half of all sales of which were made on the new PlayStation. Xbox 360 made up a 21 per cent share, with PS3 following on 13 per cent and Xbox One making up the final 12 per cent. Killzone: Shadowfall is unsurprisingly the highest charting platform exclusive this week, securing fourth place just above Ubisoft’s Assassin’s Creed 4.

To find the next single platform title, you’ll need to track all the away down to thirteenth place, where the poorly-reviewed Knack sits just above fellow new release and platform exclusive Super Mario 3D World – a relatively grim prognosis for Nintendo’s console and flagship franchise.

  • 01 Call of Duty: Ghosts
  • 02 FIFA 14
  • 03 Battlefield 4
  • 04 Killzone: Shadowfall
  • 05 Assassin’s Creed IV: Black Flag
  • 06 LEGO Marvel Super Heroes
  • 07 Grand Theft Auto V
  • 08 Need for Speed Rivals
  • 09 Just Dance 2014
  • 10 Batman Arkham Origins
  • 11 Skylanders Swap Force
  • 12 Minecraft Xbox 360 Edition
  • 13 Knack
  • 14 Super Mario 3D World
  • 15 Forza Motorsport 5
  • 16 Disney Infinity
  • 17 The Legend of Zelda: A Link Between Worlds
  • 18 Dead Rising 3
  • 19 Tomb Raider
  • 20 Football Manager 2014

[source]

PlayStation 4 US sales exceed 1 million units in 24 hours


Sony’s new console posts record sell through numbers for a console launch.

PlayStation 4

Sony Computer Entertainment has announced that the recently-released PlayStation 4 console has sold through 1 million units since its launch on November 15, 2013.

“PS4 was designed with an unwavering commitment to gamers, and we are thrilled that consumer reaction has been so phenomenal,” said SCE president Andrew House. “Sales remain very strong in North America, and we expect continued enthusiasm as we launch the PlayStation 4 in Europe and Latin America on November 29. We are extremely grateful for the passion of PlayStation fans and thank them for their continued support.”

In contrast, Nintendo’s Wii U has sold 1.75 million consoles in North America as of September 30, 2013, and is up to 3.91 million sold globally. Microsoft’s Xbox One launches in the United States this Friday, November 22.

Sony will be launching the PlayStation 4 in the EU on November 29, 2013, in a host of other regions over the month of December, and in Japan on February 22, 2014.

 

[source]

PS4 beating Xbox One on purchase interest worldwide


Interpret study finds Sony’s console leading even in territories where Xbox 360 comfortably beat PS3

In September, a US consumer poll found PlayStation 4 comfortably leading Xbox One when it came to purchase intent. Sony’s advantage on that front doesn’t appear to be limited to the US, as research firm Interpret today released results from its semi-annual GameByte study of gamers in key markets.

Interpret found that PS4 purchase interest led the Xbox One across the board. While Sony would be expected to outpace Microsoft in Japan and a number of European countries, Interpret pointed out that the PS4 drew more purchase interest even in places where the Xbox 360 was a clear winner in the current generation.

“Purchase interest at launch does not directly translate into long term success,” Interpret senior VP of research Yuanzhe (Michael) Cai told GamesIndustry International. “We all know what happened to the Wii, which had pretty low consumer purchase intent at launch. Many other factors will go into the long term success of a console including exclusives, perceived value, and increasingly the ‘network effect’ etc. However, these numbers provide a good indication of consumer interest at launch, a direct result of early marketing efforts and messaging effectiveness.”

1Interpret’s study findings

Cai said that Sony’s clear messaging and showings at E3 and Gamescom have done well to build momentum for the PS4 worldwide, but the study’s findings suggest the battle to bring in new customers to the PlayStation and Xbox ecosystems will be less one-sided.

“When we looked at whether these potential purchasers own a current-gen equivalent, it’s interesting to see that in the US and UK, a larger percentage of PS4 intenders don’t own a PS3, but in all other markets, a larger percentage of Xbox One intenders don’t own the current-gen equivalent,” Cai said. “In other words, in the two strong Xbox markets, US and UK, PS4 seems to be better positioned to attract new PS buyers or convert Xbox owners and in other markets, Xbox One might attract more fresh blood.”

One more point of interest for Interpret was the next-gen consoles’ performance in less traditional markets like Russia and South Korea. Gamers in both countries expressed unexpectedly high interest in the PS4 and Xbox One. Some 31 percent of Korean gamers were interested in buying the PS4, with 26 percent interested in buying an Xbox One. Those numbers were the highest of any country except the United States, which saw 48 percent interest in PS4 and 42 percent in Xbox One.

 

[source]

PlayStation 4 Review: Sony’s Comeback Console


playstation-4-final

Let’s qualify that word, “comeback,” before we dive in, because 80 million PlayStation 3 consoles sold worldwide is hardly a fiasco.

Sure, the PS3 is no PlayStation 2 (over 155 million units sold), or even original PlayStation (over 100 million units sold), but who wouldn’t kill for that figure? Even Nintendo’s Wii, the last generation’s sales darling, just topped 100 million units. And there’s more to gauging a console’s success than unit sales: streaming media partnerships, downloadable content, charter game club subscriptions, social networking cachet – the whole revenue model for gaming’s shifted radically over the past decade.

But yes, for a company that from the mid-1990s to the mid-2000s electrified the video games market, Sony’s PS3 felt like a step sideways: a powerhouse machine that cost too much at launch (and for years after), a storied supercomputer-like architecture that baffled developers for years, a system capable of memorable games like The Last of Us, Uncharted 2 and Journey, but also missteps and missed opportunities, from PlayStation Move (critically lauded but quickly relegated to the background — notice its absence from the PS4 launch ballyhoo) to the PlayStation Network hack debacle to the system’s forever teased but ultimately M.I.A. party (cross-game) voice chat albatross.

The PlayStation 4, by contrast, exudes refinement, a system that feels multipurpose-built and confidently purposeful. There’s no one standout feature to talk about this time, no genre-bending gizmo or water-cooler-worthy service to trumpet, and you won’t find an interface-reimagining Wii Remote in the box or a design-upending Super Mario 64 ushering in a new platforming epoch, but then that’s not what this next generation is about.

Instead, you’re looking at a meticulously alloyed platform that’s the sum of many pieces, a kind of Grand Theft Auto V of video game consoles. If the latter represents everything Rockstar’s learned about open-world design — an accumulation of design knowledge implemented with knowing, fastidious precision — the PlayStation 4 is everything Sony’s learned about platform design, honed and polished to something just shy of perfection.

The System

Consider the physical box itself, a sharp-cornered, blade-edged ebony parallelogram that’s roughly 11 inches wide by 2 inches tall by 12 inches deep and weighs just 6 pounds — orientable either horizontally or vertically. The original parabola-shaped PlayStation 3, by comparison, was nearly 13 inches wide by 4 inches tall by 11 inches deep and weighed 11 pounds. The power supply remains internal, leaving you nothing to manage save a modest two-prong power cord. That’s not form hijacking function: Placed in the open, the system warms only a little when playing games, its broad rear-panel ventilation grid (including HDMI out, Ethernet and an auxiliary port for the PlayStation Camera) and cleverly recessed side grilles allowing the system to transfer heat from the internal parts such that the fans remain whisper-quiet in nearly all circumstances.

playstation-4-console

Sony

Whether you like the PS4′s backswept look, like the base of a Cylon Black & Decker, is a matter of taste. But what’s striking is how slender the system is, especially when you consider what’s under the hood: a custom eight-core AMD CPU, 8GB of blazing-fast GDDR5 memory, a replaceable 500GB SATA hard drive (though only 409GB is available) and a custom GPU capable of 1.84 teraflops performance — multiply that by two (roughly speaking) and with PS4 architect Mark Cerny’s talk of offloading work to the GPU down the road, you’re looking at a machine with ample crunch-headroom, bar none.

My only quibble with the design is the system’s two-tone veneer: roughly one-third of the exterior is glossy, the other two-thirds matte. You’ll thus notice even trace amounts of dust and fingerprinting on the glossy side (especially contrasted against the matte side).

Make that half-fingerprinting on the system’s front, which is where the sectional split between surface materials occurs and you’ll notice the new power and eject buttons — neither depressible, but touch-sensitive — near dual USB 3.0 ports and a slot-loading Blu-ray drive. Along this furrow, Sony’s placed an illuminated strip that pulses different colors and luminosity gradients as you put the system through its paces; according to Sony, that light’s meant to make the system appear to be breathing, a bit like Apple’s old exterior laptop LEDs (which may require the judicious application of electrical tape if you’re planning to put the system in your bedroom and sleep anywhere near it at night, since you can’t disable the light manually).

The Controller

A moment of silence for the DualShock 1 through 3, each iteration — save for an upgrade to analog thumbsticks — all but identical since Sony’s gamepads debuted in 1997. Not so the PS4′s DualShock 4, which looks only superficially like its predecessors.

For starters, the handlebars are slightly longer, a measure that better stabilizes the controller in the center of your palms. The thumbsticks are a tick further apart, giving your thumbs more flex room, and their spheroid tips — occasional slip hazards — have been replaced with raised-edge circles (still rubber), which feel much more controllable under your thumb-tips.

The gamepad shell feels grippier, too, in part because Sony layered the under-half with a patterned surface — still a hard, smooth plastic, but coarse enough to give your hands better purchase. The revised left and right triggers gain a roughened surface as well, and the lower two triggers — L2 and R2 — feel firmer and have gently out-curved bottoms for more secure placement, remedying a problem with the DualShock 3 where setting the gamepad in your lap or on a flat surface would sometimes register unintended input if the looser triggers collapsed.

playstation-4-dualshock-4

Sony

There’s now an illuminated “Lightbar” between the triggers, faced forward, that can partner with the PlayStation Camera to enhance motion control (Sony’s also improved the SIXAXIS motion sensors and rumble motors, so much so that you can, for instance, tilt the controller to tag letters in an onscreen keyboard, and it’s a lot quicker than cursoring around). The Lightbar’s also capable of feeding back color-based status information, say to indicate a character’s health state, though since you can’t eyeball the strip directly without flipping the gamepad 90 degrees perpendicular, you’re depending on the glow reflected against your fingers (that, or you can always play in front of a mirror!). It’s too bad Sony didn’t think to place a smaller, complementary light across the gamepad’s top.

Just above the thumbsticks, you’ll find a tiny speaker grille, allowing the controller to output sound (like playing the collectible audio logs in Killzone Shadow Fall). The audio quality’s what you’d expect from a tiny speaker, though it’s notably better and bass-ier than the one Nintendo includes with its Wii Remote. Below the grille, there’s a traditional PlayStation button — hold it and you’ll summon master overlays that let you tweak settings, close out apps or power off the system. And on the gamepad’s bottom, between the handlebars, late-night gamers will appreciate the new standard-size headphone jack as well as a connector for the bundled mono headset — a voice chat must, and an alternative to Sony’s new $60 dual-camera PlayStation Camera (not included with the PS4) if you want to operate the console using voice commands.

The most notable change lies (physically) between the traditional d-pad and geometric face buttons: a smooth, dotted, depressible touchpad — a nod to Sony’s touchpad-framed Vita that lets you play a game like, say, Angry Birds the way developer Rovio intended. The launch games make limited, complementary use of the touchpad, as you’d expect, but software like Sony’s clever built-in tutorial app, The Playroom, offers a glimpse of things to come. You rub the touchpad like a Genie’s lamp to wake a lively A.I. bot, or flick your finger forward across the surface to pitch tiny robot-things into your lap, augmented reality-style, vis-a-vis the PlayStation Camera.

Along with Sony’s new “start” and “select” replacements that bracket the touchpad — tiny ovoid “share” and “options” buttons, the former for editing and uploading game videos or screenshots, the latter for invoking context-sensitive menus — round out an array of individually modest but collectively gratifying updates that feel like the smartest updates to a gamepad in years.

The Interface

Sony raved about the PS3′s CrossMenuBar navigation system back in the day — the interface won an Emmy, after all, so every time you heard about the XMB, it was “Emmy-winning this” or “Emmy-winning that.” But when Microsoft overhauled its Xbox Live interface in 2008 with vibrant context-specific squares, colorful images and avatar animations, the XMB felt comparably lifeless, a workmanlike carousel of icons that conjured the sterility of an IKEA furniture sign.

playstation-4-interface

Sony

Out with Emmy-winning, in with lively images and contextual squares: The PS4′s interface, which Sony simply calls the “PlayStation Dynamic Menu,” builds on the XMB’s potential by subtracting from it, jettisoning all that top-level complexity and adding dollops of style and streamlining. Instead of an icon-flush X-axis with option-choked up or down menu items, Sony’s collapsed everything to a handful of category squares, the default leftmost — and most telling — being a social media-watcher that clues you into friend activity and marketing material when you’re online.

Beside that you’ll find content portals that reshuffle from left to right according to last one accessed: ”Live from PlayStation” lets you view live gameplay broadcasts, “Downloads” collates your purchases and downloads, and the obligatory Internet browser. New games — whether downloaded or accessed from disc — also appear here, the wrinkle being that if you have an Internet connection active, you’ll be drawing from (and feeding into) Sony’s PlayStation Network each time you access an application. You’re not required to access the Internet to play single-player games, but if you don’t want your PS4 reaching out to touch Sony’s servers, you’ll have to force it offline — there’s no “don’t PSN while connected” option.

Cursor up with the d-pad or left thumbstick from the PDM and a more mundane left-right menu appears with icons for system or application settings, your friend list, trophies, notifications and the PlayStation Store. This is where you’ll tweak the system or delve into more nuanced or granular features; Sony’s just pulled it back a level, divvying the PS4′s interface into spotlight and offstage layers.

The Games

At launch, Sony has 23 games on deck and calls it the company’s strongest lineup ever. I have yet to sample (much less complete) many of these, and several won’t be available until launch day, but I can say the ones I have played don’t fall short of that claim (then again, it’s not a high hurdle to clear). Many on the list are recently released last-gen games with visual makeovers, and no one’s going to consider the inclusion of a game like Angry Birds Star Wars a make-or-break purchase, but a few — in particular Knack, Contrast, Resogun and Killzone Shadow Fall — distinguish themselves from the bunch.

Knack

Sony

Knack is Mark Cerny and SCE Japan Studio’s contribution, which makes it the most intriguing of the PS4 launch titles, since Cerny (pronounced SARE-nee) doubled as the PlayStation 4′s lead architect. It’s a bash-and-smash action game about a creature called “Knack” composed of magically animated, reconfigurable bric-a-brac, helping humanity battle goblins who’ve emerged from who-knows-where to overrun the planet.

While Knack stands just a few feet tall by default, he can glom on bits of metal, ice and other odds and ends to transform into a colossal wrecking machine. The framing story feels a little generic here, as if grudgingly tacked on to justify the central game conceit, but that conceit — unleashing a creature who can grow to the height of a three-story building — is deftly executed and beautifully articulated.

contrast

Compulsion Games

I was only able to sample Contrast during a review event hands-on, but it shot to the top of my PlayStation Network must-haves — a 1920s noir-themed action-platformer with a twist: you can shift from colorful 3D heroine to slender 2D silhouette, alighting on lamplit walls, clambering over the shadows of other 3D objects and puzzling your way along surfaces to unlock narrative sequences that gradually describe a young girl’s troubled, Pan’s Labyrinth-ian family history.

One of the levels involved a haunting carousel, the shadows of horses gliding along circling walls, the protagonist leaping from one shadow to another, flipping in and out of the world to maneuver between actual platforms and their flattened contours. In another level, you participate in a kind of theatrical production, flitting Limbo-like through a fantasy story-scape as the metaphorical tale unfurls.

resogun

Housemarque

If you were into Super Stardust HD on the Vita, you’ll probably adore Resogun, another shoot-em-up from developer Housemarque. Here, they’ve opted for a side-scroller, only with the levels folded around until the ends touch, letting you roll backwards or forwards without restrictions. The object of the game is to free and save tiny retro-stick-figure humans, powering up your ship and executing special attacks that include a kind of battle-ram maneuver that lets you arrow through waves of enemies, annihilating them without destroying yourself.

As Housemarque explained during the review event demonstration, one of the twists, since the levels are transparently cylindrical, is that you can see what’s going on on the other side of the level, forcing you to pay attention to keep tabs on what the enemy’s up to over yonder.

killzone-shadow-fall

Guerilla Games

And finally, Killzone Shadow Fall is grim, grim stuff — no surprise — but boy is it a looker, packing its dystopian Blade Runner-like vistas with buildings and more buildings and towering waterfalls and skyboxes that no longer feel like Truman Show skyboxes.

As I played through the solo campaign, the game reminded me increasingly of Dishonored, offering ever-widening paths to complete a mission, choosing stealthy or confrontational approaches and dealing with objectives in the order preferred. I can’t vouch for this one unreservedly yet, given how much more of the game there is to see, but it’s a lock for my library.

Sidebar: Game installs are now both compartmentalized and prioritized, allowing you to access different play modes, say the multiplayer facet of a game, without waiting as the single-player component silently stream-loads off the Blu-ray disc in the background. This double-dipping feature never slowed any of the games I tried, though even if had it, the install only occurs once.

That said, disc loading did occasionally cause the PS4′s interface to freeze for several seconds, which may be an argument for eschewing discs and going with direct downloads, since all of these games are obtainable directly through the PlayStation Store (the downside: Sony’s doesn’t support external USB hard drives, meaning you’ll have to upgrade the internal storage if you think you’ll fill that 409GB of accessible space quickly).

The Missing Features

Like Microsoft’s Xbox One, Sony’s PS4 launches with a day-one patch that wasn’t available during the review period. That means most have only seen the new PlayStation Store or online multiplayer or “Share” button functionality in demos.

What you’re not reading about here is considerable, in other words: all of the online features, the revamped PlayStation Network, the new sharing feature, all the new versions of otherwise familiar media apps and the system’s appeal as a multimedia consumption hub, the PS Vita Remote Play link — both on a high-speed LAN or through the cloud (I can say every developer I spoke with warned of latency issues with the latter) and Sony’s new, complementary PlayStation App that lets you control or interact with PS4 games or software using an iOS or Android smartphone or tablet (effectively enabling Wii U-like second-screen gameplay). I’ll circle back in a day or two, once I’ve had time to better absorb and assess the online experience.

 

[source]

PlayStation Plus has seen “significant growth” says Sony


There are 150 million PlayStation Network members but Sony still won’t disclose how many are paying Plus members.

PlayStation Plus

At a pre-launch PS4 event in New York City today, Eric Lempel, vice president of Sony Network Entertainment and head of global marketing, gave us an overview of what PlayStation Network and the PlayStation Store looks like on the new console. During the demo and other hardware overviews Sony presented to us, it was abundantly clear that Sony is putting PSN’s community and social connectivity front-and-center on PS4.

While most of the PSN functionality remains free to use, one clear difference with PS3 is that you must be a paying PlayStation Plus subscriber to access online multiplayer. While Microsoft has always required a paid Xbox Live Gold account for online multiplayer, millions of PS3 players enjoyed online gaming free of charge. Lempel explained to GamesIndustry International that, quite frankly, Sony needs the revenues to maintain and continue to improve PSN.

“There’s a ton of value in the network. We’ve built up the network over the years and made a significant investment… and it’s quite honestly hard to keep everything [free],” he said. “The network’s gotten so much better and it’s completely redesigned on PS4. And the investment in Plus gives the user a ton of value, so putting multiplayer in there will continue to help us build the network up for our users. It’s a massive infrastructure to run this thing, and now with some of these social features there’s a lot going on.”

“The network’s gotten so much better and it’s completely redesigned on PS4… It’s a massive infrastructure to run this thing”

Eric Lempel

Lempel believes that Sony still has an edge over Xbox Live, however. “What I will say is we kept everything else free to the user. So for example, we’ve got 11 partner apps right off the bat… that are not gated at all. This is something our competition isn’t doing,” he noted, referencing apps like Netflix which do require Xbox Live Gold subscriptions to use.

Lempel thinks that the investment Sony has made into PSN and PlayStation Plus has really paid off with “significant growth” on PS3 and Vita in the past couple years, helping to boost PSN accounts to 150 million worldwide. PSN is now in 59 countries and there have been 3.2 billion “pieces of content” downloaded since the service kicked off in 2006. That said, when we pressed him on how many pay for Plus subscriptions, he simply said that Sony doesn’t disclose that information.

For those who do pay to subscribe to Plus, Lempel thinks those gamers are basically getting their money back right away in the form of instant game collections. “If you really look at the value you get from the instant game collection, especially if you have multiple consoles, it’s an unbelievable value. Right off the bat, these two games we’re giving away on day one are over $30, so it’s a great deal for the user,” he stressed.

A one-year subscription to Plus costs $50 and Sony also offers a three-month option for $17.99 and a one-month option for $9.99. Contrast and Resogun will be available to download for free at PS4’s launch for Plus members, and while Drive Club was originally going to be available for Plus users at launch, that game will still be offered on Plus when it releases, Lempel said.

Sony is definitely doing what it can to entice players to use its services. Each PS4 retail box is coming packed with a $10 Sony Entertainment Network wallet credit for PlayStation Store, a 30-day free PlayStation Plus membership trial, and a 30-day free Music Unlimited service trial. On top of that, there’s a sense in which PS4 users automatically become evangelists and viral marketers for the platform as they hit the share button on the controller to broadcast live gameplay, share clips, screenshots and more, whether on Facebook, Twitch or Ustream. Lempel remarked that viral marketing wasn’t the ultimate goal of all the sharing options, but he agreed that it certainly helps get users engaged with more content. Sometimes you can’t beat the value of pure word-of-mouth marketing via the community.

“First and foremost we just want to help people discover content. It’ll certainly help get the word out… but the intention is really to give gamers a place to show off their accomplishments, show people what they’re doing, what they like, and get them talking,” he said.

 

[source]