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PSP Launch Coverage

Sony's handheld console has launched with great fanfare, and already there are plenty of places to get opinions and reviews. Shacknews has a nice hands on with the player itself, Gamespy has reviews of the launch titles, and Gamespot has coverage of just about everything on its PSP Launch Center page. From the Shacknews hands-on: "Technically speaking, the PSP is a far superior machine to the Game Boy Advance or Nintendo DS. It's a powerhouse device, capable of displaying modern graphics, playing robust sound, and can even replace a portable DVD player. However, many of its launch titles are just watered-down versions of PS2 games and Sony has no experience in portable gaming. Nintendo has been doing it right for a decade and half, why should we think the PSP can just waltz onto the scene and take over? Can it even be done?"

7 of 461 comments (clear)

  1. Because it's never been done is not a reason... by samdu · · Score: 5, Insightful

    People asked the same things when Sony announced the original Playstation. Give them a shot, it's not like they're totally out of touch with the gaming community.

    1. Re:Because it's never been done is not a reason... by boarder8925 · · Score: 5, Informative
      PSP games aren't region-coded in any way.
      True.

      Movies, however, are region-locked. That won't stop me from eventually getting the PSP, though. ;)
  2. hmm. by muel · · Score: 5, Insightful

    "Nintendo has been doing it right for a decade and half, why should we think the PSP can just waltz onto the scene and take over?"

    Maybe I'm crazy, but it looks to me like Sony already has experience in the whole "beating someone after over a decade of dominance" thing.

  3. I just wrote my local paper about this by yagu · · Score: 5, Interesting

    I just read about this in the Seattle Times, and wrote a letter to the columnist (the article is: PlayStation Portable: Sony's new handheld does a lot more than play games):

    Hi Mark,

    Long time Seattle Times reader here....

    Liked your article on Sony's new playstation... a few thoughts though...

    I too have long considered Sony to be a great innovator but here is what has frustrated me for sooooo long and here is why I probably will NEVER buy a Sony product again unless and until they change some of their practices.... I'll illustrate by example:

    • long ago, after a few years of owning one of Yamaha's very first digital receivers with no remote control, I decided to "move up".... and fell in lust with a nice Sony unit at the local electronics store (this was in Omaha)... The Sony boasted 100 watts per channel to my Yamaha's 50 watts per channel AND it had a remote control. I excitedly told the salesman how much I looked forward to having a remote control unit and the doubling of the power would be a nice bonus. When I told him I was "replacing" my Yamaha, to his credit, he stopped me and told me if I took the Sony home I would be SO disappointed. He said the 100 watt Sony in a side-by-side comparison with my 50 watt Yamaha would be pathetic, the Sony wouldn't even stand a chance. Whaaaa? He also showed me how when you turned the volume all the way up on the Sony when it was set to phono input (yes it was in the day of LP's), you could hear bleed over sound from the FM tuner, ick..... He told me to try that with the Yamaha, I did, dead silence... He explained Sony sold sizzle, but no steak.... by skimping on things like shielding on wires to block induction of adjacent signal sources. Okay, lesson learned.... but my Sony radar was up.
    • Skip to the mid 90's or so. I was absolutely infatuated with Sony's new Minidisk format -- what a cool way to have such great sounding music in such a small form factor. Granted, the recording unit I purchased was $700, but I was willing to pay the bleeding edge price knowing from experience technology prices drop steeply and when I would be ready to buy additional units I could get a comparable recorder for less than half the price I paid then. I watched for 2 years.... no price drop.... mentioned to a salesman at Magnolia (now I'd moved to Seattle)... He explained the minidisk technology was Sony's own proprietary format, and Sony had refused to license the technology to anyone else for any reasonable fees and thus maintained a lock on the market and the pricing... and that was the reason the price never came down. Shit! My original unit has long since broken and I have long since abandoned Minidisks.
    • Then came digital cameras. Again, Sony jumped in with THEIR answer to the evolving standard storage media at the time, their memory stick.... proprietary, expensive, and non-standard. This time I didn't bite, but watched the same behavior... the memory stick, while adopted by some never came down in price and never was released from the Sony control. (Their prerogative of course.)
    • Now they've introduced their UMDs (Universal Media Discs), a proprietary new medium , yet ANOTHER proprietary format?!? It's almost unbelievable -- they're kind of like the Microsoft of the electronics industry except they don't have near the control and monopoly. No thanks, I don't need their proprietary solutions that are incompatible with anything else I own....

      Come to think of it... I'm not so surprised, or maybe it's a lucky thing Sony's Beta never became the standard, while I wasn't really there to be part of that decision in my purchasing power... but maybe VHS was the better choice after all (even though it wasn't quite as good technically).

      Just my $.02

      Anyway, thanks for the article, a good read....

  4. Re:A problem? by Tumbleweed · · Score: 5, Insightful

    Namco's got a set of their 'classics' coming out for PSP; should be pretty nice.

    Personally, what I most want on the PSP is MAME. The default 32Meg Memory Stick will hold approximately 1.37 metric buttloads of old arcade ROMs. :)

  5. Re:How portable is portable? by adam1101 · · Score: 5, Informative

    It's not nearly as big as the Lynx. Here are some pictures to put things in perspective.

  6. Re:Lag... by whizzter · · Score: 5, Informative

    It's the physics engine. Multiple collisions is a really hard problem for a physics engine to solve.
    There are different ways of approaching this.

    - Check your collisions once a frame and bounce or something when you collide.
    DOWNSIDE: If you have a car running at really high speed you could actually run through a wall or another car, totally unacceptable.

    So you have to do a time-sweep. In other words trace the entire movement of the object from time when the movement started until the end, ie do the calculation between 2 consecutive frames.
    Now all collisions are detected, but how do you handle the collision?

    - Stop the object at location it had in the previous frame.
    DOWNSIDE: if you are chasing another car and bump into the rear your car would loose all speed. totally unacceptable in a racing game but could work in a platform game. Another illustration is a box sliding down a slope, it would never get down the slope because it would be stopped from "falling" each frame without sliding.

    - Create bounces to be calculated next frame and forward the time.
    DOWNSIDE: if your car rams into a wall at high speed it could possibly be stuck, the problem would manifest itself as an erratic bouncing. You can sometimes notice this problem when throwing grenades in various games for example.

    - Stop the time when the first collision occurs, recalculate trajectories and do a new collision test to see when the next collision occurs. Do this over and over until you've reached the target time.
    DOWNSIDE: Every iteration of the collision tests has to be run several times for each frame. This will take ALOT of time and could cause bad stalls if you don't have plenty of CPU.

    The last solution shown above could possibly be the one they selected for the game, that the problem occurs when all the cars collide is almost the type case for the problems. However the method works in a stable way and they probably couldn't get any tweaked way to work in a reliable way so this was the least horror.

    / Jonas Lund