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Feature
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| Estimating the power of PlayStation |
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The rise and rise of Sony Computer Entertainment
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In the concluding part of our feature on the phenomenon that is Sony Computer Entertainment, FG looks at the world of videogames after the launch of PlayStation...
Keith Stuart
PlayStation Epilogue: still right after all these years
Since the launch of the PlayStation, Sony have continued to get things right. The price of the machine - crucially low to begin with - has been reduced regularly. Getting the machine recognised as a hip lifestyle product by sponsoring relevant cultural events (music festivals in the UK, surfing meets in Australia, etc) was a fantastic idea, broadening the user base extensively.
Sony are always coming up with cool new things to keep people's attention: the link-up cable, the Yaroze programmable PlayStation, the Dual Shock controller - it all adds up to keep the kids on their toes, and the developers fuelled with new gameplay possibilities. But, of course, PlayStation couldn't last forever. Six years after the original product was announced, its child has been thrust into the media spotlight. PS2 is coming.
PlayStation 2: Everything seems to be in order...
Even at this early stage, it looks as though Sony haven't lost their touch for making the right decisions. The PlayStation 2 specifications are incredibly impressive, placing it far in advance of Sega's Dreamcast (this time Sega can't bung in an extra processor to compete!), and opening up possibilities for truly elaborate and complex game worlds.
The new digital format is gaining more and more attention as an alternative to the VHS video and if Sony are brave enough to make PlayStation 2 compatible with DVD movies (by no means certain at present) it could make the machine doubly attractive. Indeed consumers would be able to replace two pieces of equipment with one shiny, low-cost box. It would be like the new Persil Automatic with built in fabric softener and conditioner. But with videogames.
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