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Sony in the Red After the Holidays? |
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KFZ News
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Written by Cywolve
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Jan 29, 2009 at 07:30 PM |
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Wow... just wow... it seems as if Sony is losing even more money now. With Sony being behind in the console race, they will need to make up for it in other areas. With the Holidays over, you would think that would only help a company, but that doesnt seem to be the case.
On Thursday, Sony said that its net profit dropped 95% in the October-December quarter from a year earlier. Sony went into the red after poor sales from there TVs, digital camera and mobile phone. The Japanese electronics icon said net profit sank to $115.6 million (10.4 billion yen) from 200.2 billion yen a year earlier during the fiscal third quarter. Revenues fell 25% to 2.15 trillion yen from 2.86 trillion yen. Sony has gone on record for saying that its finances were going to be going down. The damage happened with some of there best brands like the Bravia TV sets not cutting it over the holiday season, which is a suprise with the Digital switch come February. Sony also said a lot of the red was due to the poor performance of there mobile phone joint venture with Ericsson.
In order to try to cut down on the loss, Sony plans on cutting 8,000 of its 185,000 jobs and shuttering five or six plants out of there 57. Chief Executive Howard Stringer told reporters a week ago the following: "We had not gone far enough with cut costs and we would work harder to combine the company's diverse businesses." At that time, Sony said that for the full year, it would slide into 150 billion yen net loss from 369.4 billion yen profit the previous year. |
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Last Updated ( Jan 29, 2009 at 07:30 PM )
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Molyneux: 2009 Will Put Pressure On Games' Price |
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KFZ News
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Written by Cywolve
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Jan 07, 2009 at 01:00 AM |
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Speaking with the BBC, Lionhead studios boss and the creative mind behind Black and white as well as Fable, Peter Molyneux, commented on the performance of the current generation of consoles, the success of GTA IV and LittleBigPlanet's lackluster sales.
"2008 was the year that the Nintendo Wii got even better, more than anyone really thought possible when it first launched. The 360 did well, although it was put into the shade somewhat by the Wii. PlayStation 3 has been disappointing to say the least," he said.
"On the gaming front, GTA IV was a real moment for the industry. Rockstar nailed how you characterise a game and their engine and cut sequences are state of the art. However, only a few people actually saw all the cut sequences because the game was so tough to play. Are we making games too difficult? That's a question the industry has been asking itself of late."
"We - as developers - are finally comfortable with the next-gen consoles and we saw a slew of sequels this year. Gears of War 2, Fallout 3, Fable II, the seventh Tomb Raider."
"One of my personal favourites was Little Big Planet; superb artistry and a fantastic marketing job by Sony - yet it didn't make the numbers. I wonder if Christmas is really the right time to release a new title. We've got into a rhythm [of sequels at Christmas] which is all fair and well while people are buying games but we have to make sure we don't get complacent."
Molyneux expects 2009 to be hard on the gaming industry. "Next year, well, it's all looking a bit dry," he said. "All the triple A titles came out this Christmas and while there is stuff in 2010 we can look forward to, off the top of my head I cannot think of anything next year that really excites me."
"Everyone says games are good value for home entertainment, despite the relatively high price. I'm not so sure. I think we're going to see a lot of price pressure put on games."
"And as for Lionhead: now we've got Fable II out of the door we can focus on our other project - it's super secret for now - but we might announce it next year." |
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Hideo Kojima To 'Start From Zero' In 2009 |
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KFZ News
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Written by Cywolve
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Jan 07, 2009 at 12:52 AM |
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For his new year's resolution, the famous Metal Gear Solid creator, Hideo Kojima, decided to reorganize his studios "from zero" in order to be on equal footing with major western studios.
"We're currently reviewing everything - from the team structure to tools and our staff - in order to make Kojima Productions a team that can challenge foreign creators and software houses," he told Famitsu as part of their 2009 preview. "So, because of that, 2009 is going to be a very important year for us."
"I've come to understand that the way we've made games up until now won't translate globally, and I've come to think that I need to make Kojima Productions a team that can compete alongside the rest of the world," he added.
Kojima noted that the increasing costs mean that it is not viable any more to produce AAA titles for the Japanese market alone. He added that he has already studied western studios' techniques and picked a few of them for adoption. |
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Monolith to Remedy the F.E.A.R. Saga |
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KFZ News
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Written by Cywolve
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Dec 28, 2008 at 05:08 PM |
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Dave Matthews, F.E.A.R. 2: Project Origin's lead artist, admitted that TimeGate Studios' F.E.A.R. expansions Extraction Point and Perseus Mandate must have driven off a number of the series' fans.
F.E.A.R. was developed by Monolith studios and published by Vivendi in October 2005. The 2 companies parted ways later on and F.E.A.R.'s copyrights were left to the publisher, Vivendi, who commissioned TimeGate Studios to create the aforementioned sequels. Both sequels as well as the console ports of the original F.E.A.R. received lukewarm reviews.
"[TimeGate] took the story in a direction that we didn't intend," Dave Matthew explained. "We look at Extraction Point and Perseus Mandate as an alternate universe, a 'what could have been', and because of that it doesn't necessarily diminish the story that we were trying to tell. F.E.A.R. was about Alma, F.E.A.R. 2 is about Alma, and we wanted to continue the story the way we originally intended."
Matthews also promised that the Project Origin's console ports will be much closer to their PC counterpart than was the case with the original F.E.A.R.
"Now we're handling all three versions, we've changed our development structure to develop all three SKUs simultaneously and there's no lead platform," he said. "While there will be some slight variations between the different versions, so if you're on PC you can push some things further, our main goal is to make sure the experience is synonymous across all three platforms." |
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