Forum Posts Following Followers
5271 102 56

playstation_wii Blog

Versus: PLAYSTATION 3 VS XBOX 360 ELITE

Which System Has The Better Bang For The Buck?

Value is difficult to define. Is Microsoft's just announced Elite 360 a better value than Sony's $599.99 PlayStation 3? It depends on what's inside the box and more importantly what isn't. Below we've taken everything that's in both boxes and everything that isn't and made all things equal(ish) between both consoles. Who comes out on top?

The Method

With both consoles missing functionality and features that the other has out of the box (we're not even going to make an online functionality joke, yet) it's important that we try and find the most realistic solutions to problems like the 360's lack of Wireless Internet out of the box or Sony's lack of an HDMI (and component cable) out of the box. For these problems, we're using first party solutions, because we expect that both companies will offer first party solutions. However, as is typically the case, the first party solutions are often times not the most affordable, so we'll include other options to give readers an idea of the potential price range for the products.

The numbers below aren't a perfect solution, this is an inexact science. There are cheaper alternatives and bargains to be found when purchasing accessories. For example, the Monoprice HDMI cable is just a fraction of the Sony first party HDMI cable. Or for some consumers, maybe next-gen DVD doesn't matter, so they could knock $199.99 off of the total cost of a "complete 360 experience."

We included the cost of Live, not as a measure of Live versus PlayStation Network, but because of the most basic level of functionality that PlayStation Network allows. Out of the box, players can play online with and against other players for free. At the most basic of levels, in order to do the same on the Xbox 360, one has to pay for the service. Obviously, we recognize that Xbox Live in its current form offers a much more feature-rich online experience than PlayStation Network. But, in order to play against other people online on both platforms -- you have to pay on one and not the other. The numbers reflect that.

The Madness Microsoft's Xbox 360 Elite Includes:Sony's PlayStation 3 Includes:
  • HDMI Output
  • 120 GB Hard Drive (available separately for $179.99)
  • Wired-to-controller Headset
  • Wireless Controller
  • Component Cable
  • Composite Cable
    Price: $479.99
  • Blu-ray Disc player
  • HDMI output
  • 60 Gig HDD
  • Composite Cable
  • Wireless controller (with a five foot cable that charges the controller)
  • Wireless Online out of the Box
  • Free online play
    Price: $599.99

     

What Xbox 360 Elite is Missing that PlayStation 3 has: What the PlayStation 3 is Missing that the Xbox 360 has:
  • Next-Gen disc format support: HD-DVD Add-on for Xbox 360 -- $199.99
  • Wireless Internet support: Xbox 360 Wireless Adapter -- $99.99
    Other Options: D-Link DGL 3420 -- $79.99
    WGA54G Wireless G-Gaming Adapter -- $83.15
  • Charge and Play Kit for Controller -- $19.99
  • Xbox Live 360 12-month Gold Card -- $49.99
    Total: $369.96
  • Headset for online play: Sony Ericsson Bluetooth Headset -- $109.95
    (Other options: Logitech Mobile Express Headset $49.99)
  • Sony Computer Entertainment Component Cables -- $22.99
  • HDMI Cable for PlayStation 3 -- $59.99
    (Other options: HDMI Cable male to male 28AWG - 10ft w/Ferrite Cores -- $7.10)
  • A 60 Gig Expansion for the HD -- Fujitsu 60 B 2.5" -- $64.88 (you'll also need an enclosure, thanks Eurogamer Forums)
    Total: $257.81
Actual Cost of an Xbox 360 Elite with everything offered by PlayStation 3:Actual Cost of a PlayStation 3 with everything offered by Xbox 360:$849.95This number declines sharply if next-gen disc formats (subtract $199.99) aren't a priority to you as a consumer, or if consumers have no interest in wireless connectivity (subtract the cost a WiFi solution -- $79.99-$99.99 of the solutions we listed).$857.80
Obviously, this number declines sharply (to $754.95) with the purchase of a Logitech headset and an HDMI cable from Monoprice.

 

Preview: KINGDOM HEARTS II: FINAL MIX

 

If you're a fan of Kingdom Hearts, you've no doubt heard the news about Kingdom Hearts II: Final Mix +. This two disc set includes not only the "director's cut" version of Kingdom Hearts II -- replete with new boss fights (Roxas vs. Riku, etc.), new costumes, new cut-scenes, and a mysterious Crown minigame -- but also what is essentially a remake of the GBA game Chain of Memories. Aptly named Re: Chain of Memories, the GBA game has been ported to PS2, getting considerably glitzed up in the process. While Chain of Memories' card battling system is intact, the game has been redone in the typical Kingdom Hearts fashion, including animated cut-scenes with voice over action.

The game has not yet been confirmed for U.S. release, but we managed to get our hands on an import copy of Final Mix + to check out the hullabaloo. First off, are the new additions and remake of a GBA game compelling enough to buy the games a second time? After some play time with Re: Chain of Memories, we're fairly convinced that if there is a U.S. release, there is enough content here to justify a purchase for any Kingdom Hearts enthusiast.


Even though the graphical makeover transforms the GBA game into a PS2 Kingdom Hearts doppelganger, the gameplay is drastically different -- people who enter Re: Chain of Memories keyblade-a-swinging are in for a rude awakening. The card battle system is honed much more towards strategically timed hits, rather than the button mashing fest that is typical of KH games.

You can play sort of haphazardly -- things just get exponentially more difficult for you if you do. The secret to battle seems to be trying to find a balance between card management and keeping track of your enemies in the 3D world. After using a card to unlock a door, you can explore the boxy room you just created. The heartless are scattered around the world like they are in KH I and II, but when you interact with them, you are sent off into a battle scene rather than fighting them right then and there. From here, you can cycle through your deck of cards with the trigger buttons. Using the Triangle button, you can add up to three cards into a combo set. Press Triangle again to release the combo string on your enemy.

It can get a bit hectic trying to pay attention to your deck, and your foes' deck, all the while dodging their attacks in the 3D world. If your enemy plays a larger card at the same time as your attack, your card will break. This wouldn't be as devastating an occurrence if it weren't for the fact that each time you reshuffle your card deck (by holding the Circle button with the shuffle card selected) it refills with a smaller and smaller card count.

This difference in gameplay can be a bit jarring at first. Since the game looks like Kingdom Hearts I and II, you feel like it should play like KH I and II. It takes a bit of mental restrain to hold back from spamming the attack button and wasting your cards needlessly. If you feel like you would be able to get over this hurdle, Re: Chain of Memories certainly looks great. And for those who did not play the GBA game, filling out a bit of the storyline between KH I and II couldn't hurt. Here's hoping for a U.S. release.

Review: SUPER PAPER MARIO

 

The Paper Mario games (for N64 and GameCube) successfully married the plumber's Mushroom Kingdom trappings with classic role-playing game conventions, yet still blazed their own path with clever puzzles and offbeat humor. Super Paper Mario moves the franchise even further away from established role-playing norms by replacing the turn-based battles with side-scrolling hop-n-bop action and tacking on some meager Wii-mote functionality. The result? The red-hot Wii gets an entertaining new Mario platformer that's sure to make the wait for Super Mario Galaxy a little easier.

But don't invest in Super Paper Mario expecting unadulterated run-and-jump thrills. Despite its linear progression (just like the old-school Super Mario Bros., this game features 32 stages running from 1-1 to 8-4), the RPG framework beneath the surface lends the game a unique vibe. The wacked-out town of Flipside serves as a hub for your exploits, and you'll get to know it well. Between action stages, you're tasked with talking to townsfolk, gathering items, and uncovering hidden areas. But who wants backtracking and fetch quests in their side-scroller? Frankly, these bits tend to drag, especially when each time you want to access the next set of action stages, you're forced to sniff out a well-hidden magic column. By game's end, all the running around Flipside gets awfully old. Giving the player multiple, interconnected cities to explore would have given the adventure a far greater sense of scale. Ultimately, these RPG aspects feel undercooked compared to what we're accustomed to from the Paper Mario games.

Thankfully, the game doesn't get too mired in them. All the truly impressive stuff happens in the actual numbered stages: Yes, you're still flattening Goombas and liberating Koopa Troopas from their shells, but stunningly creative level concepts (you'll find yourself trapped in a crazy game show, enslaved in a sweatshop, and damned to hell during the course of the ever-changing adventure) make it unlike any Mario game you've ever played. Boss encounters bristle with comedic ingenuity, too. From a malfunctioning robotic dragon with hilariously long loading times to a message-board troll who engages Princess Peach in a hilarious dating-game tête-à-tête, these end-of-level foes definitely impress.

Overall, despite these occasional flashes of brilliance, the experience feels a bit uneven. Although the control is appropriately responsive, it's not exactly as tight or deep as you'd expect from a normal 2D Super Mario Bros. The fact that you can't hold down a button to run faster or pick up turtle shells detracts from the all-important Mario "feel." You can approximate these abilities using "Pixls," weird pop-art familiars that grant your characters a wide range of special powers, but having to constantly bring up a menu to switch between them seems needlessly convoluted. You never quite strike the level of platforming mastery that a "real" Mario offers; the game simply doesn't reward expert play in the same way. And perhaps it's because the game's finest levels feel so fresh and groundbreaking, but the more pedestrian stages feel downright lazy in comparison. Are you prepared to navigate the least thrilling mine-cart ride ever? You'd better be. In terms of level design, the game peaks fairly early. By the end, it coasts by on autopilot with sprawling, repetitive areas that offer few surprises.

At least some new gameplay concepts keep the slightly dumbed-down platforming from feeling too basic. The ability to switch between several different characters adds some much-needed variety, but you'll likely spend most of your time controlling Mario because only he can "flip" the 2D world into semi-glorious 3D to reveal hidden pathways, pipes, and enemies. A simple press of the A button shifts the perspective, but once you've flipped, prepare to act fast -- you only have a few seconds before the "flip" meter runs out and Mario takes damage. Transitioning back into 2D allows that gauge to refill, so you have to strategically plan your dimensional explorations. As you progress through the game, you'll quickly learn just how essential flipping can be. It's a neat trick that paves the way for plenty of ingenious puzzles throughout the adventure.

While Super Paper Mario exudes creativity, it doesn't capitalize on the Wii's paradigm-busting technology all that well. Like The Legend of Zelda: Twilight Princess, this game began its life as a GameCube title...and it shows. Nearly all of the Wii Remote functionality here feels inessential and tacked-on, whether it's pointing to uncover hidden doors, jostling the Wii-mote to cure status ailments and use items, or timing a good shake when you stomp foes for extra points. None of these actions detract from the experience, but it's painfully clear that this was a quick-and-dirty transplant job.

Likewise, don't expect much from the visuals -- the art looks crisp and colorful, but occasional bouts of slowdown hamper the fun. Even the most impressive effects, like when Mario & co. balloon into mega-pixelated behemoths, aren't anything that the GameCube couldn't have done. The game also sounds totally predictable, from the peppy old-school Mario remixes to the paucity of "It's-a-me!" voice events. Your dreams of a fully voiced romp in the Mushroom Kingdom will remain just that for the foreseeable future.

So while it's far from the platforming/role-playing godsend that some Nintendo fans expected, Super Paper Mario still qualifies as a must-play for any Wii owner. It's creative, fun, and perhaps most importantly, funny. Quality localizations rarely get the credit they deserve, and the crew at Nintendo of America should be congratulated for penning one of the most laugh-out-loud funny scripts in recent memory. Any avid message-board poster will appreciate the brilliant send-up of their subculture (you're forced to admit that you "complain about games you've never played" in a caustically funny quiz section), and longtime Mario fans will spot numerous in-joke references to long-forgotten series esoterica. The storyline's more serious bits fall flat (the unrequited love story between the game's main villain and your helpful Pixl, Tippi, couldn't be more predictable or contrived), but there's enough humor here to keep any Mario fan hopping until the credits roll.

Preview: METAL GEAR SOLID 4

What's the basic concept?
Finally, a true sequel to
Metal Gear Solid 2. Metal Gear Solid 3: Snake Eater was a damn good prequel that shed light on some mysteries from both MGS1 and MGS2, but there was still too much stuff unresolved from MGS2. No. 1 on the list: What's the deal with Ocelot and his arm being Liquid Snake? Series creator Hideo Kojima promised that MGS2 and MGS3 would each be his last MGS game, but he promises that this is really is the last one. Seriously. Storywise, we know that Snake meets up with Otacon and Roy Campbell and is called to the Middle East to confront Liquid Ocelot once and for all.

Who's making it?
After teasing fans that he'd retired from the series after MGS3, Kojima and his team are once again taking care of Snake, who's aged rapidly due to imperfect cloning technology and is now "Old Snake." Also of note is the presence of codirector Shuyo Murata, who worked on the fantastic Zone of the Enders 2 and also did the Guy Savage minigame in MGS3 (you know, the creepy dream sequence). Since Kojima's team squeezed out an amazing-looking jungle for MGS3, we can be fairly confident that they'll do similarly awesome work on the
PS3.

What's the big deal?
Er, well, it's the next
Metal Gear Solid. Even with a choppy framerate, the trailer's still one of the best-looking things on the PS3 to date. Kojima declined to talk about gameplay much, and we figure that he'll wait until either Tokyo Game Show 2006 or even E3 2007 before showing real in-game stuff--the trailer he showed at E3 this year was focused on establishing the mood and setting of MGS4. For example, the dominant theme is the use of private military contractors (Outer Heaven turns out to be the largest PMC in the world) and the increasing control of the private sector in war. A lot of MGS3's story dealt with the nature of patriotism, and MGS4 presents a stark contrast to that: The PMCs are so powerful that conflict is now based on business and profit instead of nationality or patriotism.

One thing Kojima did show in the trailer was a new gameplay mechanic known as "Octo-Cam": When Snake leans against a wall or lies prone on the ground, his camouflage suit automatically changes color to conceal him with whatever he's touching. Kojima elaborates: "In MGS3, the camouflage was like a chameleon--you selected the color of your skin to match the background. But an octopus is able to change both its color and its texture--hence, Octo-Cam. In previous MGS games, you were always hiding behind something, but in MGS4, you're dropped in the middle of a war zone. There might not be a wall to hide behind, and the concept of MGS4 is 'no place to hide,' so with Octo-Cam, you can now _hide anywhere."

Also, Raiden appears in the trailer in a scene reminiscent of Gray Fox/Cyborg Ninja in MGS1, where Raiden, as a badass cyber ninja, takes out a large group of Metal Gears. Kojima comments: "Raiden is actually a popular character in Japan--but obviously, he wasn't very popular in Europe or the U.S. I don't think his character was well translated back in MGS2, so we didn't change his character; we've changed your perception of his character. By making him look cool but also unplayable, you watch him and you go, 'Ah, I want to play as Raiden!'"

Is there anything to worry about?
Not much--except for, well, the actual game itself. And the ever-present concern that a Metal Gear title's talk-to-game ratio will lean heavily toward the "talk" side.