Examples of Damage Control in Gaming is a weekly feature where we
look at the past and present of damage control done relating to video
games from within the industry and outside it. While it will present an
informative look at a particular topic, each entry will also be
opinionated as well.You probably already know the specifics about the Xbox 360's infamous Red Ring of Death, which occurs whenever three red lights circle around a (hopefully not "your") 360, signaling its demise. No one really wants to bother with calling Microsoft's hotline to have them send a "coffin" to send your 360 in for "repairs" while dealing with their questionable customer service -- though they'll repair your unit, you'll usually get a refurbished one back. Then you have to hope one of the refurbished ones are reliable, or you'll be stuck in an ostensibly perpetual loop of RRoD consoles.
But again, that's the stuff everyone knows about (or sadly experienced). What's more interesting these days is the story of how the RRoD problem itself entered itself into the public eye, and how Microsoft completely denied it initially.
Yeah, you don't ever want to see this if you own a 360.Dean Takahashi, a writer for Venture Beat, chronicled Microsoft's rather problematic and complicated history with the 360. When the problem first emerged and happened only to a few first victims, they had trouble getting a response for what happened to their unit because of the lack of prevalence of the failures. That really isn't a surprise either; when people have spent a good deal of cash on a console and dedicated a lot of their gaming time to it, they'll feel as if they're OK in denying any kind of supposed problems being discussed. That's because there's always defective hardware around, and these first few victims were written off as unfortunate occurrences with the usual faulty hardware. Statistics say that around 3-5% of all products are defective, which is what Microsoft said their 360 defects were. You really can't blame gamers for not believing the problems initially.
It's perfectly fine to blame Microsoft, though, who basically publicly decried the fact that it had any real problems. Takahashi explains that the problem with the 360 existed ever since its inception, and that Microsoft knew issues with it were bound to arise someday soon. Their initial denial of any widespread problems when the first issues popped up were an early attempt for them to cover themselves while they braced for the inevitable.
Microsoft soon found that they couldn't keep word of this to a minimum when more owners started having the same problem later in 2006, when gamers took to blogs and message boards to spread the word that the 360 had some kind of internal problem that caused certain units to overheat. Not too much later, new statistics were created saying that the units had around a 33% failure rate, a number mainly pertaining to launch units and the subsequent iteration known as the Zephyr. Microsoft had no choice but to offer an extended warranty covering owners who experienced this specific problem (but no other problems) for three years since the console's launch.
Though it's nice to see that some people have been able to make some humor out of it.This came as a surprise because of the original Xbox, whose internal problems were thankfully minimal and were nothing compared to the PS2 -- whose share of problems has definitely been eclipsed by the 360. But knowing Microsoft, it really isn't too surprising. This is the same company responsible for the Blue Screen of Death (BSoD) that became way too prevalent in a lot of desktop computers, though that was more widespread seeing as how more people own desktops than 360s. Still, it was an embarrassment for everyone involved with Microsoft and the operating system in the computers themselves. The RRoD won't be as infamous as that, but it's still a blight on Microsoft's history.
Thankfully, most of the newer units - that's the Falcon models and its progeny -- adhere to the pre-established statistic of a 3-5% failure rate (or perhaps a tad higher; just a tad). Newer owners of the units should see less of the problems pertaining to the RRoD, but that doesn't mean that there won't be other potential problems for them. Like, oh, E74.
White Knight Chronicles was the kick start for Japan...
...but can a game like Uncharted 2 make for a turn-around in the US?
Hope you weren't looking forward to playing Disaster too much.
And you probably shouldn't look forward to Another Code: R yet either.
360 exclusive DLC Grand Theft Auto IV: The Lost and Damned is one of the bigger sellers among 360 owners. Act surprised.
Fallout 3: Operation Anchorage is also another popular DLC. Which is also surprising.
You're most likely aware that
Yeah, I don't think an
A
As rosy of a subject that is to reminisce about, that isn't the point of this post. The Game Boy had some competition, but none of them were able to come close to dethroning the portable juggernaut from the popular spot, even though you could rightly argue that the Neo Geo Pocket Color should have been more of a hit than it was. But the most memorable competition the system had was Sega's Game Gear. According to Sega - and the anti-Nintendo crowd that lurked in your schoolyard -- it was by far the better portable. Why just look and compare the two screens! One's in color and can be seen in the dark! Why play the past when you can play the future in your hands!?
Some of the games for it were pretty good, like Sonic Chaos (left) and The GG Shinobi (right).
Here's an example of a cover of a Playstation 3 game from the console's launch. The launch title Resistance: Fall of Man not only was good for a game that released with the system, but also contained one of the nicest and subtle covers we'd ever seen for a game in the first-person shooter genre. The Playstation 3 cases themselves are rather nice too, and it contrasts with the cover itself nicely, along with being sturdy.
Yeah, like that. That's the cover to LittleBigPlanet, which released in October of last year. One thing I personally liked about Sony was that they didn't engage in the "Only on" labels, but they've clearly rescinded that unspoken goal. But that's not the biggest change to the cover; it's actually that they seem intent on reminding you that this is a Playstation game three times -- four if you count the logo. It was pretty obvious with the Resistance cover that it was a Playstation 3 title, but isn't this just a tad overboard? It's a shame, too, because the cover would be better without the nearly egregious reminders.
Also a pity is that PSP titles haven't escaped this either. New release Resistance: Retribution also sports the changes to the cover design, though it's not as severe. Even though it's a bit late in the PSP's life span to worry about attaching such things to the cover.
It's possible that there might be some innuendo in this game. Maybe.
Seriously, who talks like this? Who thinks this actually reads well?
The PSP didn't escape this problem at all. It wasn't a surprise to see the launch version have a few hiccups, given that it was the first portable gaming system with moving parts. But in the PSP's case, it was actually worse than many consoles before it. Problems like some systems not working and dead pixels were expected, and they only plagued a select few of them. The unique problem was the faulty and screwy square button; "unique" in the sense that it was a problem with every unit manufactured at launch and shortly thereafter.
Interestingly enough, the square button was 
