The Los Angeles Memorial Sports Arena hosted Sony’s E3 press event, with around 2500 members of the press and industry making available adjacent seats a rare commodity.
A blue motif washed over the main screen - a 70 foot monster – before some trance pop and a short presentation of PlayStation highlights presented in mild 3D (made possible via glasses handed out to all attendees) heralded the arrival of Sony honcho Jack Tretton to the stage.
That the words “thank you for joining us” prompted an applause break speaks to the possibly wilfully short memory of many in attendance, but the anticipated mea culpa followed soon after, if on Tretton’s own terms. Apparently the media were done a huge favour by the recent PSN disasters (“You’re welcome” said Tretton, only half-jokingly), and interestingly this apology – like so many high school apology letters - didn’t actually include the word “sorry”, with Tretton opting instead for the interestingly-worded “I want to apologise”. My guess is a twitchy fanboy situated just offstage clenching a sniper rifle simply wouldn’t let him go through with it.
At the Nokia Center in downtown Los Angeles this morning, Nintendo announced the Wii U, its next home console.
While the hardware itself wasn’t shown, the Wii U’s new controller was highlighted. Much like a tablet, the Wii U’s controller features a 6.2” front touchscreen, DS-like stylus capabilities, a camera, two analogue sticks, four face buttons, two bumpers, two triggers, an accelerometer, and rumble pack.
This feature list highlights the new console’s design manifesto, or what Nintendo boss Satoru Iwata called creating a “deeper and wider” entertainment experience. This is reflected in the console’s name: the inclusiveness of “we” is now to be matched by the more immersive personal experiences of core titles: “Wii U”.
The Wii-like features such as motion control, touch screen play and the stylus point to Nintendo’s desire to grow the wide casual consumer base established by the Wii.
Nintendo has revealed the Wii U, formerly named Project Cafe, at the E3 Expo in Los Angeles this morning.
The console features a six inch touch-screen controller with two shoulder buttons, two thumbsticks, motion sensors and an onboard camera, and is due for release in 2012.
The Wii U allows players to switch between playing on a TV, and playing remotely with a zero latency connection.
The previously rumoured name for the NGP, "PlayStation Vita", has been confirmed at Sony's E3 press event today along with further details about the device.
Shipping toward the end of 2011, it will be available with WiFi for USD $249.99 – the same price as Nintendo 3DS – and with 3G+WiFi for USD $299.99. Pricing and a release date for New Zealand have not been announced. In the U.S. the 3G model will be sold exclusively in partnership with mobile carrier AT&T. Similar partnerships will be in place for other regions.
PS Vita features dual analogue controls, an OLED touchscreen, a rear touchpad, front- and rear-facing cameras, and six-axis motion sensors.
During EA's pre-E3 press event today DICE’s Karl Magnus Troedsson took to the stage to discuss Battlefield 3, revealing that the game will get an open beta in September.
Battlefield 3's release date has also been moved forward, to 25th October. This puts it about two weeks ahead of arch rival Modern Warfare 3, which is due on 8th November.
Casting an eye down the list of games that headlined EA’s E3 media briefing pulls up very few surprises. Much of what we expected to see was given its due at the Orpheum Theatre in downtown Los Angeles, but much of what we were hoping to hear was withheld.
Opening the event was the first extensive gameplay session of BioWare’s Mass Effect 3. As massive Reaper pods entered Earth’s atmosphere, executive producer Casey Hudson highlighted the scale of battles.
In the weeks leading up to E3, some long-standing fans of the series aired their concerns that the title was being watered down or plotting a new gameplay trajectory. While Hudson reiterated that Mass Effect 3 would include “decisions with consequences – requiring sacrifices,” the actual gameplay was heavily scripted – the player spent more time watching Shepard in small action-oriented cut-scenes than he did shooting – and featured on-rails gunning sequences.