| 9.9.99
In its first 24 hours on the North
American retail market the Sega Dreamcast proved to be a resounding
success. It was accompanied by heavy promotion on such
youth-oriented television services as MTV, with a nationwide touring blitz
accentuated by customied vans, mobile kiosks, and enthuastic support by
several popular music acts such as Limp Bizkit and Filter. Many
videogame magazines such as EGM and GamePro devoted their
September issues to the Dreamcast launch. Only those lucky enough to place
advance orders were guaranted to get a Dreamcast on the first day it hit
the store shelves. Over 15,000 retail locations across the
continental United States reported brisk sales, with many selling out the
first day. Total Dreamcast-related revenue came to the approximate
figure of US$97 million. In comparision, that is more than three
times the take from the opening to the much-ballyhooed sci-fi movie
Star Wars: The Phantom Menace. The U.S. Dreamcast launch far
exceeded Sega's own expectations and it forced the rest of the videogame
industry to sit up and take notice. There was no doubt about it - Sega
was back. This didn't come as any surprise to industry observers
who had watched the momentum build and the audience surge.
EGM put it this way, saying, "Hardcore game freaks - the type who
still trek to the arcades, who've imported a game or two, who passionately
defend their console - have always gravitated towards Sega systems.
The Dreamcast is no exception, and Sega knows it." The
future seemed bright for Sega and its licensees as income from all those
sales began to pour into their cash-strapped pockets.
Unfortunately, Sega's traditional
screw-ups began almost immediately. There was some confusion in
market order shipments, meaning that a lot of first-time American buyers
wound up with Japanese copies of their new games, which of course would
not work on their American-only consoles. Midway aggrevated this by
releasing Ready 2 Rumble Boxing with improper drivers, resulting in
a lot of angry customers with non-working copies. Also, Sega decided
not to release its own arcade-style light gun in America following intense
media hype over the Columbine school shooting, which meant that American
gamers were forced to contend with inferior third-party designs that
simply weren't up to par. On another controller-related note, almost
everybody criticized the standard Dreamcast joypad as being too compact
and awkward (as if it had been designed only for the hands of small
children), and the third-party controller business subsequently boomed as
a result. And were were the VMUs? The Sega VMU was in
dreadfully short supply during the console's first three months on the
market, and many gamers didn't want to have to put up with third-party
VMUs that lacked the standalone gaming functions of the Sega design.
Finally, the promise of Internet gameplay, the single most touted feature
of the Dreamcast, was conspicuously absent from all overseas
launches. Sega quietly announced that the Dreamcast Network would be
delayed until "sometime in 2000."
Speaking of which, perhaps it is time to
note the Dreamcast's other two overseas launches. Billboards and ad
copy had been appearing all over Europe and the U.K. with a single word in
large print, upon which a small sticker appeared to have been
affixed: PlayStation - Best used before 14/10/1999. The
date is listed day first, European fashion. The European launch was
just as big a success as the American one by all accounts and featured the
largest launch list of software titles yet fielded by a Sega
console. Unfortunately, things would not go as smoothly around the
world a month later in Sega's last major market to receive the
Dreamcast. Dare we mention the Australian launch in November, which
was a disaster by any measure? No software, no accessories, and a
shortage of consoles due to major screw-ups in processing advance
orders? They're still talking about it down in
"Oz."
_files/DC-NFL2K(U)_box.jpg) _files/DC-SonicAdventure(U)_box.jpg) It came as a complete surprise to
everyone that the #1 best selling title of the U.S. Dreamcast launch was
neither Namco's gorgeous-looking blade fighter Soul Calibur or Yuji
Naka's eagerly awaited Sonic Adventure. Instead, first prize
went to Visual Concepts for NFL 2K, which just narrowly edged out
Sonic Adventure in launch sales. This was despite the fact
that Sam's Club was selling Sonic as a pack-in with every Dreamcast
console that it sold. Sega's all-new 128-bit football game had wowed
American gamers with its incredible realism, and there was a general
clamor for Electronic Arts to begin supporting the Dreamcast with ports of
the Madden NFL series and other popular titles from its EA Sports
lineup. EA stock dropped over 27 points on the New York Stock
Exchange over the fourth quarter for the simple reason that EA's investors
were furious at them. The company had no Dreamcast titles for the
1999 holiday season, seemingly content to pump out releases for the dying
PlayStation, and this was the sole reason for the company's poor market
performance that year. EA never listened, so Sega fans were never
able to look forward to the EA Sports line on the Dreamcast - thus
breaking the long legacy that EA had stated with Sega and the Genesis a
decade earlier.
The Internet gaming issue proved to be a
real sore spot with many gamers and Sega was quick to acknowledge this
problem. At the same time, however, it were doing their best to
avoid the rushed development pace that had tripped it up previously in
Japan and which many industry experts agreed had caused both the older
Sega 32X and Saturn consoles to fail. Sega did not want history to
repeat itself; therefore, Sega was taking their time in order to get
things right. So, while gamers were treated to constant press about
the up-and-coming Dreamcast Network, and while they drooled over the
possibility of a new Phantasy Star RPG as part of that network,
Sega secured backing for its online gaming plans. The signing of
AT&T in the U.S. and British Telecom in the U.K., among others, put
some major ISPs in Sega's corner. Every single Dreamcast came with a
modem (some early overseas units had 33.6kbaud models, all U.S. models had
56kbaud), and every one came with free Internet software. Sega
president Shoichiro Irimajiri was even quoted as saying that Sega of Japan
would offer the system's first broadband or DSL network in Japan as early
as 2000, which was heady news indeed for Japanese gamers. Modem and
ISP now, network games shortly thereafter, Internet play within a year of
launch, and broadband play within two years. That appeared to be
Sega's plan in late 1999 and it was going to take a major event to shake
them from it.
One other item deserves brief mention at
this point. Many industry wags were already criticizing Sega for not
using a DVD-ROM with the Dreamcast. The high storage capacity of DVD
combined with its growing acceptance seemed perfectly natural to
experience-hungry gamers who wanted every extra that they could get - cost
notwithstanding. It was precisely the cost reason that had
ultimately caused Sega to reject DVD-ROM in favor of GD-ROM - its own
proprietary variation of CD-ROM that permitted up to 1 GB of storage per
disc. Sega's Charles Bellfield reminded critics of this
point.
Today, and certainly ... within the next two years, DVD
technology is prohibitively expensive for a console product - that is,
if you want to focus just as a low-cost piece of hardware that delivers
the highest performance games. If you want to be just an
entertainment black box, and you can feel you can charge more for it,
that's a different story. In this comment,
Bellfield was no doubt taking a swipe at fellow competitor Sony.
Their nextgen PlayStation 2 was being billed as a "total entertainment
solution" for both movie and gaming fans,. It utilized DVD
technology, was black in color, and was almost twice the price of Sega's
system. It was a notable observation on Bellfield's part, and only
time would tell if Ken Kurtaragi's ambitious plans for Sony's new system
were to be realized. In the meantime, though speculation continued
to run rampant as to Sega's DVD plans and all signs pointed to a
announcement of some kind by Sega in March of 2000 at
E3.
At the same time, though, back on the
other side of the big pond, the Japanese market was going nuts over a
weird little "life simulation" game by Yutaka Saito with the unusual and
rather odd title of Project Seaman. It was possibly the
console's first bonafide smash hit in Japan in that people were going out
to buy a Dreamcast just so they could play Seaman. What a
change from the previous year, when most Japanese gamers wouldn't even
think of buying a Dreamcast! Word of mouth was quick on the game,
and the clamour for an overseas release began soon thereafter. Its
vendor, Vivarium, showed an English-language demo at the 1999 Tokyo Game
Show that fall, and not long after promised a full port to eager overseas
fans sometime in 2000.
This is perhaps the best time to take a
look at the chief competition that would develop for the Dreamcast:
the Sony PlayStation 2 (PS2), the Nintendo GameCube (code-named Dolphin at
this point), and a third contender that came out of nowhere - Microsoft's
XBox.
Sony's PS2 promised to be a superior box
but at almost double the retail price (US$370). Sony was hyping it
as the ultimate entertainment solution for the home, and there were many
at Sony who hoped that the new system would completely reshape not only
videogames but the entire industry itself. Sony expected that its
market would take up its dream and bring others into the fold, or as
NextGen quipped about Sony's ambitions, "If we build it, they will
come." PS2 would not hit the North American market until late in
2000, but already the hype was building. Was Sega concerned?
Yes, but it wasn't about to lose any sleep over Sony's rather grandiose
pronoucements about its up-and-coming system. "If Sony wants to sell
a million PlayStation 2 units to 55-year-old men, fine - let them do
that," quipped Sega's Charles Bellfield. "We are literally a
videogames company. You'll never hear us say we are an entertainment
company. Our audience is the 12-to-24 year old male gamer.
We're core to that audience." It was yet another biting observation
from the quip-throwing Bellfield.
Nintendo was caught without anything that
could hope to compete against the superior performance of the Dreamcast,
as its Dolphin project was still at least two years away from producing a
marketable system. Instead, they released Donkey Kong 64 just
in time for the 1999 Christmas season. Most critics (and fans) saw
it for the empty gesture that it was: a hyped-up version of Banjo
Kazooie that required the Expansion Pak included with the game.
Sales were strong, but not quite as strong as Nintendo had hoped. It
would prove to be one of the N64's last big hits.
The most surprising
announcement of the year was the confirmed existence of Microsoft's XBox
project, which was the software maker's attempt to come up with a
dedicated gaming platform based on PC compatable hardware. The
software giant promised to be serious competition for existing videogame
companies yet Sega remained surprisingly unfazed. After all,
Microsoft had cut its teeth on the XBox concept by helping Sega with the
Dreamcast, even lending its "seal of approval" and a modified version of
the WindowsCE operating system to the new platform. As a
result, it was dreadfully easy to port PC games to Sega's new platform,
and knowledgeable industry wags hinted that XBox could actually help Sega
in the long run. It soon became known that Sega's Shoichiro
Irimajiri had actually been given a demonstration of an XBox prototype and
news of this sparked yet another round of rumors and speculation.
Unbeknowst to many but watched by all concerned, the Sega-Microsoft
partnership would continue to influence both Sega's and Microsoft's
long-term plans for their respective companies in ways that no outsiders
could anticipate.
By October, Sega of America had sold well
over half a million Dreamcast consoles. 518,000 systems in
approximately one month. That is about the same as the total number
of 32X systems that Sega sold during the thirteen months that it was on
the market. By the beginning of November Sega had sold over
750,000 consoles, and by the end of the month had sold over one million
units. At that rate, Sega expected to break the two million mark in
the U.S. console market by March 2000, if not before, and Sega's Peter
Moore was later quoted as saying that the company hoped to have an
installed base of six million units by the end of 2000. Over 30
Dreamcast titles were on U.S. store shelves by year's end, with
approximately 250 titles in all markets either available or under
development. That was far more than any other videogame console's
first year to date, and considerably above the 140 projected by Bernie
Stolar before launch. In comparison, this figure is about the same
as the total number of N64 cartridges that Nintendo had sold in the first
three years that its underpowered system had been made available in all
major markets. There was no question
about it. The U.S. Dreamcast launch was a success by any measure one
might use. Having a sizeable software library so soon after
launchtime had one of Sega's goals from the beginning and it had certainly
played its part in the success of the launch. Sega's twofold
objective for its major markets had been to first promote their machine,
and second to build up a large library of decent titles in record
time. It can be said that they successfully achieved both
goals. "It's been amazing to see publishers step up in genres that I
didn't think would happen this soon on the platform," said Sega's Neal
Robison, director of third-party support. "We're already going to
have RPGs by Christmas [note - UbiSoft's Evolution and NEC's
Seventh Cross hit U.S. store shelves around 20 December 1999],
which is amazing, because usually those things take a really, really long
time to work on for a platform. We've obviously got the benefit of
the Dreamcast having been out for a while in Japan." Sega marketing
VP Peter Moore perhaps put it best when he observed, "Going forward, we're
building the Dreamcast gaming community." The ever-quick-to-comment
Charles Bellfield added his own insights over their anticipated flood of
Dreamcast releases set to start in 2000. "All the categories are
going to get even richer, even deeper going forward." Sega's
competitors took note of this fact as they continued working on their own
respective 128-bit consoles.
Unfortunately, over in Japan, that
anticipated flood of additional titles had significantly slowed.
Namco, who was primarily responsible for the word-of-mouth leading up to
9.9.99 with their realistic looking fighter Soul Calibur,
practically halted all Dreamcast development until the end of the
year. Other developers, such as Konami (authors of AirForce
Delta and Castlevania: Resurrection), also followed suit.
The reason for this troubling trend in the lack of new
Japanese-produced Dreamcast titles did not become immediately clear until
mid-September, when the 1999 Tokyo Game Show was held. As it turned
out, almost everybody who was anybody in the Japanese videogame industry
had been hard at work readying themselves for the debut of Sony's new
PlayStation 2 at that show.Tekken Tag Tournament, which had
been long rumored as a scheduled for a Dreamcast release, popped up as one
of the prime launch titles for Sony's new platform. There were also
about a dozen or so other titles that Sony demonstrated for the PS2 at the
time, including the eyeball-popping Grand Turismo 2000.
Everything shown looked as good as anything the Dreamcast was currently
delivering, and one look at the system specs on paper boded ill for future
Dreamcast third-party support. It was now painfully obvious why
Japanese developers had shifted their efforts. While it was not yet
out on the American market, it could in all honesty be said that the PS2
had finally "arrived," and everybody wanted to be in on the action when it
came. Sega's narrow window
of opportunity in the North American and European markets was now
closing. They would no longer be alone in the 128-bit home videogame
console market. The Dreamcast was going to have to compete with the
PS2 in order to ensure its continued survival.
Sega ended the year in typical Sega
fashion - lots of gtrand announcements along with that one bit of
inconvienently timed bad news to louse things up. There was the preview of
the planned ZipCast ZIP drive (no more VMU save game size limits!) and
with it came a look at the very first Ethernet adapter designed for a
videogame console. Do the words "cable modem" come instantly to
mind? They should, gaming fans. Both were slated for release
"sometime in 2000." There was also the news that NEC and Videologic,
the makers of the Dreamcast VDP, had completed a plug-in replacement for
their well-respected PowerVR 2DC. The new chip was 100% compatible
with the old one, but added so much 3D processing ability to the system
that it was said to run rings around the most powerful 3D graphics
processor available at that time - the highly praised nVidia GeForce
256. So much for the claims of sitting around and doing nothing as
Sony tried to seize for its own the polygon-pushing prize. Sega had
promised that the Dreamcast would be both expandable and upgradeable, and
it looked as if they were keeping their word. Also, in a completely
unrelated development but one that caused classic gamers to rejoice, Sega
of Japan (in conjunction with NEC) announced they would be making over 300
G/MD and TG16/PCE "ROMs" available on their website for use on the
Dreamcast under emulation. It was the first time that such a service
had been offered by a OEM (original equipment vendor) on the Internet, and
Nintendo was quick to follow suit by announcing plans for N64 emulation
support of its older NES and Super NES titles.
Dreamcast sales for the Christmas season
were very strong. In many locales, retailers either sold out of
their consoles or came very close to doing so. Sam's Club, the
Arkansas-based discount warehouse chain, found that its Dreamcasts were
selling out nationwide - no doubt due to the fact that they included
copies of the ever-popular NFL 2K along with every console
sold. Other titles to sell out by the end of the year included
Soul Calibur, Sonic Adventure, and the just-released RPG
Evolution: World of Sacred Device. In fact, supplies had
dropped so low by mid-December that Sega was forced to revise its sales
figures upward. The number of Dreamcast consoles sold in the North
American market officially broke the 1.5 million mark shortly before the
end of 1999, and the venerable videogame company was practically basking
in its market resurgence. "Dreamcast" was the word on the lips of
many expectant videogame fans for the holidays, and not even the revival
of Nintendo's resident primate could withstand the onslaught of Sega's
new-found popularity. In fact, Business Week named the Sega
Dreamcast as one of the 30 most innovative products of the year in its
final 1999 issue.
All of the good news was eclipsed by the
words of Sega chairman Isao Okawa, though, when he was quoted by many
sources at the end of the year as stating that Sega was "getting out of
the hardware business" after the Dreamcast. In short, the the
Dreamcast was going to be Sega's very last videogame console. You
can well imagine the sinking feeling that Dreamcast fans worldwide felt at
that news, and lots of wags who still revel in the twin failures of the
32X and Saturn were quick to say, "We told you so." It was a
stunning admission from a company that seemed to be getting back on its
feet in the home videogame console market, and Okawa's statement
effectively threw out everybody's projections of Sega's future
plans. Sega was quick to counter the move, publically assuring its
fans that Dreamcast support would continue. Still, one could not
help but wonder why Okawa would make such an announcement given the
success of the Dreamcast, and all signs pointed to Microsoft. Both
companies had worked well together in their respective Dreamcast efforts,
and rumors began to quietly spread that Microsoft was planning to tap
Sega's considerable videogame experience and resources for its
up-and-coming XBox system. It seemed a rather absurd way for Sega to
end a year that seemed to have largely went their
way.
And so ended 1999 - a momentous year for
American videogamers, with the promise of more just over the
horizon. A paradigm shift had just shaken the videogame industry,
and Sega was the company that had set the lead which the rest would
follow. Would Sega succeed in its designs? Or were the rumors
about Sega's future hardware plans actually true? How was the PS2
going to impact Dreamcast sales? What about XBox? Could
Nintendo survive against the dual 128-bit threat until it could get
GameCube out the door? What was the deal with Sega and Microsoft,
and how would this affect Sega's plans? Above all else, when were
there going to be more first-class titles for American and European gamers
- especially in the obviously delinquent RPG
category? Only time would
tell.
A new
century, a new market
The year 2000 was unique in many
ways. It was the last year of the 20th century, as well as the last
year of the second millenium AD. The year 2000 was a momentous time for
the videogame industry, because this was the year that 128-bit consoles
were expected to establish their full dominance over the home videogame
market. The most eagerly anticipated of these was the highly
hyped Sony PlayStation 2, whose North American debut was tentatively set
for 20 September 2000. It was clear to anybody with eyes to see that
Sony's plan was to seize the new 128-bit market and make it entirely their
own. To them, the Dreamcast represented little more than an advance
man working their audience free of charge, prepping their intended market
for the real pleasures that Sony would be unveiling later that year.
If Dreamcast was 1999's preview into the future of videogaming, then the
PS2 release in 2000 would be that future fully realized - or so they made
clear to both employees and potential customers alike. To
cement their goal, Sony of America began putting together a US$150 million
ad campaign designed to deal with any possible move that its current (and
future) competition could offer.
So much for Sony. In the meantime,
Sega continued with business as usual - much to the pleasure (and
occasional chagrin) of both fans and vendors alike. They had the
successes of 1999 upon which to build and were determined not to commit
Nintendo's past mistake of resting on the laurels of prior triumphs.
There were the occasional blunders, to be sure, as might be expected of
any successful company combating its competitors, but Sega had a lot
riding on the line. They had achieved their first two goals in the
North American market - successfully launching the Dreamcast and building
up a large library of titles in a short time. All eyes were upon
them as they sought to achieve the next stages in the Dreamcast's planned
future - continue expanding the software base, ramp up and launch the
Dreamcast Network, and somehow survive the PlayStation 2 launch. If
it could just sell all two million of the consoles manufactured for the
North American launch by June, as well as another million or so in Europe,
then it just might finally start turning a profit on its US$600 million
investment. Sega had ended 1999 with projected losses of US$100
million. Sega had eight months left to make a profit before
PlayStation 2 hit American shores, so the company's financial future was
now riding on its Dreamcast gambit. It was make-or-break time for Sega.
The year 2000 had to be "the year of the Dreamcast" ... or
else.
The Dreamcast's immediate future was
looking quite rosy at the beginning of the year. Holiday sales had
met or exceeded expectations and the word "Dreamcast" was now on
everybody's lips. It was a good thing too, because the first
generation of DC games was about to give way to its second and even larger
wave of releases. "Even if no other software ever came out for it,"
noted NextGen, "Dreamcast is a good buy. That said, enough
software is coming out for the system, and the early sales are so strong,
that we think Dreamcast will be a viable system for some time to come -
even though [both] Dolphin and PlayStation 2 will surpass it
technologically." Regarding its Y2K goals, Sega was determined that
no category would be left uncovered and no stone would be left unturned,
but all the while it would making sure that development (as well as
translation and porting) of new and even better titles remained firmly on
track. In the meantime, Dreamcast fans salivated over what Sega and
its licensees planned to offer in 2000 and enjoyed a 20% or so reduction
in the retail price of Soul Calibur and other selected
first-generation Dreamcast titles. Yes, things were looking good for
Dreamcast gamers. The resounding success of Dreamcast
holiday sales was also echoing in the corridors of Sega corporate, yet no
one forgot that they still had a job to do. Company executive Peter
Moore discussed Sega's future plans in an exclusive interview with
NextGen magazine. When asked how many units Sega would have
to sell in order achieve success, Moore responded, "Mutliple
millions." He then went on the explain his
answer.
It's the velocity that you hit certain
milestones which is important, and the momentum you build, but I think
the industry has grown so dramatically that a million is no longer
critical mass .... Five million is critical mass! I don't
think anyone can turn their back on you, in any industry, if you're
talking to five million dedicated customers .... We're committed to our
two million sold through [to the customer] from March 31. Then we
have to go back to Japan and work on product planning for fiscal
'01. Reason? PlayStation 2. Sony had
dropped the announced system price down to US$299, making it more
competitive with the Dreamcast upon launch.
If 'competitive platform' launches on 9/20 at US$299 and
Dreamcast is available at US$199, Mr. Fence-sitter, where's your
money? So we're very bullish that if and when this thing launches,
we'll have established a major beachhead in terms of installed
base. Now obviously that's going to be millions. Exactly
what we'll be able to add onto the two million we'll already have had
from March 31, I don't know, but it could be anywhere from as low as
three million to as high as five
million. Moore's comments are easier to understand once you realize that
Sega of America only made about US$1 in profit for every Dreamcast console
sold in the U.S. during its phenomenal 1999 system launch. In
contrast, Sega corporate had actually lost about US$20 per console
worldwide to that point and did not expect to hit the break-even point
until June 2000. If you think that's bad, some reports indicate they
Sega had lost as much as US$75 per console during its Dreamcast launch in
Japan back in November 1998. With those kind of minimal to negative
profit margins staring one in the face, one can better understand why
Moore wanted Sega wanted to push "multiple millions" of Dreamcast
consoles. It simply had to. There was no
other choice. Moore also noted that
Sega considered their Internet strategy to be its "ace in the hole" when
it came time to actually deal with the PS2 launch. "They [Sony]
decided to sit out the narrowband era. We think, quite frankly, that
he who builds the community during narrowband has the competitive
advantage during the leap to broadband." Finally, in a nod to Sega's
newly reinvigorated customer base, Moore closed the interview by talking
about their desires for the second generation of Dreamcast releases.
"We recognize that if we could trade five racing games for an RPG, we
would! These questions are not falling on deaf ears .... In
the old days, if you had a miss, but [Yuji] Naka had a hit with Chu Chu
Rocket or whatever, then somewhere you're covered. Well now,
you're naked and exposed in this [restructured] situation .... From
our perspective here, I agree with it, because all I want is a great
game. That's the only deliverable I care about on this side of the
Pacific Ocean - where are all the games?"
The
second wave
_files/DC-Rayman2(U)_box.jpg) _files/DC-LegacyOfKainSoulReaver(U)_box.jpg) _files/DC-NHL2K(U)_box.jpg) It seemed to those planning their
purchases for the upcoming months that Moore was right on target.
Sega was going out of its way to widen the Dreamcast software base.
This was entirely in keeping with Sega's software plans, as you will
recall, and all markets were scheduled for a virtual "software blitz"
during spring 2000, with the months of February and March appearing to be
the most crucial. If this does not impress you, then perhaps the
titles scheduled for release during this period will. Carrier ...
Crazy Taxi ... D2 ... Dead of Alive 2 ...
Draconus: Cult of the Wyrm ... Elemental Gimmick Gear ...
Gundam Side Story 0079 ... Legacy of Kain: Soul Reaver ...
NHL 2K ... Rayman 2: The Great Escape ... Sega GT ...
Tech Romancer ... Time Stalkers ... and so on. While
we're at it, let's not forget the eagerly anticpated release of
Resident Evil - CODE: Veronica, considered by most Resident
Evil fans as the true sequel to Resident Evil 2 and which would
win Sega more converts from the fading Sony PlayStation that any other
game during this time.
_files/DC-ResidentEvilCodeVeronica(U)_box.jpg) Crazy Taxi deserves special
mention at this point, because it was the right game at the right time for
Stateside arcade aficianados everywhere. It embodied everything to
be found in an arcade classic - great graphics, top-notch sound, and a
deceivingly simple premise resulting in surprisingly sophisticated yet
entertaining gameplay. In fact, the game was so well received that
EGM devoted their 02/2000 cover story to the Dreamcast port, and it
received similar accolades in other industry trades as well. EGM's
article made the point as to why the game was such a resounding success:
"Simple is effective." Crazy Taxi promised to be the first
real American must-buy title for the console, just as Project
Seaman was to the Japanese market mere months before. At the
other extreme was Resident Evil - CODE: Veronica, the latest
installment in Capcom's highly popular survival series. It was the
first in the Resident Evil series to make use of both a full 3D
environment and stunning 128-bit graphics throughout, and the jaw-dropping
visuals were the talk of the gaming trades and zines for months on
end. Add to that certain select enhancements to the game, such as
real-time environement rendering instead of pre-rendered backgrounds,
couple it with such user-demanded features as 180 degree quick-turns and
multiple independent weapon targeting, then top it all off with a
well-written (and acted) storyline, and you had in your hands an involving
videogame experience that was guaranteed to be a success. 600,000
units were already on pre-order in Japan before the game's release, and
potential U.S. buyers were busy filling pre-orders (or importing the
Japanese release) long before CODE: Veronica shipped
Stateside.
_files/DC-ZombieRevenge(U)_box.jpg) _files/DC-WildMetal(U)_box.gif) _files/DC-TeeOff(U)_box.gif) The second generation
of Dreamcast software in the U.S. offically kicked off on 1 February 2000
with the simultaneous releases of Crazy Taxi, Tee Off,
Wild Metal, and Zombie Revenge. By the end of the
week, Sega's Crazy Taxi for Dreamcast had ousted Square's Final
Fantasy VIII for PlayStation as the #1 best-selling title across
consoles on the GameStop/Babbages retail sales charts. In fact, all
three of their top-selling titles were second-generation Dreamcast games:
Crazy Taxi, Legacy of Kain: Soul Reaver, and Zombie
Revenge. Crazy Taxi peaked at #3 on the NPD Group's official
videogame chart, and not far behind was Sega Sport's release of NHL
2K for Dreamcast. The sudden surge in Dreamcast console and
software sales so soon after the holidays caused many industry insiders to
begin predicting that U.S. Dreamcast console sales would indeed break the
2 million mark by the end of March. This was some two full months
ahead of Sega's own projections, and credit is rightly given to
Dreamcast's second generation of software titles. In fact, sales
were so strong that Sega of America confidently reiterated Peter Moore's
prediction of 6 million Dreamcast consoles sold worldwide by March
of 2001.
_files/DC-SegaGT(J)_box.jpg) _files/DC-BiohazardCodeVeronica(J-alt)_box.jpg) Meanwhile, over in Japan, Capcom released
what many consider in retrospect to be the finest Dreamcast game ever
coded and one of the classic video games of all time. The Japanese
debut of Resident Evil - CODE: Vernoica thundered across the
software charts in February, selling 377,377 copies sold in just one
week. It easily claimed the #1 position, ousting Sega's own
Shenmue, which had finally been released just before Christmas 1999
and had sold about 400,000 copies to date. Shortly thereafter,
Sega GT for Dreamcast was unleashed on the Japanese gaming
public. Sega's "Grand Turismo 2000 killer" immediately hit the
Japanese video game charts in the #1 position, ousting Nintendo's
long-running Pokeman franchise for top honors and selling some 93,691
copies sold in just four days. By the end of the month sales of
Capcom's CODE Veronica had exceed 450,000 copies, and sales of Vivarium's
Project Seaman had exceed 440,000 copies. All of the buzz
surrounding Dreamcast and its successful second wave of software caused,
Bizzare Creations coder Martin Chundley to say this about Sega's new
console:
Where else can you get a machine to connect you to the Internet
for only US$200 AND be able to play next-generation games on it, both
off- and on-line? As the quote goes, "If you build it, they will
come." If we [developers] build the right online games, then the
gaming public will be more than ready to jump on board. Quake
3 would be great!" He and many other
gamers got their wish at the end of March, when no less a person than
idSoft's own John Carmack announce the pending port of Quake 3:
Arena to Dreamcast for a fall 2000 release. Also, at the end of
the month, Sega closed a lucrative deal with Blockbuster Video in which
the latter agreed to begin renting all previous and current Dreamcast
titles to its 42 million customers. Blockbuster later revealed that
it had been test-marketing the service in 534 of its nationwide stores
since the Dreamcast launch the previous year. The arrangement called
for Dreamcast consoles and software to be made available in all 4800 or so
Blockbuster stores nationwide as soon as possible.
On 28 March 2000, the
English-language version of Resident Evil: CODE Veronica hit North
American store shelves. Many retail locations sold out of their
complete stock over the weekend. Within a week, it had climbed all
the way to the #2 spot on the NPD Group video game chart (kept from #1 by
Nintendo's Pokeman Snap for N64), and it stayed in the NPD Top 10
for weeks thereafter. Oh, did I forget to mention that the Dreamcast
was the only console available during its development phase powerful
enough to deliver the impact that Capcom intended for this newest
Resident Evil game? Did I fail to mention that CODE:
Veronica was a Dreamcast exclusive during this time? Silly
me. I forgot.
Sega's sudden resurgence continued as the
Dreamcast was recognized in various forms of pop media. In the
syndicated comic strip Sally Forth, Sally's daughter Hillary was
depicted throwing out her aging N64 in order to make way for the more
capable Dreamcast. It was prominently featured in the 2000 season
opener for the animated sitcom South Park, Comedy Central's most
popular television show at the time. Ulala, the sexy heroine of
Space Channel 5 for Dreamcast, was "signed" for a series of
commercials by Vidal Sassoon and word had it that she might even become
MTV's first-ever "virtual vee-jay." Space Channel 5 had done
extremely well in Japan, where music rhythm games were (and continue to
be) very popular, and it was anticipated that it just might do as well in
the West given Ulala's hipness and the overall excellent design of the
game. Even so, the
impending release of Sony's PlayStation 2 boded ill for Dreamcast
third-party support. Brandon Justice, writing on behalf of the staff
at IGNDC, offered his own insights into what he believed would pose "a
MAJOR #$%#$@& problem" for the Dreamcast community: lack of lots
of good, new titles. Earlier in his editorial, he had noted that PS2
would have its own share of programming woes, saying, "This thing is going
to be a bit more difficult to program for than the systems you're used
to. Look at what that did for the Saturn." He then went on
finger the real source of Sega's third-party problem, which was the
incessant hype over Sony's PlayStation 2.
The problem for Sega has come in due to
the fact that Sony has done an impeccably evil job of making sure that,
from a hardware standpoint, the Dreamcast was NEVER in developer's
minds. From nearly the first day Dreamcast devkits went out,
games have been built under the shadow of a promise of something better,
and in the same sense that it is hard to go back to Soul Blade
(PSX - ed.) after witnessing a game like Soul Calibur, every
hardware limitation they have encountered with the Dreamcast has made
the PlayStation 2's seemingly limitless potential seem all the more
attractive. So attractive, in fact, that companies seem to be
doing something that in this business borders on insanity, or at the
very least, severe stupidity: walking away from a near-certain
profit. One only has to look at EA's lost profits from
the fourth quarter of 1999, when it refused to develop any EA Sports
titles for the U.S. Dreamcast launch, to see the point Justice was trying
to drive home. Unfortunately, EA continued to remain rather lukewarm
on the subject as the Dreamcast barrelled along, while at the same time
making very public about its plans for PlayStation 2 releases.
Justice may have been right on the mark after all.
Rise of
the pirates
One of the biggest surprises in the first
quarter 2000 was Sega's stand on the Dreamcast modchip. Hong Kong
hackers had managed to succeed in their efforts to break the Dreamcast
country code scheme, and the first unofficial Dreamcast "modchip" (as they
are known) became available for sale on 20 October 1999. Rumor
had it that this modchip had been made in order to enable the playing
bootleg GD-ROMs of U.S. games floating about the Hong Kong black
market. Sega remained silent on the issue until January of 2000,
when an official company spokesman was quoted as saying that Sega would
make no moves against modchip sale or distribution. Gamers worldwide
rejoiced at this news, while intellectual property rights advocates were
left scratching their heads. Why would Sega make such a move?
Sony had fought a running legal and technological battle against
PlayStation modchips, decrying their ability to allow gamers to
expericence import titles and permitting the use of bootleg CD-R copies of
PlayStation releases on modchip-equipped consoles. Modchips stood in
the way of maximizing profit, or so the Sony stance had it. Sega
took a more practical approach to the issue, holding that their custom
GD-ROM format would help defer the blatant software piracy, especially of
imports, that the PlayStation market was suffering. "There are only
a few plants worldwide that can produced Dreamcast software, so we are not
worried about piracy," stated the spokesman. "As far as I know, we
have no intention of combating the mods or import software." The
unnamed corporate spokesman could have qualified for the old Indian
statement, "White man speak with forked tongue." Sega was quietly
incorporating new code into its newer Dreamcast consoles games to defeat
this and subsequent modchips. The sudden appearance of Dreamcast
consoles with a modchip-proof BIOS in February caused a sudden and
noticeable demand for older consoles in all markets. This in turn
created an artifical boost in console sales (and profits) that Sega's
accountants no doubt enjoyed. Were Sega's actions underhanded?
Were they "going back to their old arrogance," as some put it, saying one
thing and then doing another? That depended on who you were.
If you were an honest gamer playing by Sega's rules, then the issue didn't
affect you. If you preferred to void your warranty and play games
you were never intended to see, then you were undoubtedly upset.
"Pissed is more like it," said one anonymous gamer upon hearing the
news. Truth be told, it pretty much depended which side of the issue
you favored. With this, the "battle of the modchips" kicked off in
earnest, with new modchips being developed just as fast as Sega could
figure out a way to lock out the old ones in newer consoles. It was
going to prove to be an interesting issue in the Dreamcast gaming
community for quite a while. Sega had followed the trail Sony had
blazed in marketing strategy, and was now treading once again down the
path that its competitor had made over the PlayStation modchip
controversy. If anything, it proved that there was at least one
segment of the market that thought the Sega Dreamcast a worthwhile product
- worth enough to hack, that is.
The
competition arrives
So, how were things going with Sega's
competition during the first quarter of 2000? It depended on who you
were. If you were Sony, you were busy ramping up for its worldwide
PlayStation 2 rollout and making sure everybody else in the industry
stopped by to kiss the PS2 Fisherman's Ring. If you weren't, well,
you were pretty much treading water.
Nintendo, who had now been playing second
fiddle to Sony for over three years, was finally beginning to see its
position erode. Like everybody else, the wild success of the
Dreamcast had caught it completely off-guard. Its Donkey Kong
64 gambit, while successful in its own way, had failed to stop the
Sega onslaught. The only "killer title" apparently left in the N64
arsenal was the long-delayed Perfect Dark. Its
next-generation console, the Dolphin, was nowhere to be seen and would not
be in any form until the following year. Nintendo was in the
worst possible position for any company trying to compete in the volatile
videogame industry: it was caught between changing
technologies. All it could do was watch as support for the dying
N64 began to evaporate, starting with Acclaim's departure in March,
followed by Fox Interactive's surprising bow-out (Die Hard 64) at
the same time, and fret as once-loyal customers began to snap up
Dreamcasts as fast as their pocketbooks would permit. Nintendo could
only pray that GameBoy Advance and its reputation for programming
excellence would save them until Dolphin was ready for market. It
was now their turn to drink from the cup from which Sega had already
tasted misery just a few short years before: product obsolesence.
Nintendo was determined that it would only be a small and short sip,
albeit a potentially bitter one, but only time and aggressive marketing of
its remaining N64 software lineup would tell. To quote Daily
Radar, "... it must be conceded that the N64 is now a well-supported
last-generation console no longer in competition for the top
spot."
The on-again, off-again nature of
Microsoft's seemingly top-secret XBox continued to attract attention as
new data became available. Most remained skeptical as the spec
contiued to shift with each new advance in graphics and processing
technology. By the end of February, the original AMD Athlon 500
MHz/GeForce 256 rumored spec had been replaced by an AMD Athlon 1
GHz/Gigapixel design, with appropriate changes in memory and storage
requirements. Curiously, the only thing that remained constant was
the operating system itself - Microsoft WindowsCE, of course.
The software giant apparently still intended to put its Dreamcast
experience to use on its own box, but it wasn't above hedging its
bets. Microsoft still continued its support of Dreamcast, and
WindowsCE had by now become the preferred working environment of
most of its third-party developers - all of which worked in Microsoft's
favor. On the other hand, there was also the continuing U.S. v.
Microsoft anti-trust case to consider, which was not going in
Microsoft's favor. Industry insiders were claiming that the lawsuit
had seriously hampered XBox development, explaining why it was still
little more than "a piece of paper" in the eyes of many within the
videogame industry. Others thought differently, and the Internet
broadsheet The Register ran a series of stories claiming that
Microsoft was going to unveil the XBox prototype at the 2000 E3 show in
March. Not coincidentally, this was around the same time that Sega
was supposed to announce the long-rumored Dreamcast DVD-ROM and Sony was
scheduled to launch the PlayStation 2 in Japan. Trade publications
all over the computer and videogame industry were already speculating that
XBox could be a PS2-killer product. Virgin's Paul Whipp even went
on record as saying that X-Box "could blow the PlayStation 2 out of the
water if Microsoft puts their whole weight behind the console."
That was a mighty big IF, considering that it was
still pretty much vaporware to most folks at this point. More
important to Dreamcast owners was the still-strong rumor that Sega was
playing a prominent role in XBox develompent, and that did not bode well
for Dreamcast's long-term future. Whether it was true or not
remained to be seen.
Another ghost from videogame projects
past finally reared its ugly head, albeit this time in marketable
form. The long-delayed and oft-derided Project X found new life in
the guise of VM Lab's NUON. In this form, it was technology designed
to enable suitably equipped DVD players to run NUON compatable
videogames. The debut of NUON at the 2000 Winter CES in Las Vegas
was met with a great deal of skepticism and rightly so. Practically
all of the games displayed weren't any better than what the venerable
PlayStation could offer, and the whole affair came off to most observers
as smacking of Atari at its worst. Only time would tell how Project
X - er, um, NUON - would fare, but nobody was placing any bets on the
outcome. So, how did the
videogame market shape up by the end of Q1 2000? Sony remained in
the lead and was all but assured of maintaining it. Second-place Nintendo
was faced with the very real possibility that it would be trading places
with third-place Sega within a matter of months. As for NUON and
XBox, well, they were still vaporware for now. While this was not
part of the rosy picture that Sega had painted for its future back in
1998, nevertheless the prospect of being a strong second suited Sega
just fine. It certainly beat being a weak
third.
On 18 February 2000 Sony began taking
preorders in Japan for PlayStation 2. Over 100,000 consoles were
sold in just under an hour before Sony's computerized ordering service
literally overloaded and melted down. It was on 4 March 2000, however,
that the PlayStation 2 wave began to sweep across the videogame market in
earnest. Everything before this had been rampant hype and press
build-up. The PlayStation 2 made its official debut in Japan
accompanied by an impressive list of launch titles almost three times
longer than the one fielded by Sega back during the Japanese launch of the
Dreamcast (27 November 1998). Sony had produced 1 million consoles
for the occasion, with some 500,000 sitting on store shelves ready to be
lovingly purchased with the hard-earned yen of many a mind-numbed drone -
er, um, eager customer. Sony had built it, and now the customers
came - by car, by bike, by foot, by bus, by train, or by any means they
could before the first batch sold completely out. First day sales
were a resounding success by any measure, and the following weekend
returns netted Sony the most successful videogame console launch in the
history of the industry to date. By 6 March 2000, PlayStation 2 console
sales officially broke 980,000 units. A closer examination of the
sales figures revealed that only about 600,000 units had cleared retail
shelves (all that Sony could kick out the door), and the remaining 380,000
representing online sales that did not actually ship until two weeks
later. That little technicality did not stop the Sony hype machine
from bragging on initial launch sales. PS2 purchases had effectively double the
booming DVD market in Japan practically overnight; but without warning, a
funny thing happened on the way to Sony DVD heaven. Angry owners of
brand, spankin' new PS2s began to complain about their newly acquired
purchases. Soon, scattered reports of DVD failures which were at
first attributed to "wild-eyed otaku" snowballed into a nationwide demand
for action across Japan. Nobody seemed to agree on the exact cause
of the problem, but a problem definitely existed. Before long, Sony
had to "save face" and recall every single memory card that it had issued
for retail sale. By the end of the month, they were taking back PS2
consoles as well. It was not an auspicious beginning for what was
supposed to be the videogame industry's new benchmark console, especially
after news of the PS2's "DVD hack" became known. The whole PS2
debacle threatened to push the scheduled U.S. launch all the way back to
late November of 2000, and that did not sit well with eager American
vidoegame fans. Nevertheless, the Sony hype machine rolled
on.
_files/P-PeterMoore.jpg) By 14 March 2000 Sony had sold over 1
million PlayStation 2 consoles in Japan. By 23 March, American
preorders for Sony's PlayStation 2 had become so great that Sony began
asking its vendors to stop accepting them. According to a Fairfield
Research survey of 200 nationwide retailers, some 53% report that PS2
preorders were exceeding records set by the Dreamcast the previous
year. In response to this news, Sega president Shoichiro Irimajiri
publically conceded that the PlayStation 2 was selling exceptionally well,
"due to its dual use as a DVD player," but argued that it offered few new
benefits for its buyers. Sega's response? Well-placed
anonymous sources were soon reporting on a virtual online software blitz
being planned by Sega prior to the U.S. PlayStation 2 launch in the
fall. Among the titles dropped for release as part of Dreamcast's
third wave of software, all with full online gaming modes, were Quake
3: Arena, Half-Life, NBA 2K1, and NFL 2K1.
When asked about these and other related rumors, Sega of America's Peter
Moore responded appropriately. "If they [Sony] think we're just going to
curl up into the fetal position and die, they're in for a rude
awakening." It should be noted by as of this date, Dreamcast was
doing very well in North America with over 1.9 million consoles having
cleared store shelves since 9.9.99 - easily exceeding Bernie Stolar's
original prediction of 1.5 million units by March
2000. By the end of March
2000, though, Sony was sitting in the catbird seat insofar as the video
game industry was concerned. The PlayStation 2 was out, and aside
from some "minor glitches" was selling like gangbusters. Sony had
shipped some 1.4 million of the new 128-bit "Dreamcast killers" to
Japanese retailers, of which 1.25 million had actually cleared store
shelves. Corporate pitchment eagerly shared the company's ambitious
goals of selling at least 3 million PS2 consoles in America, another 3
million in Europe, and increased Japanese sales of 4 million by the end of
2001. Sony's year-end financial statement told another story.
It reported a fiscal year-end profit of ¥122 billion (US$1.14 billion),
down from the previous year's profit of ¥179 billion (US$1.68
billion). The drop was widely attributed to three reasons: a
strengthening yen against the American dollar, continued sales and
promotion of the older Playstation in the Asian markets, and (note this)
the high cost of hyping the PlayStation 2 launch in Japan. That last
burden was only expected to increase all the more as the impending U.S.
launch drew near, drawing down Sony's coffers even
more.
Sega was not without its own problems,
however. Newsweek's 6 March 2000 issue, featuring the PlayStation 2
on the cover, contained within its pages a ticking time bomb that
threatened Dreamcast's future. It was a report from Tecmo's Tomonobu
Itagaki, whose eye-popping fighter Dead or Alive 2 was doing for
early 2000 Dreamcast hype what Namco's Soul Calibur had done for
the 1999 U.S. launch. The report is by Newsweek science and
technology journalist N'Gail Croal. "But having maxed out the
graphics capabilities of the Dreamcast, Itagaki is psyched for the
increased realism offered by PlayStation 2. 'I can create a more
emotional world with more details and facial expressions. The
physics will be more accurate. I'll be able to do smoke, fire, and
water. With current technology, the thickness of the fog is even
throughout. With PlayStation 2, one par can be thin and another
thick.' PlayStation 2, the ultimate keepin'-it-real machine, seems
like it will satisfy these relentlessly inventive designers - until the
NEXT paradigm-shifting polygon powerhouse comes along. PlayStation
3, anyone?" This statement was the last thing that Sega fans wanted
to hear, even though it only reflect the facts through a developer's
eyes.
_files/HW-PlayStation2(U).gif) Like it or not, Dreamcast hardware was
now two years old - three, if you count the development phase. It
had been conceived in the era of Voodoo2 and the heydey of RivaTNT2, back
when 3 million polygons per second seemed to offer the world to a game
designer. Dreamcast was still impressive, given a sound gaming
concept and talented programmers, but PlayStation 2 offered so much
more. PS2 was no longer vaporware. It was here, now, despite
the early bugs, throwing over six times as many polygons around the screen
per second as a stock Dreamcast running full tilt and that without even
breaking a sweat. Developers now had the same choice before them
that had effectively doomed the 32X back in early 1995. They could
either develop for the inferior platform now or start learning how to
develop for a superior platform and rake in the profits later. It
was the same choice that had plagued Dreamcast third-party support from
the beginning, but now more than ever thanks to Itagaki's comments.
Industry watchers were now starting to pay close attention to the
Dreamcast's future release schedule. Everybody who was anybody
now agreed with the picture that Sony had painted for them - Dreamcast was
the "interim system," the man working the crowd free of charge as
mentioned before. It was going to be interesting to see just how
long its services would be required before the real show
started.
A
strange courtship
One of the most interesting events to
watch during March 2000 was the under-the-table offer by Microsoft to buy
out Sega of America. The reason was pretty obvious.
Microsoft wanted Sega's expertise and technical ability to buck up its
own XBox project. Speculators were even surmising that such a
move would, in effect, turn XBox into "Dreamcast 2," since Sega probably
didn't have enough money left to release a successor console.
According to several independent reports reports, promising initial talks
between Sega and Microsoft quickly broke down over two key issues:
Dreamcast back-compatability and the Windows operating
system. Sega wanted XBox to be back-compatible with Dreamcast if it
was to have any say in XBox hardware development. This Microsoft
refused to permit, and Sega reportedly balked at the high cost of making
new Dreamcast titles compatible with the evolving XBox standard.
Also, Sega did not want to have to be constrained to Microsoft's
requirement that all videogame console development be done under the
bloatware environment of Windows. Even WindowsCE was
rather hefty for its claimed compactness, and that was the prime reason
why Sega preferred to stick to its own proprietary APIs insofar as
Dreamcast development was concerned. The whole affair began and
ended in a matter of days, but it market an interesting juncture in the
unusual relationship between the world's best known arcade videogame
manufacturer and the world's largest software company. The move
reportedly brought a temporary halt to Microsoft's XBox plans, but at the
same time it left Sega free and clear on the 128-bit market for a little
while longer. Sega was quite willing to work with Microsoft and
would do so again, but in this case the asking price was just too
high. In retrospect, the failure of the deal may have had something
to do with the pulling of the planned ports of several popular PC
entertainment titles by Microsoft on the Dreamcast, but Sega didn't mind
the loss. It now had more than enough Dreamcast titles released or
in the development pipeline to make up for their absence,
anyway.
On 10 March 2000, Microsoft's Bill Gates
officially unveiled the XBox. "Building on our strengths as a
software company," Gates said during the official press briefing,
"Microsoft has developed XBox which will offer game developers a powerful
platform and game enthusiasts an incredible experience. We want XBox to be
the platform of choice for the best and most creative game developers in
the world." XBox was a DirectX/PC based videogame console running on
an Intel Pentium III 733 MHz CPU, based on an nVidia G-Force derived
graphics chipset. It had three times the horsepower of Sony's
PlayStation 2; in fact, it was far and away the most powerful entry into
the 128/256-bit nexgen wave, outclassing all other consoles in every
category. XBox was slated to hit the videogame market in the fall of
2001 and had the support of practically every major Western third-party
software vendor and a fair number of prominent Japanese ones.
Microsoft announced a US$250 million ad campaign designed to promte its
impending X-Box videogame console - a figure that made every other console
vendor blanch in shock. SegaWeb's Craig Hansen was quick to quip,
"Bill Gates is cursing both heaven and hell that he has no one like Yu
Suzuki in XBox's corner," due to the fact that it did not appear that all
that many quality software titles would be available for the new console's
launch; however, a few days later, however, MCV reported that merger talks
between Sega and Microsoft have not broken off as previously reported, but
were quietly continuing "along different lines." As the weeks and
months rolled on and XBox news continued to build steam, rumors begin to
surface that Sega and Microsoft were close to a mutual agreement regarding
their respective consoles. Sega was rumored to have begun
software development for XBox, and in exchange Microsoft was going to
include some form of Dreamcast back-compatability with its new
überconsole.
Two months later, on
25 May 2000, Sega's Isao Okawa set the record straight. Microsoft
was not playing a major role in Sega's Dreamcast plans, including online
gameplay, and never would. In response to questions, he also
confirmed that Sega was asked to help Microsoft develop XBox. The
deal fell through due to "mutual disagreements." Concerning the
future of Sega and Microsoft's relationship regarding the Dreamcast, Okawa
stated that "... Sega will not enlist the help of Microsoft. We're
done with them." Many industry insiders promptly comment that
Microsoft more or less used Sega and the Dreamcast as a proving ground for
certain early XBox ideas and that Sega did not like this fact once the
intrigue was discovered; however, Sega seemed to have realized the
potential profits of software development for Microsoft's new console and
decided to swallow its pride. In the light of what was to come for
Dreamcast, it seems to have been a prudent move.
The
birth of SegaNet
In other news, Sega's plans for network
gaming continued firmly on course. Over half a million Japanese
gamers had registered on Dricas by January 2000, representing some 30% of
all Dreamcast buyers in the country. In the United States, Sega's Neil
Robison painted a rosy picture for EGM's Crispin Boyer about was was
coming in the next few months. "Picture a first-person shooter like
Rainbow Six that has your team of troopers playing split-screen and
hunting four terrorists on another console across the Internet," Boyer
beamed. "Coordinating attacks would be easy, since team members are
all in the same room. Of course, such a game would cram too much
data down the Dreamcast's 56K pipe, so don't expect this novelty until
Sega cozies up to broad bandwidth." Public response was generally
favorable to this news, although there were growing complaints from eager
gamers that Sega wasn't moving fast enough in its Dreamcast Network
launch.
Speaking of broadband, Robinson also
shared some new bits of info regarding Sega's plans on the subject.
"Robison also told me," Boyer noted, "not to be shocked if the Dreamcast's
Ethernet adapter - set for release in the second quarter - will do more
than let you link up a cable modem; it'll also allow you to hook
Dreamcasts together at home. So I figure that, as long as games
support this feature, you'll be able to build your own local area network
and play with a group of Dreamcast-owning pals, all in the same
room. Sega will thus introduce the previously PC-only concept of LAN
parties to console gamers." Later tha year at the Game Developers
Conference in San Jose, CA, Sega's Charles Bellfield announced that the
Dreamcast Ethernet adapter would hit North America by the fourth quarter
of 2000, giving the console broadband capability via third-party cable
modems long before anything of the kind would be availble for PlayStation
2. Several more
Dreamcast hardware announcements were of particular note to those awaiting
full network gameplay. A number of reports surfaced in the Japanese
trades that Sega of Japan had a PHS celluar phone modem under
development. Their apparent intention was to allow Japanese
Dreamcast owners to network via iMode services on the PHS network from
anywhere in the country. Along the same vein, Nikkei Net
reported that Sega of Japan was already testing alpha hardware of
Dreamcast satellite tuners. The commercial version was reported to
have an asking price of ¥20,000 (about US$200). These would allow
networking via two-way K-band (DirectTV, Dish Network, et. al.) signals
even during concurrent broadcasts. It wasn't all that different from
the DirectTV Internet service that Hughes had pioneered in the U.S., and
Sega's experience with the Sega Channel back in the late 1990s made it
seem a perfectly reasonable proposition. Later on 22 February 2000,
Sega of Japan officially announced a next-generation VMU that will not
only have expanded memory but also be able to function as a portable MP3
audio player into which audio files could be downloaded. Headphones
were to be required for playback and no official release date was
announced. At the same time, it announced that the next update of
the Dream Passport browser software would include the anticpated
DreamLibrary MegaDrive (Genesis) and PC Engine (Turbo GraF/X 16) videogame
emulation software.
In the meantime, game developers
continued to track Sega's online gaming plans with considerable
interest. Surreal's Alan Patmore, in an 02/2000 interview with
NextGen magazine, probably summed up the feelings of most
developers in this regard. "I think it's the start of something
that's going to be bit. Actually, I think it's going to be a very
niche-y thing ... [but] it will [happen] sooner than we think, because
broadband has been making such inroads, such quiet inroads in
America." He was of course referring to the sudden and explosive
rise in Internet access by the average American home and the narrow yet
extremely dedicated market for Internet gaming. It had been Sega's
plan all along to tap into this niche market with the first videogame
console sufficiently powerful enough to do it, and the developers were
impressed. The subsequent release of Sonic Team's Chu-Chu
Rocket, America's first online Dreamcast videogame, went a long way
towards publically confirming Sega's continued commitment to online gaming
- no matter how "niche-y" it might be. By 17 February 2000 Sega of Japan was
reporting that it has sold over 2 million Dreamcast consoles to date and
that over 1 million Dreamcast users were actively using Dricas, the
Japanese version of the Dreamcast Network. Across the big pond, Sega
of America reports that "over 300,000" U.S. console owners were using them
to access the Internet and Sega of Europe reports that "over 200,000"
European console owners were doing likewise. Even so, Sega'
Shoichiro Irimajiri took a swipe at the current state of the Internet at
the Milla 2000 trade show in Cannes, France. "The Internet is not
fast enough for the interactive content designed to take advantage of
it. The Internet is not good enough." So what did he propose
as an alternative? Irimajiri went on to outline a plan beyond
broadband cable that would deliver gigabit-level speed and beyond, not
mere megabit speed. The network would be based on fiber-optic
technology and Sega hoped to lead the way. "We are determined to
become the first company to tackle this new technology," Irimajiri noted,
"and seize the 21st century with a vengeance" While at the show, he
also took the opportunity to demonstrate other up-and-coming third
generation Dreamcast titles such as Ecco the Dolphin and Tomb
Raider: The Last Revelation. A couple of weeks later on 1 March
2000, Sega of America made U.S. videogame history by releasing Yuji Naka's
Chu Chu Rocket. It was the first fully networked (and
Internet capable) console videogame in the history of the North American
market, although it (and similar fare) had already been available in Japan
for some time. The release of Chu Chu Rocket completed the
fourth phase of Sega of America's online gaming strategy. Now all
that was needed was the network itself.
In April of 2000 Sega made an
announcement that shocked the videogame industry. You would soon be
able to get a Dreamcast FOR FREE! That surprise announcement put
Sega light-years ahead of Sony, its closest rival, and all other comers in
the potentially lucrative Internet market for videogame consoles. In
order to understand the impact that this had and its significance, though,
we need to step back in time a bit and put the news in its proper
perspective.
Ever since the U.S. launch back on
9.9.99, a number of gamers had opted not to buy the Dreamcast. When
asked why, one of the two most common answers was, "We're waiting for the
price to drop. We figure Sega will cut the cost to US$150 or so
after Christmas, so we're going to wait." Not surprisingly, the same
thing was happening over in Europe, where many a cost-conscious gamer
decided to hold onto their quid for a few months, hoping for a price
drop. Guess what? It didn't happen, and that made many of this
crowd quite upset. The grumblings grew louder as the new year
advanced, with many adding a postscript that if they had to wait too long,
then they'd be just as well off waiting for PlayStation 2 to arrive.
So, the surprising word about "free Dreamcast" from Sega naturally got
everybody's attention. The catch? You had to sign on to Sega's
new dedicated online gaming service, Sega.com, for a period of no less
than two years in order to qualify. Mind you, this is the same
online service that had been previously known as the Dreamcast Network and
would later be known by the much simpler term SegaNet. The
particulars were as follows. Current Dreamcast owners who subscribed
to Sega.com would receive a US$200 rebate check and a free DC
keyboard. New Dreamcast buyers would receive a US$200 refund voucher
(in effect refunding the full purchase price of their newly acquired
console) and a free keyboard. Current personal computer owners who
subscribed to Sega.com would receive a free Dreamcast console with
keyboard. Regardless of how they got there, all new Sega.com
subscribers were required to maintain their subscriptions for a minimum of
two years or else they would have to return Sega's US$200 or their free
Dreamcast, whichever they had received as part of the initial
offer.
The actual idea for SegaNet was the
brainchild of Brad Huang, longtime Sega consultant. Back on 8 April
1999, he had paid a visit to Sega of Japan president Isao Okawa.
During the visit, he had broached the idea of "giving away free hardware
in exchange for signing up with an online service" - in this case, one
that Sega would own lock, stock, and barrel. The "free hardware" in
question would be free Dreamcast consoles, necessary for accessing the new
online service. Huang foresaw the videogame market making a
tremendous move onto the Internet within a few short years. Thanks
to increasingly rapid advances in computer technology, the capability for
online gaming would soon equal, and perhaps surpass, the experience
offered by the traditional standalone console. Huang wanted Sega to
be there first, but Okawa was understandably lukewarm to the idea.
It wasn't that he didn't like the idea, but it was something that Sega was
ill equipped to afford. It took some considerable doing on Huang's
part to convince a recalcitrant Okawa and its advisors before they
eventually went along with it, and Sega corporate eventually ponied up
some US$100 million for the Sega.com venture.
It was a tempting proposition for gamers,
to be sure. Sega.com's US$22 monthly user fee was a bit pricey, yes,
but you got all the hardware you needed to access the Internet for free -
including the Dreamcast keyboard. The two-year requirement irked
some, but Sega executives were no dummies. In order to make SegaNet
work and turn a profit, they would have to have committed subscribers;
otherwise the fledgling startup would sink under its own debt-laden
weight. Whether or not it would be perceived as either the
"carrot-and-stick" or the "bait-and-switch" approach remained to be
seen. It didn't seem to matter to Sega of America executives,
though. They were so confident that SegaNet would prove successful
that they promptly announced plans to sell an additional four million
Dreamcasts to North America "by this time next year." Their
confidence was not unfounded. As a direct result of the Sega.com
announcement, Sega was now the number three most prominent videogame
company on the Internet, easily passing Nintendo and pulling within
striking distance of Sony. Curiously enough, the number one most
prominent Internet presence was Microsoft, and they showed no signs of
going anywhere anytime soon.
While Sega bathed in its own press
releases, though, and both the Internet and the trade zines speculated
about the implications of Sega.com, the retail community largely ignored
the affair. There was little mention of it among the major toy
vendors, such as Toys 'R' Us and Kaybee. Visit such specialized
electronics chains as Electronics Boutique, Best Buy, and CompUSA, and one
would be hard put to find any news, press, or promos about the
offer. As for the major department stores, such as Target and
Wal-Mart, the announcement was ignored altogether. The implications
of this reception were not lost on those who were paying attention to
Sega's newfound generosity. To put it simply, Sega's "free
Dreamcast" offer was being ignored. Why? Two words -
"PlayStation 2." The launch was a lot closer now, and the
prospect of receiving a free Dreamcast didn't appeal to many potential
customers who had large pre-existing PlayStation game libraries. You
see, there was that little matter of buying the software, with which Sega
was providing little help. The new stuff, the Internet capable
stuff, would cost more on the whole than the first and second generation
stuff, which by now was being discounted to something more
affordable. Also, within days of the Sega.com announcement, Sony
moved to accellerate its own online plans. They announced that a
modem would be a standard feature of the U.S. PS2 upon launch, and that
their own online gaming network, PlayNet, would already be operational in
Japan by the time the U.S. launch rolled around. The keyboard?
No problem. Since PS2 had USB ports, you could use any USB keyboard
with it. Also of note, the PlayStation 2 would supposedly come
equipped with both DVD an 8 GB hard drive as standard features, will all
of the storage features and online flexibility that both implied.
Dreamcast did not and would never have such features, according to Sega's
own accounts. Surely the
implications of Sony's swift move and the tepid reception given Sega.com
at the retail level was not lost on the folks at Sega corporate
headquarters. They had their work cut out for them as the Sony
juggernaught continued to lumber towards them, swallowing all of their
hard work in its way. Some way would have to be found to awaken more
public support for Dreamcast before it fell beneath PlayStation 2's
might.
All
that glitters is not gold
_files/DC-PhantasyStarOnline(J)_box.jpg) As the year 2000 rolled on, it seemed
that nothing could stop Sega's comeback. The Japanese marking was
ailing, yes, but not dead by a long shot. Meanwhile, the Western
markets had roared to life and Sega was well on its way to re-earning its
reputation of old with the gaming public there. In fact, Western
sales were by now so strong that Sega executives were confidently
predicting that they would sell 10 million Dreamcasts worldwide by the end
of 2001. Sega's own Tetsuya Mizuguichi went on the record predicting
that the Dreamcast will have "at least three more good years" in the North
American market. Dreamcast games had strong representation in the
official NPD Group software charts, with Dreamcast's second generation of
games (most notably Capcom's Resident Evil - CODE: Veronica)
leading the charge. The software vendors who had backed Sega's
comeback were also doing quite well. For example, Capcom, the most
notable Japanese third-party developer for Dreamcast, reported a 6.4% net
profit increase for fiscal year 2000, due largely to selling some 730,000
copies of CODE: Veronica for Dreamcast worldwide. In fact, it
had gone on to become the #1 best-selling videogame in Japan and the #2
best-selling game in North America over the past quarter. Even so,
Capcom expected to take a hit in 2001 of some 34% on their bottom line due
to, as they put it, "making the transition from PSX to PS2 support."
It was a move many third-party vendors were considering as the Sony
tsunami continued to swell. Why? Surreal's Alan Patmore spoke
for all in an inteview with NextGen when he said, "... [Dreamcast]
will stick around until PlayStation 2 really makes its mark. I think
it'll be the interim system. It's pretty hot right now." The
truth of Patmore's observation was all too clear at the 2000 Spring Tokyo
Game Show, where Sega stole the limelight once again thanks in part to
public backlash against the PlayStation 2 and in part to the sheer wealth
of current and coming attractions it had to offer for Dreamcast.
Among the most talked-about up-and-coming Dreamcast titles previewed at
Sega's booth were the unconventional and very hip skating game Jet Set
Radio, the long-anticipated multiplayer RPG Phantasy Star
Online, the European-produced racing game Metropolis Street
Racer, and Japan's own corresponding Shukoto Highway Battle 2
(aka Tokyo Xtreme Racing 2). Sega had the public ear at the
Tokyo Game Show, yet Sony had the developers'
support.
There were signs, though, for anybody who
cared to seek for them that all was not quite as rosy with Sega's comeback
as it seemed. The first sign that all was not well was that Sega
consistently refused to drop the price of Dreamcast in all markets.
There was only one way for Sega to stop Sony, and it was best voiced by
Relic's Alex Garden. "[Sega] could really give PlayStation 2 a
strong run for their money, but they'll need to whack the price down now,
take a huge loss, ship a ton of units, and really establish themselves
within the mass market and create a market for the long term." Many
Sega fans and casual consumers had hoped and prayed that they system would
drop from US$200 to US$150 after the holidays, but Sega deliberately
distanced itself from any such move. Sega of Europe's J.F. Cecilion
said that any such move on his watch would only come about "as part of
Sega's long term market strategy." Sega of America's Peter Moore was
even more blunt, saying that a Dreamcast price drop would not happen "for
a long time yet." Moore stated the reasoning behind Sega's move in a
15 March 2000 interview as reported by MCV.
Whether the gamer understands it or not,
[the business] is not about providing great gaming entertainment.
It's about putting a set top box in there as a Trojan horse.
[Why?] Because gaming entertainment [for Sony and Microsoft] is a
means to a different end, and that's controlling the living room ....
It's not about spending more, it's about spending
clever. Sega's refusal to drop the price of the
Dreamcast seemed a continued insult to cash-strapped gamers, yet Moore's
comment were not without grounds. At the first of the month, Sega
had released predictions regarding its annual financial statement for
fiscal year 1999. Once again, Sega would be posting a net loss
for the year. It was running some US$228 million in the red, more
than double its initial projections. The shaky start of Dreamcast in
Japan coupled with its slow acceptance there were acknowledged to be the
main problem; in fact, Sega actually missed its own Japanese sales goals
by a half-million consoles. It was money Sega sorely needed for its
operations elsewhere; hence the price of Dreamcast could not and would not
drop during this time. Remember, Sony and Microsoft had all the
money they wanted to spend on advertising. Sega didn't, so it had to
"spend clever," as Moore put it. The only silver lining in this
otherwise dismal cloud was that it was the lowest net annual lost in three
years. Perhaps it was the start of an upward trend for Sega? Perhaps
the Dreamcast gamble was working? Perhaps ... but Sega's financial
hole was mighty big, and the company was dug in pretty deep. Only
time and increased revenues would tell. As Newsweek's N'Gai
Croal said, "If Sega's designers can keep turning out inspired games, they
may just survive Sony's onslaught."
The second sign was the continued absence
or subsequent bailing of key third-party software vendors. In late
January, at the Square Millennium show in Yokohama, Japan, the world's #1
crafter of RPGs formally announced that it would not be supporting the
Dreamcast. This was a heavy blow to supporters of the console, and
it ached all the more to know that this was the same company who back in
1999 had gladly received their Dreamcast devkit and were said to be
seriously considering producing RPGs for the system. In March,
Electronic Arts confirmed its intentions to support PS2 instead of
Dreamcast and promptly announced 10 titles for the PS2's North American
launch. EA's move dashes any remaining hopes that it would make its
presence felt in the fast-growing Dreamcast market. About the same
time, Eidos quietly began shifting its own in-house software projects away
from Dreamcast and toward PS2, athough such high-profile titles such as
Legacy of Kain: Soul Reaver 2 continued to receive attention. By
the end of the month, Konami had cancelled Castlevania:
Resurrection for Dreamcast; shortly thereafter, it ceased Dreamcast
production altogether. By May, the lack of quality third-party
titles for sale in the West was becoming so acute that Sega both changed
the packaging of Dreamcast games (from white spines to black spines) and
gave its licensees more latitude in pricing. These two moves were
intended to draw more public attention to Dreamcast in 2000 and opened the
possibility for first-run releases as low as US$30; however, yawns tended
to be the typical response from most industry observers and
pundits.
Rumors that many
current and future high-caliber Dreamcast titles were heading to
PlayStation 2 were in abundance by this time. In response to
constant rumors that such prominent future in-house Dreamcast games as
Ferrari F355 Challenge and Crazy Taxi 2 were going to be
ported to PlayStation 2, an unnamed Sega executive is reported to have
said this: "A Sega property will never go to
PlayStation 2." One person whose company had at one time been a
prominent Sega third-party vendor had no qualms about voicing his opinions
about the rumors. Victor Ireland of Working Designs had taken a lot
heat ever since the Dreamcast launch by hardcore RPGers for not supporting
Sega's newest system. In a frank and rather caustic Internet posting
on 22 May 2000, he made it known as to why. He took a lot of heat at
the time for his remarks; however, in retrospect, he deserves credit for
making a rather prophetic statement.
Software sales on DC suck .... I'm not going to torpedo my
company [by supporting Dreamcast] to satisfy a few people who wish Sega
wasn't in real trouble. [T]he simple fact that Seaman, Crazy
Taxi, House of the Dead 2, Zombie Revenge, Space
Channel 5 and others are all coming to PS2 from various publishers
next year says that despite [Sega of America]'s best efforts, the
writing's on the wall for Sega, and [Sega of Japan] has decreed that
future to be multiplatform, with or without Dreamcast. It's
actually a good thing, because now Sega will survive, doing what they do
best - software. Sega's Peter Moore
had this to say in response:
You can't expect million-sellers on a two-million installed
[console] base .... At any rate, our business has never called out
for a million-seller. It will next year, but that's a function of
installed base. Quite frankly, to drive through a million-unit
seller in the first 12-18 months of a console is very difficult to
do. The third sign came from
within Sega itself. On 13 April 2000 Sega announced plans to split
its arcade division into five wholly owned subsidiaries, hoping to
increase their profitiablity and offset continuing losses from its console
division. Remember Sega had ended fiscal year 1999 with a net loss
due largely to losses incurred by the lackluster launch of the Dreamcast
in Japan and its slow acceptance there. About 1000 Japanese
employees of Sega lost their jobs as a result. Seven days later, on
20 April 2000, Sega of America proudly announced that it had sold over 2
million Dreamcast consoles. It had beat its own deadline (set by
Bernie Stolar long before) by just over a month; however, its parent
company Sega corporate was still running in the red and had not yet even
come close to recouping its initial US$600 million investment in
Dreamcast. The reason? Just as Victor Ireland had said -
software sales sucked. Regardless of market, even in North America,
nowhere were Dreamcast software sales strong enough to make the kinds of
profits necessary to refill Sega's empty coffers. In response, Sega
corporate announced that it was going to have to cut its operational
expenditures by some ¥30 billion. Every single department within
Sega was slated to lose funding, including future Dreamcast
development.
On 26 May 2000 the Sony PlayStation 2
achieved parity with the Sega Dreamcast in the Japanese videogame
market. This was despite the fact that the PS2 still had what many
considered to be a lackluster software library. It was nevertheless
a rather amazing feat, considering that Dreamcast had a year-and-a-half
head start. The reason? PS2's DVD capability. Sony's
machine was killing Sega's in the Japanese market for the simple reason
that it was the cheapest DVD player around. Many Japanese who
would have never considered buying a videogame console bought the PS2 for
the DVD capability alone. Sega executives had grumbled and mumbled
about it, but there was a whole lot of nothing they could do except spin
it as best they could. They had taken their gamble with Dreamcast's
GD-ROM technology and lost. Now they were paying the price for it,
and all they could do was sit back and watch Sony take away profit margins
that should have been Sega's. If only ... but it could not have
been, and Sega knew it. It had dug itself into a hole too deep with
Saturn to ever seriously consider incorporating DVD into Dreamcast except
as an expensive afterthought. Now, as the PlayStation 2 began to
assert its presence in the DVD realm, the decision was quietly made to
scrap Sega's Dreamcast DVD plans altogether. It might talk about
them, but Sega simply didn't and never would have the resources to carry
them through.
The
Dreamcast deadline
On 24 April 2000 Peter Moore was promoted
to president of Sega of America, replacing Toshiro Kezuka in the
job. Also promoted were longtime Sega executives Shinobu Toyoda and
Neal Robinson. Moore's successful management of the Dreamcast launch
in North America was seen by many as the chief reason behind the move and
Sega corporate was extremely confident in Moore's abilities. "As
Sega gears up for a critical year, we know the company will be in good
hands with Peter Moore," said Sega corporate president Shoichiro
Irimajiri. "After we witnessed the incredible launch he orchestrated
[in the U.S.] and experienced his impeccable leadership skills first hand,
we knew there was no better candidate for the job. Peter has the strength,
depth and experience to oversee all aspects of our multi-layered company,
and will be able to continue giving Sega the strategic direction it needs
as the company focuses on online console gaming." Sega's third-party
licensees were quick to support the change in leadership."Peter has what
it takes to bring Sega back to its true birthright as a leading gaming
company," commented Bill Gardner, Capcom USA. "From day one, we were
impressed with his understanding of our business, partnership orientation
and his commitment to continually pushing the envelope in redefining this
industry." Moore understood his position well; he would be in charge
in North America during the most critical period of Sega's
re-emergence. It was not a task to be taken lightly, but there was
no one better qualified than Moore to handle the job. With his
new promotion firmly in hand, Moore promptly swung into action, working to
realize his unspoken goal of making the year 2000 into "the year of the
Dreamcast." It was going to take every talent and resource at
his disposal to overcome the Sony hype machine. Unconfirmed reports
from Japan claimed that Sony had sole over 2 million PlayStation 2s by the
first week of May, pushing an average of between 50,000 to 100,000 units
per week. It was a formidable challenge; but then again, Moore
was a formidable man.
11 May 2000 marked the beginning of the
yearly Electronics Entertainment Expo (E3). To no one's surprise,
Sega and the Dreamcast dominate the entire console portion of E3 2000
becasue Moore and his staff at Sega of America made every effort to blitz
the show with all things Sega. A full-blown demonstration of
SegaNet, the company's online service (as it was now known) was given in
all its glory, and it was revealed that the service was almost ready to go
and would be available (along with the broadband adapter) sooner that
anyone might be expecting. Sega of America announced its initial
software lineup for games that would support online plan, comprising some
16 titles: Alien Front Online, Black & White,
Bomberman DC, Chu Chu Rocket, KISS Psycho Circus,
Magic: The Gathering, NBA 2K1, NFL 2K1, PBA
Tour Bowling, POD 2: Speedzone, Sierra Sports,
Phantasy Star Online, Quake 3: Arena, Railroad Tycoon
2, 4x4 Evolution, and Worms: Armageddon. A
full-blown preview of the English-language version of Shenmue was
given, with the game itself set for release by the end of the year.
Sega confirmed the Dream Mouse, a pointing peripheral for the console long
desired by its users - especially hardcore Quake 3 addicts who were
itching to get their hands on the Dreamcast port of Quake 3:
Arena. Present for inspection (but not use) were mock-ups of the
Dreamcast MP3-capable VMU and the rumored DVD-capable Dreamcast
console. Vivarium's Yoot Saito, creator of Project Seaman,
revealed tentative plans for a sequel of sorts that would build on the
original game. Finally, to the plesant surprise of everybody
concerned and after months of constant pleas (and outright whining in some
cases), Sega of America announced that it was going to drop the retail
price of the Dreamcast to US$150 in June. The whole show might have
gone Sega's way had it not been for two things. First, an anonymouse
EA spokesman bluntly stated the company's reasons for not supporting
Dreamcast: "We believe that the Dreamcast will be a non-factor in
the next generation console race." Second was Sony's announcement
regarding their North American market intentions for PlayStation 2.
It announced a 26 October 2000 U.S. launch date for the console with a
suggested retail price of US$299. Sony planned to have over 50
titles onhand and ready to market by that date.
The end of spring brought about another
major personnel change at Sega, and one that shocked almost everybody who
heard about it. On 23 May 2000 Sega corporate president Shoichiro
Irimajiri resigned his position and stepped down to the role of
vice-chairman, taking the blame for Sega's third straight yearly loss in a
row. Taking over direct control of Sega's worldwide affairs was none
other than Sega chairman Isao Okawa himself. Revised internal
financial forecasts now predicted that Sega took a corporate year-end loss
of some ¥44.9 billion (US$411.5 million) for fiscal year 1999. These
projections also noted that Sega of Japan had only sold about 600,000
Dreamcast consoles in the period 09/1999 to 03/2000 in comparison to an
estmated 1.1 million initially reported. In a brief discussion with
the press, Okawa reaffirmed his December 1999 statement that Dreamcast
woud be Sega's last home videogame console, and that the official
report on the company's full-year earnings for 1999 was scheduled to be
released on 26 May 2000. It should be noted that Sega's losses were
actually down a bit from previous years; however, the revised figures also
tookinto account the highly successful American and European Dreamcast
launches. In comparison to the near-million PS2 consoles that Sony
sold in Japan at its launch, Sega had only sold 5.8 million Dreamcasts
worldwide at this point. The news sent Sega stock reeling on the
Tokyo Stock Exchange. It was already low by any measure, but
Irimajiri's resignation caused Sega stock to drop by 41% of its value as
of November 1999. In a subsequent press briefing, Sega spokesmen
expanded on the company's intentions to break up its software R&D
division into nine separate entities and its arcade division into five
independent regional companies, and the move was praised by Sega investors
as a wise one. Speculation in the Japanese videogame industry was
strong that Sega was about to undertake another massive companywide
shakeup. This time, though, it would be away from the console
videogame market and towards the promise of the Internet. Over in
the west, rumor had it that that Microsoft or even Sony was now seriously
considering buying the financially ailing Sega. The Microsoft buyout
rumor was given considerable credence due to their past moves in that
regard, buth both eventually proved untrue. Sega was still lurching
about the landscape on its own, and while its reputation with gamers was
rising, its ship of state continued to sink.
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