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Since SNK used the very same hardware in their arcade machines it made porting cheap, and thus new Neo Geo games continued to trickle out as late as Another footnote could be added for the Super A'Can.
It's games were largely ripoffs of other games and it was never released in the USA. Several companies got the big idea to jump-start the next generation early Optical disc technology had been around for a while, but it wasn't until the early s that such discs were introduced for use in home computers.
CD-ROMs worked fine for multimedia encyclopedias and such, but since most games of the day were 8 megabytes or less, developers had trouble imagining what to do with all that extra space.
Computer manufacturers had pushed CD-ROM drives heavily, but the format didn't take off until the debut of a point-and-click adventure game called Myst.
Myst 's lush graphics and free-roaming gameplay were a big hit, and players bought CD-ROM drives just so they could play it, just as Tomb Raider boosted sales of video cards several years later.
Around the same time Myst was released, disc-based consoles started coming out of the woodwork. Early games were often uninspired clones of existing hits, layered heavily with Full Motion Video and digitized actors to show off the new technology.
The system did at least end up as the best selling console from this pseudo-generation, though with overall sales of only around two million that isn't really saying much.
The LaserActive was a system based on the laserdisc format. It was way ahead of its time, with Full Motion Video capabilities far outstripping the Sega CD and Philips CD-i, and with graphics that at times even surpassed many fifth-generation offerings.
The Atari Jaguar was an infamous case of mismanagement and general corporate stupidity. Unlike most of the other new systems being released at this time, the Jaguar used cartridges rather than CD's, but that was probably the least of its problems.
Atari's claim of bit power and an initial huge list of third-party support impressed the public, but any hopes of Atari taking back the industry were crushed by the Jaguar's infamously-complicated and buggy coding structure, and an initial wave of games that sucked and only looked slightly better than comparable 3D SNES games using the Super-FX chip.
And the system's advertising campaign was As a result, most of the third-party bailed out and sales were lackluster. The Amiga CD32 was a similar story: it was released a month before any third-party games came out for it , had a gaming selection that largely consisted of ports of Amiga games, and continued Commodore's proud tradition of being unable to sell water to a dying man in a desert.
It actually sold respectably well in Europe for a while, but even that soon dried up, and Commodore were soon defunct themselves.
The only thing saving the CD32 from bottom spot in this generation was the existence of the Memorex VIS, another multimedia system that barely had any games and sold a wimpy 10, units during its short lifetime.
Sega actually considered competing against this generation with the Neptune , which ultimately saw release in the form of the 32X.
Though the 32X was a Genesis add-on rather than a console, it failed like the rest. It was a console variant of the respectable FM Towns , an early Fujitsu attempt to create a multimedia-centered PC, and predating Xbox by a full seven years it used a custom PC hardware centered around an AMD variant.
Finally, let's take a moment to acknowledge a console that has gotten a lot of flak from All of the Other Reindeer , partially for being a Black Sheep : the Virtual Boy.
It's also a classic example of Goggles Doing Something Unusual , in that they blocked your peripheral vision and displayed graphics in monochrome black and red.
Its 3D effects were quite good, but everything else about it The Virtual Boy was released in and discontinued within a year, with only 22 games ever released one of which was a Waterworld tie-in that, appropriately, is widely considered the console's worst title.
However, shrewd business decisions and pricing on Nintendo's part meant that while they lost market share, the company may have ended up comparably profitable to their competitors.
The N64 did come in second during the war, but its sales didn't even come close to the PlayStation's.
Sony, meanwhile, recognized the increasing age bracket of console gamers and tapped into the influential twentysomething "big kid" market, legitimizing console gaming in the eyes of many and laying the foundation for the newcomer's market dominance.
One of greatest assets of the PlayStation's victory was that their games were released on CDs. Since at that time, CDs were widely available to the mass market as writable media containers, the PlayStation became the first console with a large-scale piracy problem.
People would buy PlayStations because they could pirate the games for it at less than one-tenth the games' retail price, whereas there was hardly any piracy on the other disk-based systems and it goes without saying that it was way harder to copy an N64 cartridge.
This is because it was the first console war to be heavily fueled by the then-emerging internet. In a sense, the fourth generation was more of a battle between competing companies, while the fifth generation was more of a battle between competing fans.
You might expect that the developers shifting their focus away from Nintendo would choose its then-primary competitor Sega as a new platform, rather than new-kid-on-the-block Sony.
However, the Saturn was a complex multi-processor design that was harder to program for, and it was less powerful than PlayStation when rendering in 3D.
It was also crippled by creepy-as-fuck American television advertising, and a botched surprise launch in the US that caught third parties flat-footed and enraged retailers that weren't in on the secret, including Wal-Mart.
Adding to the litany of issues was mistrust and a lack of communication between the Japanese and American branches of Sega , and general mismanagement , mostly by the infamous Bernie Stolar.
Although it managed to grab some good market share in Japan, the dearth of game releases eventually led to its failure in other territories, where it was discontinued in The result was completely underpowered in every respect except for decoding videos, and thus many releases for it were anime-themed FMV games, making it the Japanese equivalent of the CD-i.
It sold less than , units and ended NEC's run as a console maker. Sega tried to get a head start, releasing its console in in Japan and in the US and Europe, but despite a slew of creative and innovative titles, a number of fun peripherals, a free modem, four-player support built in, and a theoretically exclusive Resident Evil game, Sony's customer loyalty, along with consumer mistrust of Sega born from their missteps with the preceding Saturn, saw most gamers holding their cash for the PS2.
While the Dreamcast did do better than widely given credit for outselling the Saturn and managing sales that on average were roughly on par with the first Xbox , it wasn't enough to pull Sega out of the financial hole created by their blunders in the previous decade, resulting in them pulling out of the hardware market altogether before Nintendo and Microsoft's offerings were even released.
The PS2, meanwhile, proceeded to grab up the majority of the market early on and hold it, despite being less powerful than the later GameCube and Xbox consoles.
The system has shown rather outrageous longevity as well, being manufactured and having titles released for it in , whereas the Xbox and GameCube had largely faded out by With nearly games , it has the largest library in console history.
In the end, the PS2 has sold nearly three times the combined sales total of its two main rivals, making this easily the biggest Curb-Stomp Battle since the NES took on the Master System and Atari At The GameCube also didn't play DVDs unlike the PS2 and Xbox thanks to using smaller discs in an attempt to ward off piracy which didn't work , and barely even put out an attempt to do something about online play a lame adapter was only compatible with two Phantasy Star Online games released by Sega, and Mario Kart: Double Dash!!
In fact, after a relatively strong first eighteen months, once it became obvious that Nintendo had released all their major franchise games for the system and had no plans for further ones outside of the endless Mario Party games, and an occasional one such as The Legend of Zelda: Twilight Princess and Metroid Prime 2: Echoes sales of the GameCube utterly imploded, meaning that for much of its life the console was humiliated to the point of being outsold by the original PlayStation in several markets.
By about , the system had practically fallen into mainstream obscurity and was largely ignored by the video game press as well in fact, by about , it was completely excluded from Spike TV's Computer And Video Game Awards.
It wasn't a total loss, however, since Nintendo ended up the most profitable company of the Sixth Generation due to never treating the GameCube as a loss leader.
The Xbox entered the fray last and, despite initial skepticism, carved out a niche for itself thanks largely to Killer App Halo and the Xbox Live Arcade online system as well as filling Sega's vacant role; indeed, cross-compatibility between the Xbox and Dreamcast was discussed — Microsoft had helped with the Dreamcast — but it ultimately didn't happen.
In Japan, however, it barely made a dent and relied on Microsoft to back it up financially, as the company treated it as a loss-leader rather than a source of revenue in its own right.
One place where it became oddly popular was in the Linux community, who exploited its PC roots to create an early version of the modern-day Home Theatre PC.
Despite strong sales in North America, Microsoft struggled to make a profit off of the console itself, due to its high manufacturing cost.
Microsoft was last in, first out with the Xbox , gaining a comfortable head start thanks to an even more advanced version of the Xbox Live system with a point-comparing gimmick which caught on fast and HDTV compatibility.
However a hefty price tag, limited backwards compatibility with original Xbox games, and complaints about machine malfunctions plagued the console's early days and, in the case of the malfunctions, continued to hurt it.
Surprisingly, however, Microsoft did gain traction as a console developer after negative publicity in the run-up to the PS3 launch specifically about Sony's hardware bottlenecks, poor viral marketing via fake blogs, and what was seen as the mistreatment of Sony's European customers caused some waverers to jump to the This was not helped by what was perceived to be Sony's decision to copy its competitors' unique selling points and the whopping five-hundred and ninety-nine US dollars price tag of the PS3, twice the starting prices of its predecessors.
However, Sony's die-hard supporters, gathered through the PS1 and PS2 days, remained in droves, and reported excellent stock take-up in the first weekend of sales, through sales really didn't pick up until the eventual and inevitable price cut.
Bolstered with games appealing to both traditional gamers The Legend of Zelda: Twilight Princess , Fire Emblem and the new "casual" market Wii Sports , the Wii catapulted to record-breaking success.
This didn't go over too well with many of the " hardcore ", who were upset at no longer being the center of attention.
The Wii was unique amongst the competing players in that the console hardware was not a loss-leader; Nintendo made a profit for every console sold, whereas Microsoft and Sony relied on revenue from software to plug the gap.
This is actually a return to prior trends , as the idea of selling console hardware for a loss originated with the Atari Whether the three systems were in competition with each other was a point of debate.
Some dismissed the notion, claiming that the Wii targeted a different demographic than the and PS3, while others pointed out that they were all competing in the broader arena of "recreation time" with other forms of entertainment.
One undisputed fact, however, is that Microsoft and Sony had lost hundreds of millions on their consoles and Nintendo is the only company to have profited throughout the generation for instance, Sony's losses on the PS3 had eliminated all the profits from the PS1 and PS2 and only in Summer had begun to turn a modest profit.
This is seen as the main reason why Microsoft and Sony have released their own motion-control schemes , in an attempt to grab some of the Wii market.
The actual structure of this generation is a matter about which analysts will debate and argue and, given the increasing size of the gaming market, it actually now has analysts!
The Standings : For the first time since the 5th generation, Nintendo took first place for consoles sold, with just over million as of June according to Nintendo reports.
The PlayStation 3 and the Xbox seem to be pretty dead even for second at around million as of January , with the PS3's late resurgence and affordability helping to catch up to the Xbox's one-year headstart, while the Xbox has a strong user base in America making up for its lack of popularity in Europe aside from the UK and Japan although those regions seem to be improving in Xbox's favor compared to last generation.
The Wii was outselling both the Xbox and PlayStation 3 combined for about the first four years of its lifespan.
Eventually by , the Wii's sales lead started to trail off, while the Xbox received a boost from the massively successful Kinect add-on.
While Sony's PlayStation Move has been more critically acclaimed in terms of games, it hasn't captured the public imagination as much as the others due to being seen rightly or wrongly as being just a more advanced version of the Wii's control scheme.
This trend continued in , with the Wii often outsold by its competition at a ratio of ; as the Wii U approached, Nintendo's only major releases of the year were Rhythm Heaven Fever and Epic Mickey 2.
As of October , the Wii officially ceased production in Japan though not elsewhere as Nintendo drove most of its focus on its next-gen console.
Microsoft and Sony, with the seventh generation all to themselves, were able to make up some lost ground. As of the "official" end of this generation IE, the launches of their successors, the PS4 and XB1 , the PS3 and X had managed almost 82 and 81 million sales respectively, with the Wii standing at over million.
The PS3 in particular sold very well in and , causing some to predict that it might be able to snatch victory away from the Wii after all, though a major drop-off in sales following the release of its successor eliminated any realistic chance of that.
Despite Nintendo's changed priorities regarding the Wii's continued production, they had enough of a lead to keep the other two consoles at bay, even with overtime technicalities on their side, their chances to top Nintendo's profits were even smaller.
Sony in particular was in deep trouble: journalists have begun to note that Sony's missteps over the PS3's life have left them in a bad position , and some pessimists predicted that, unless the PS4 turned out to knock things out of the park, Sony would have to withdraw from the Console Wars entirely.
This generation slowly began to wind down from onwards, finally coming to an official close in May , with Sony's announcement that they had halted production of the PS3.
The final standings therefore gave the Wii While generations typically refresh every years, the seventh generation threw a proverbial wrench into things, necessitating new predictions of when new consoles would finally be released.
Another factor prolonging the life of seventh-generation consoles was widespread broadband access in American, Asian, and European homes; rather than roll out a new console to support better graphics or, in Sony's case, 3D games, the manufacturers could simply provide a firmware update for their customers to download.
Digital Distribution also expanded the retrogaming and Expansion Pack market, providing all three consoles with enormous libraries of not only games and add-ons, but also movies, music, game trailers, and other fresh content.
The late's recession didn't help matters either; with the little money consumers had to spend in the current economy, it was far easier to buy or in the case of developers, sell more games for their current console s than start investing in a new console in addition to buying the games for it.
This generation was met with a fair amount of competition from tangent industries. Cellular phones and handheld computers had advanced to the point of being able to play simple but graphically appealing games; this took a huge chunk out of the casual market, as such games were cheap, could be played for a few minutes at a time, and—assuming the player already had a cell phone which at that point was like assuming the player needed oxygen —didn't require additional hardware.
Meanwhile, as consoles became more full-featured and started to offer non-gaming services, while PC services like Steam whose short-lived line of Steam Machines, released in late , seriously blurred the line between PC and console gaming standardized the buying, installation, and customer support processes, the two camps found themselves in closer competition for consumer dollars.
What's more, both pieces of hardware quickly picked up not-unfounded reputations for being stuffed with bargain-bin shovelware titles featuring abysmal control schemes , causing both casual and hardcore gamers to avoid them in droves.
In , Microsoft reported that the Xbox was only halfway through its lifespan, expecting it to last until Similarly, Sony claimed that the PS3 would have a year life cycle, lasting until somewhere around So it was up to Nintendo to upset the applecart.
It would be backwards-compatible with all Wii games, controllers and accessories, but not GameCube ones. The console itself resembled a downsized Xbox in appearance, but that's because all the supposed excitement was in the controller.
However, it was not a handheld system; without a set-top box to think for it, the controller accomplished little on its own.
Response to this reveal was mixed; Nintendo stocks went down noticeably in the days following the announcement over doubts regarding the relatively astronomical cost of controllers, the revised market strategy going high-tech in comparison to the Wii's everyman approach; focusing on games that only supported one GamePad at a time, with others required to use Wiimotes , and the lack of innovation in comparison to the Wii.
Just like the Wii, the Wii U catered heavily to families and "casuals", thanks to games such as Nintendo Land.
The U received an equally mixed response from third-party developers. A number of them who had shunned Nintendo for the past couple of generations signed on in droves for the Wii U, and early reports indicated that the U's Development Kit was very user-friendly.
However, several others very publicly announced that they had no interest in developing for the console, turned off by the combination of lower specs and the GamePad being viewed as gimmicky.
During the lull between the Wii U's launch and Sony's and Microsoft's announcements, an indie developer tried to throw their hat in the ring.
The Ouya launched a Kickstarter campaign and saw a whopping 3. In the console officially went on sale, making it the first crowdfunded console to our knowledge.
Unfortunately for Ouya, though, a number of controversial decisions regarding the system's marketing and design crippled its already lukewarm third-party support, and the console was discontinued in when Razor Inc.
Maybe For the longest time, information on future Sony and Microsoft consoles was limited to rumors from Kotaku, who reported on the "XBox " in January '12 and the PS4 , also called "Orbis," in March.
Both sets of rumors suggested those systems would debut at E3 and be released the following holiday season.
Unexpectedly, however, both systems had earlier reveals: Sony held a press event on February 20 and Microsoft on May It confirmed that the PS4 controller would have a touch interface.
What did not make an appearance was the console itself, any hard technical specs about it aside from 8 GB of RAM , its price or its release date.
Microsoft, rather upstaged, nonetheless went public with the details of its Xbox One. The presentation featured the console, a slightly redesigned controller, new Kinect functions and details about launch games and some exclusives.
The One was heavily positioned as an all-in- one entertainment center, hoping to change their target demographic; instead of marketing to "hardcore gamers", the XB1 could be shown to "anyone who does multiple things—cable, Netflix, DVD, Blu-ray, Skype or FaceTime, and As such, there were a number of interesting announcements made, one of the biggest being that Steven Spielberg would be helping them present a Halo television series exclusively for the device, though unfortunately nothing ever came of this; open-minded analysts suggested that Microsoft was actually hoping to compete with Apple and their promise to simplify your entertainment clutter with its equally Vapor Ware iTV system.
While Microsoft's E3 press conference had an impressive line-up of games, in addition to Call of Duty , EA Sports titles and Forza Motorsport , includes the likes of Dead Rising 3 , Quantum Break , and Titanfall , its very controversial DRM features had garnered much criticisms: the system would need to be connected to the internet once every 24 hours a very sour spot in rural America, which contains way more customers and way less broadband internet , and numerous restrictions regarding used games though Microsoft ended up mostly leaving those restrictions up to the publishers.
Additionally, the DRM would make sure that the system would not function if the system was moved to a country where the console wasn't launched at all though the use of IP geofencing, effectively making import gaming impossible.
Ultimately the enormous backlash led Microsoft to backpedal, with them announcing a removal of the policies.
The Standings: The Wii U established an early lead, since it had the generation all to itself for a year. But unlike the Wii, the Wii U sold barely 13 million units in 4 years, creating the biggest flop ever for a Nintendo home console.
Also unlike the Wii, it started to falter in its post-holiday sales, with Nintendo posting its first-ever quarterly losses.
In fact, the U's lowest ebbs were lower than that of the PS3 and X, both of which were derided for the way the Wii overtook them.
While would prove the high watermark for the system, which even managed to outsell the Xbox One itself suffering a troubled launch at several points in the year, sales had completely collapsed by mid, leaving it barely even outselling the largely-abandoned PlayStation 3.
By the time of the console's discontinuation in January of , the Wii U would be regarded as a commercial failure. This middling position ended up becoming a huge Medal of Dishonor for Nintendo on three accounts: it was their first piece of failed hardware since the 64DD, their first failed console since the Virtual Boy, and their very first failed home console.
The massive success of the original Wii and DS, combined with the 3DS's continued strong sales, meant that there was never any real chance of the Wii U outright ending their days as a first-party developer , the console ultimately suffered the same fate as the GameCube - remembered fondly for its first-party titles but little else.
It has since gone down in Nintendo's books as a Necessary Fail for the company to learn from. Microsoft, for their part, strongly divided games and non-gamers alike when they announced the Xbox One's DRM restrictions - some argued it was necessary to prevent piracy, while others said it was far too draconian and made the system look unattractive.
Sony went the opposite route, promising not to use DRM or restricting sales of used games for the PS4, which won them a lot of fans and even convinced some Microsoft fans to switch sides.
Sony's press conference , which gave a hearty Take That! Microsoft won some points back by repealing their DRM policies, but ultimately the Xbox One spent most of its early life lagging behind the PS4 by quite a distance, often posting sales nearer those of and sometimes even less than the Wii U, instead of what most would consider to be its primary competitor.
Titanfall provided a respite, but Microsoft hoped it would carry the console the way Halo: Combat Evolved did, and lightning didn't strike twice.
Microsoft announced in May that they would be removing the Kinect from the standard bundle, dropping it to the same price spot as the PS4.
This initially didn't do much to help the console, but things eventually picked up in the fall, when it enjoyed and continued to enjoy huge sales figures in North America, providing serious competition to the PS4's dominance of the continent.
Much like its two predecessors, however, it was only moderately successful in Europe, and almost totally ignored in Asia.
Sales eventually passed those of the original Xbox in mid, though it looks extremely unlikely to pass sales of the Xbox before its successor releases, if at all.
The PS4 enjoyed overwhelming popularity before its launch, with Sony selling over two million units via preorder. Upon release, it completely shattered all records for day-one sales, selling over a million units in 24 hours despite launching only in North America, and adding another million within two-and-a-half weeks.
Additionally, Sony was very aggressive with the launch of the PS4, launching it in as many countries as supplies would permit within a short period, compared to Microsoft's slower launch timetable in which it launched first in first-world countries in Europe, Australia, New Zealand and North America in , but first-world Asian countries only got the console in , and second- and third-world countries' launch dates were as late as Spring Considering how badly Sony was crippled by the PS3's underwhelming performance, their fervent pushing of the PS4 comes as no surprise.
As of May , reports showed the PS4 at 56 million units and climbing, the Xbox One at 29 million, with the Wii U spluttering out at a final total of just short of 14 million prior to its discontinuation.
The Xbox One received a shot in the arm in late with its slim incarnation, the Xbox One S, which included a slightly faster GPU and a 4K Blu-Ray player the near-simultaneously released PS4 slim had identical specs to the original model , seeing another solid increase in sales.
Both Microsoft — Phil Spencer, the head of Xbox, admitted they'd probably never overtake Sony's lead — and Nintendo, who abandoned the Wii U in favor of a fresh start, ended up conceding the generation to Sony.
To nobody's surprise after the Wii U's failure, Nintendo was first to announce that a new console, codenamed the "NX", was in development in as a way to assure shareholders that they weren't leaving the console market.
However, they then said nothing more for months on end, fanning rampant speculation over what form it would take. In the meantime, both competitors announced updated versions of their existing hardware in Microsoft had both a streamlined version in the Xbox One S and the cutting-edge Xbox One X, while Sony had the enhanced PlayStation 4 Pro.
Microsoft, in particular, stated that the One X was a first step away from the "generation" paradigm altogether, in that they intend to continue to evolve the Xbox One platform in the future instead of replacing it; eventually the original Xbox One will become obsolete and games may stop being compatible with it, but it won't be as clear-cut as in past generations, just like how many games can run on old PCs and how many old games can run on newer computers, even if they really shouldn't.
Meanwhile, the One X will depreciate until it becomes the standard model and a newer model will be introduced as the new luxury version.
Their success will likely be determined by whether this idea catches on. That left the big elephant in the room in the "NX".
Nintendo went a year and a half in complete silence about the new system, breaking it only once to share that they intended to release it in March ; causing the rumor mill to go into overdrive trying to figure out what was going on.
They finally revealed the system in October , a mere five months before release, as the Nintendo Switch. As many rumors had guessed, it combined their home console and handheld lines into a single hybrid system: the system is a portable tablet-like unit, which can be docked to play on TV, played on its own with regular controllers, or have button pads attached to it to make it a handheld.
Two years into the system's lifecycle, Nintendo announced a low-cost version known as the Switch Lite, which integrates the controllers and cannot be connected to a TV, thus effectively making it a pure handheld.
With there no longer being anything really resembling a handheld war, however, it is included in this match-up. One other issue affecting the war this generation is that of cross-play, allowing people with different systems to play together in multiplatform titles.
Over the next few years, more games would face this same issue where Sony would be reluctant to support cross-play, giving either limited support or none at all.
Finally, Atari has announced that they're re-entering the race for the first time since the Jaguar with something called the Atari VCS , originally planned for release by Spring Little is currently known about it, other than it being some sort of mid-ground between gaming console and open-source PC, and that it will come pre-loaded with a vast majority of the company's backlog.
Unfortunately, it's been missing its release deadlines and, as of November , seems to be becoming Vaporware.
Intellivision has also announced plans to re-enter the race, with details surrounding their upcoming console being The Current Standings: As the only truly new hardware from one of the three major competitors, the Switch appears to be enjoying a far better start to life than the Wii U, and in fact most of Nintendo's prior consoles, with the console experiencing the same sort of stock shortages that the original Wii did.
Though it has to build its install base from scratch, where Sony and Microsoft already have a large amount of market share from the original models of their hardware, by October it had sold over 40 million units NOT WITH Lite , and beating Xbox One and Xbox One X, also beating out the Wii's previous record as the fastest selling home console in history by It also quickly gained a reputation of being incredibly indie-friendly, with several indie devs reporting their games selling better on the Switch than on other platforms, even for games that had been out on those other platforms for years already.
Keeping up its momentous progress as of , it can't be denied that Nintendo is back on form after the failure of the Wii U, with the real possibility of the system eclipsing the Xbox and PlayStation despite the late start.
With both Sony and Microsoft declining to release separate sales figures for the original and updated incarnations of their respective systems, the winner of this war is going to depend exactly on how you count the competitors.
Narrowing it down to how the PS4 all models, with the Pro launching in September sold compared to the Switch over the same time period, it appears Sony is winning again, albeit not to the extent of the Curb-Stomp Battle in the previous generation.
If you include the original models, PS4 Pro remains in an unassailable first place, with Switch not counting Lite being in a very distant second place but still rising in the lifetime charts as time passes.
The Xbox One X remains in a decent third place, but not really challenging for the market lead; a fourth model, the Xbox One S All-Digital was released in , but failed to make any real impact on the line's sales, indicating that the larger gaming market still wasn't ready to completely abandon physical media despite the huge surge in games being purchased via digital download though being based on the older "S" chipset, and released at a time when interest in the Xbox One line as a whole was diminishing, likely didn't help much.
For a while, there was much debate about whether or not there would even be what could be described as another console generation after the eighth generation, due to a strong belief among many gamers and tech journalists that streaming gaming — hosted on remote server farms, with the user only having a controller plus a small, cheap "streaming box" connected to their TV set — was the way of the future.
As the s wore on however, with Sony's PlayStation Now and similar such services getting very mixed reactions, it became increasingly apparent that the infrastructure was not yet there to support such services on a large scale, and was similarly unlikely to be ready for the next generation of consoles to eschew physical media and pursue an entirely download-only model another common prediction during the eighth and-a-half generation.
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