People are trying to hold this thing up to the standards of $1,400 PC's and saying it's not justifiable, at $500... It's a $500 console with a $900~ propositional value.
Give me a break, only 7.87% of users on the whole of Steam have a PC with a GPU capable of matching this system or exceeding it, 7.87%...
@alaannn: What they're saying is because these games are so old, a lot of the publishers and developers no longer exist. As a result of this it will be extremely hard for them to get rights to some games to bring them to the platform.
They have to have permission from whoever owns/controls these games to get them onto the Xbox One platform.
Yeah, that's pretty understandable as I would wager a lot of the publishers and developers from back in the day simply do not exist anymore so gaining rights to these games would not be impossible, but too hard to pursue.
@doccobb: Microsoft's performance was on par with Sony's in terms of first party offerings, it's up to you to decide what is worth more in terms of games but nonetheless that was about the same.
Where Microsoft differed though is they actually put on a show, they entertained, talked about things, showed off nearly four times as many games for their console, and most may have been multi-plats, but it was informative no doubt and there were a lot of neat things to show off.
The highs and lows? What highs? It was literally a less than an hour event to show us everything we had already seen last year and beyond now with vague release dates, some still without.
It was terrible, this was the result of Sony announcing things way too early and coming up completely dry during what is obviously a development year.
@freeryu: They're smart for doing it, and for doing it on Sunday especially. Almost no one will be at work so we can all view and experience the conference in real time to get the full effect. One of my biggest pet peeves is that Sony, Microsoft and Nintendo have historically done these conferences when us adults are at work, this completely fixes that problem.
@Daveof89: It will ensure that their performance is locked to the peak of their coding, so if a game has a 30 FPS cap and gets dips to 22 or 25 FPS those dips will no longer exist and it will always operate at 30, also the system by default forces 16X anisotropic-filtering so textures will look considerably better at distance.
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