kit

These are the tools that allow us to manipulate and experience the digital in our world. Without our desktops, amplifiers and cellphones, the binary that surrounds us would be left undeciphered. As much as I hate gadgetry that all too often fails to function, I hate being left behind even more. What follows is a catalog of the essentials in my toolkit (for better or worse)

Sony PSP

Monday, Aug 20, 2007

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It’s hard to argue the point that Sony makes some really nice looking products: their LCD panels, computers, game systems and practically everything else they produce look great in any environment and seem to ooze cool from every angle and curve.  Sadly, their product engineers haven’t quite seemed to keep pace with the design staff.  Few products make this clearer than the PSP—a sexy little machine whose true potential has yet to be realized by the company that brought it to market.

 

Design

The PSP really is a sexy piece of hardware.  Sporting a highly reflective gloss-black finish on its front face, it’s hard to distinguish where the 4.3 inch screen ends and the case begins (while the system’s turned off, at least).  Turn it on, though, and that screen quickly makes its presence known—sporting a resolution of 480x272, images pop off the PSP’s display with more tantalizing detail than I’ve seen on any other portable device (game system, DVD player, you name it).  The screen’s backlight can be set at one of three intensities to conserve battery life (an issue we’ll come to later).

 

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Most of the controls you’d expect in a modern game system surround the screen: there’s the usual quartet of face buttons to the right of the screen, and a d-pad and single analog thumbstick to the left.  Though one analog input is a lot better than none, that single joystick means that most modern 3D games will be somehow handicapped from a control perspective—movement can be controlled via the joystick, but camera control must be clumsily applied to the face buttons or the systems two shoulder triggers.  Other controls include power and wi-fi slider switches on either side grip and a bevy of system control buttons below the screen.

 

Some have argued that the UMD drive on the PSP is a bit too complex and fragile for its own good, though I haven’t experienced any problems after two years of use.  The only weaknesses I’ve found with the design (besides the omission of a second analog stick) are the placement of its speakers and its battery life.  The speakers are located on the bottom of the device, firing downward.  To say that they sound like ass is an understatement, but hey—that’s what headphones are for.  Battery life is one of the system’s biggest demons, though it varies widely depending on the software being used: if a game or movie requires frequent reads from the UMD, battery life can drop to just under three hours.  Under normal circumstances, though, I’ve easily seen the battery last six or seven hours.  Lowering the screen brightness certainly helps.  As a rule of thumb, pick up the standalone battery charger and a spare power brick when you buy the system. 

 

Software

Though recently support for the system has slowed to a trickle, there’s actually a pretty solid library of games available for the PSP.  Wipeout: Pure and Ridge Racer, two of the best racing games in recent memory, released alongside the system back in March of 2005.  Other interesting standouts were the puzzle game Lumines, the card/strategy combo Metal Gear:Acid! and the strategy game Field Commander.  Though the control interface does make designing 3D action and platform games a challenge, more recent attempts like Daxter and Metal Gear:Portable Ops have raised the bar with functional and intuitive control schemes.

 

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Of course, as Sony is more than willing to tell you, the PSP does more than just play games—the UMD format was designed to distribute full-length films and television shows as well as game software.  Though the video quality of these releases was superb, it proved nary impossible for Sony to convince its customers that they needed to invest in yet another media format.  The move seems baffling as well, considering Sony already included memory stick support.  Flash memory meant that tech-savvy consumers could rip and watch any content they chose, without having to invest in UMD.  Though you’ll still find a few UMD movie releases on store shelves, the format has mostly gone the way of the MiniDisc when it comes to media distribution.

 

Wi-Fi and beyond…

The PSP really does cram a lot of stuff into its small form factor.  Supporting wi-fi (albeit of the slower ‘b’ variety), the system allows for multiplayer gaming both locally (within the range of it’s transmission area) and via the internet.  A short while after the PSP’s release, Sony made a free internet browser available for download as well.  More recently, Sony has been toying with the PSP’s uses as an ad-on for their PlayStation 3 game console—remote access to media stored on the PS3 is made possible both via a LAN or internet connection.

 

It still boggles my mind that Sony never created it’s own version of the iTunes Music Store focusing on their vast library of movies and television programs instead of music.  The PSP is the very definition of an “ipod killer” (at least for video playback).  The system’s still pretty cutting-edge by today’s standards—had Sony waited until mid 2006 to release it, and they did so alongside a rather robust video download service, I’m confident that it would have been a huge success.  Hindsight’s twenty-twenty, I guess.  Still, the PSP is a rather competent game machine.  RPG, racer, and strategy fans will find plenty to love, and things continue to get better for players of 3D shooters and action games as the months go by (Ace Combat X was brilliant).  It will be interesting to see what Sony’s able to do with the platform, now that they’ve announced the new PSP Lite.  Only time will tell.  Till Next Time—

 

The Good Ed

 

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