Xbox Vs Gamecube
Essay by review • November 23, 2010 • Essay • 608 Words (3 Pages) • 1,174 Views
Released this past month where the next-generation gaming consoles. Hoping to capture a market dominated by Sony's PlayStation 2, Microsoft has earmarked $500 million for its marketing campaign and the hype alone is enough to make a certain people look at this console. A sizable investment at $299 for the Xbox and $199 for the Game Cube, getting past the price tag is only the first hurdle. The second is deciding which to buy.
The world's largest software maker followed familiar territory in developing the Xbox using a PC-based design. Powered by a 733-megahertz Intel processor, it's the most powerful console ever created. It even looks cool with its jet-black with an eerie Aliens inspired slime-green "X". A built-in hard drive allows more game information to be saved and players can store their own MP3s for playback during games. With DVD-player capacity, which requires a $30 remote the Xbox's price begins to look warranted. An ethernet port allows broadband connectivity and Microsoft plans to introduce subscription-based online games next year. The console is bulky, the size of a VCR. The controller also larger than the Game Cube's, it features a new layout of two analog control sticks and six small buttons.
The Game Cube seems ready for the challenge. The system's small dimensions are notable. The size of a large clock radio, the purple cube features a streamlined design .The Cube's predecessor, the Nintendo 64. Featuring a 485-megahertz IBM Power PC microprocessor, the unit is designed for amazing graphics without wasteful frills. Absent are a DVD capability, games come on 1.5 gigabyte disks opposed to the Xbox's DVD-based titles, and no hard drive means any storing or playing MP3s. The controller parallels the console's sleek design. Unlike the Xbox's, it feels natural in the hands, with two analog control sticks, large buttons and triggers for both index fingers.
Target markets for the systems show who these gifts should be intended for. According to industry analysts, the Xbox targets the coveted 16-26 year-old demographic, with more adult-themed games that feature realistic violence and scantily clad female heroes like Lara Croft of PlayStation's Tomb Raider. Nintendo targets younger gamers and loyalists who aren't swayed by technological superiority of one console over the other.
Nintendo delivers affordable innovation and what
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