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Hideki Yasuda (JP Analyst) - The Sony Group may see PS5 as a failure and the envisioned goals are unattainable.

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
Did you know that EA FC isn't cross gen? You can do cross platform Xbox Series to PS5, but you can't do PS4 to PS5. So if your friends buys a PS5 and you have a PS4, you can't play together.

There are absolutely triggers that will cause increased PS5 sales over the next 24 months, that Sony can survive lower sales as long as they're maintaining market share.

Eventually EA FC won't be sold on PS4 and to get the latest version you'll have to buy a current gen device. GTA6 will likely trigger sustainable sales towards that 18 million figure sony plans on selling this year, it may even sell more units in 2025 than 2024.

Wait until Fortnite and Warzone drop PS4 support.

Madden 25 supports PS4 but College Football 25 does not. Valorant will be on PS5 but not PS4. Marathon isn't going to be on PS4.

All of these things will start to trigger PS5 sales among active PS4 users. Sony knows this, they'd rather sell fewer PS5s now at a smaller loss and sell the higher number of these devices under the PS5 Pro which I'm assuming will be sold at a positive margin, possibly with a digital version and a non digital version at an even greater margin.

PS5 Digital - 450
PS5 Standard - 500
PS5 Pro Digital - 600/650
PS5 Pro Standard - 650/700

How many people buying GTA6 will force their friends to upgrade to PS5 to keep playing EA FC with them?

I'm hoping there's ONLY a PS5 digital. But that they release a disc add-on for us physical media people for an extra $50. That way the PS5 Pro can be $600. Because $700 just isn't gonna work.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
Those are your first party for PS5 titles.
you can throw in TLOUPT1 if you must.
And VR titles let's not forget them although Sony seems to have.
Most of them release in the first or 2nd year with the exception of SM2
and went into production in 2017/18
We are halfway through the PS5's 4 year and that is the problem.
You can throw up the Collabs, 3rd party titles exclusives and ports, remasters all you want but that their output on PS5 since it's release.
And they was greenlit before the entirety of Jim Ryan's raign, and that's not a dig at Jim Ryan.
Just an example and the problem.
I mean if you okay with that that's fine.
I'm just saying they hit a wall somewhere and as time goes on maybe we should be a little, just a little concerned.
Not panicking, just eyebrow raising.
You get me?

I feel like people just have underestimated what a global killer disease did to alot of production across the world in ALL respects. We humans just blink an eye and act like the pandemic changed NOTHING over a 2 year period. Why do we so clearly ignore the Covid era?
 

Kokoloko85

Member
They're a support studio, confirmed by SIE itself. SOTC and DS remakes were mainly developed by Japan Studio Product/Internal Development Department.
I think its only recently they are back to supporting studio. Bluepoint had more engeneers and artists on SOTC and Demons Souls. And they were meant to be working on orginal content. The remakes were done from the ground up
 

Mibu no ookami

Demoted Member® Pro™
I'm hoping there's ONLY a PS5 digital. But that they release a disc add-on for us physical media people for an extra $50. That way the PS5 Pro can be $600. Because $700 just isn't gonna work.

Given's Sony's focus on margins, I'm expecting this to be more expensive than many had hoped. Would love to be wrong there.
 

TGO

Hype Train conductor. Works harder than it steams.
I feel like people just have underestimated what a global killer disease did to alot of production across the world in ALL respects. We humans just blink an eye and act like the pandemic changed NOTHING over a 2 year period. Why do we so clearly ignore the Covid era?
Probably because other studios got back to work and are on production of their second or 3rd title in the same period
 

nial

Member
Most the engineers and artists were Bluepoint I think

Sony Interactive Entertainment Worldwide Studios: Development Team​

Creative DirectorGavin Moore

Sony Interactive Entertainment Worldwide Studios: Development Team - Production​

ProducerTeruyuki Toriyama
Assistant ProducerKazuma Kizuka
Global Coordination DirectorJune Miki
Global Project CoordinatorsBrendon Pritchard, Edward Saito
Senior ProducerKentaro Motomura
Executive ProducerYasutaka Asakura

Sony Interactive Entertainment Worldwide Studios: Development Team - Art​

Sony Interactive Entertainment Worldwide Studios: Development Team - Game Designers​

Sony Interactive Entertainment Worldwide Studios: Development Team - Tech Support​

Lead ProgrammerToshitake Tsuchikura
ProgrammerTomohito Ito

Sony Interactive Entertainment Worldwide Studios: Development Team - Audio​

Audio DirectorJeremie Voillot
Creative LeadDerrick Espino
Technical LeadRoel Sanchez
Dialogue LeadDedrick Sarzaba
Sound Manager (JAPAN Studio)Keiichi Kitahara
Sound Lead (JAPAN Studio)Tomohiro Imura
Music ProducersKeith Leary, Peter Scaturro
Music ArrangerBill Hemstapat
Music ImplementationMonty Mudd
OrchestratorJames Charles Fowler
Score MixerKellogg Boynton
Original MusicShunsuke Kida
Audio Test LeadMorgan Fryer-McCulloch
Audio Test AnalystCarissa Winters
There's literally a reason as to why it was first made in Japanese, and then translated into English.
 

Skifi28

Member
FTFY. This is GAF.

QpiLEmb.jpeg
 

DeepEnigma

Gold Member

TGO

Hype Train conductor. Works harder than it steams.
Are they? And did they release games in 2020 too?
Remember I ain't saying the same studio should be announcing something in the time frame
But didn't they just announced a new Doom.
 

Kokoloko85

Member

Sony Interactive Entertainment Worldwide Studios: Development Team​

Creative DirectorGavin Moore

Sony Interactive Entertainment Worldwide Studios: Development Team - Production​

ProducerTeruyuki Toriyama
Assistant ProducerKazuma Kizuka
Global Coordination DirectorJune Miki
Global Project CoordinatorsBrendon Pritchard, Edward Saito
Senior ProducerKentaro Motomura
Executive ProducerYasutaka Asakura

Sony Interactive Entertainment Worldwide Studios: Development Team - Art​

Sony Interactive Entertainment Worldwide Studios: Development Team - Game Designers​

Sony Interactive Entertainment Worldwide Studios: Development Team - Tech Support​

Lead ProgrammerToshitake Tsuchikura
ProgrammerTomohito Ito

Sony Interactive Entertainment Worldwide Studios: Development Team - Audio​

Audio DirectorJeremie Voillot
Creative LeadDerrick Espino
Technical LeadRoel Sanchez
Dialogue LeadDedrick Sarzaba
Sound Manager (JAPAN Studio)Keiichi Kitahara
Sound Lead (JAPAN Studio)Tomohiro Imura
Music ProducersKeith Leary, Peter Scaturro
Music ArrangerBill Hemstapat
Music ImplementationMonty Mudd
OrchestratorJames Charles Fowler
Score MixerKellogg Boynton
Original MusicShunsuke Kida
Audio Test LeadMorgan Fryer-McCulloch
Audio Test AnalystCarissa Winters
There's literally a reason as to why it was first made in Japanese, and then translated into English.


Like I said, most the programers and artists were Bluepoint. They done most the grunt work

EngineeringBruce Woodard, Dak Babcock, Drew Burden, Gregory Allen Roth (Lord), John McCoy (Bones), Joseph S. Houston, Marco Trush, Martin Brownlow, Peter Dalton, Ted Chauviere
Additional EngineeringEric Christensen, Jean-Francois Vézina (Jeff), Andrew O'Neil, Jack Mathews
ArtAlexis Boyer, Bob Wallace, Chris Torres, Chris Voellmann, Dane Shannon-Sparks, Daniel Harfmann, Daniel Rose, Elben Schafers, Erika Soosaar, James Mestemaker, Jamie DeRuyter, Jonathon Ruland, Jordan A. Knight, Justin Wagner, Katie Houston, Luis Ramirez, Mak Malovic, Mark Skelton, Matthew Via, Michael Kahn-Rose, Patrick Sullivan, Patrick Thomas, Peter Rybkin, Sameth Sim, Sterling Brucks, Troy Mishler, Urban McLafferty, Willow Hermoso
Additional ArtLee Amarakoon, Alan Flores, R. Alexander Lawrence, CGBot LLC, Cliff Young, Dan Doherty, Danny Rodriguez, Evan Liaw, Jamie Clark, Keith Osborn, Sean McLaughlin, Shawn Brack, Stacey Moore, Tony Reynolds, Trent Robinson
ProductionDaryl Allison, Howard Tang, Randall W. Lowe, Steven Schaefer
DesignDaryl Allison, Howard Tang, Randall W. Lowe, Steven Schaefer
Development QAAaron Davis (Keefer), Guadalupe DeLaCruz, Hector Aranda, Jeremy Lio, Ryan Collins
Additional Development QAIsrael Rey, Theresa Pudenz
OperationsGavino Morin, Susan Benedict, Tanya Clarkson, Nessa Waters, Ronald Jason Clarkson
Additional ContributionsAdam Roush, Armature Studio LLC, Benjamin Cooper, Brandon Kitkouski, Carlos Anguiano, David Bokser, David Levy, Desmond Young, Diego Almazan, Donovan M. Valdes, Elijah McNeal, George Rushing, Irvin Chavira, Jason E. Bennett, Justin Wentz, Ken Fairclough, Kynan Pearson, LeRoy Strauss, Michael Benedict, Michael Voeller, Miles Woods, Randy Forsyth, Rupy Bhogal, Scribble Pad Studios, Thomas Jung
Special ThanksMichael Veroni, Jos Stam (Autodesk Inc.), Nicolas Serres (from ATG), Tobias Berghoff (from ATG), Ed Cavazos (Pillsbury Winthrop Shaw Pittmann LLP), Nomad Colossus and the 79 steps to enlighenment, Very Special Thanks to all at SIE Japan Studio and Worldwide Studios for supporting the legendary Shadow of Colossus, Thanks to the Japan Studio Development Team; many of whom closely worked with us and played integral parts in implementation and polish throughout the project, Thanks to our friends and family for their support and understanding as we dedicated ourselves; trying our best to honor this special masterpiece, Without the commitment from fans of Shadow of the Colossus; a remake of this magnitude would not be possible. You have our deepest appreciation and gratitude. We hope our remake lives up to your expectations.
 
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nial

Member
Like I said, most the programers and artists were Bluepoint. They done most the grunt work

EngineeringBruce Woodard, Dak Babcock, Drew Burden, Gregory Allen Roth (Lord), John McCoy (Bones), Joseph S. Houston, Marco Trush, Martin Brownlow, Peter Dalton, Ted Chauviere
Additional EngineeringEric Christensen, Jean-Francois Vézina (Jeff), Andrew O'Neil, Jack Mathews
ArtAlexis Boyer, Bob Wallace, Chris Torres, Chris Voellmann, Dane Shannon-Sparks, Daniel Harfmann, Daniel Rose, Elben Schafers, Erika Soosaar, James Mestemaker, Jamie DeRuyter, Jonathon Ruland, Jordan A. Knight, Justin Wagner, Katie Houston, Luis Ramirez, Mak Malovic, Mark Skelton, Matthew Via, Michael Kahn-Rose, Patrick Sullivan, Patrick Thomas, Peter Rybkin, Sameth Sim, Sterling Brucks, Troy Mishler, Urban McLafferty, Willow Hermoso
Additional ArtLee Amarakoon, Alan Flores, R. Alexander Lawrence, CGBot LLC, Cliff Young, Dan Doherty, Danny Rodriguez, Evan Liaw, Jamie Clark, Keith Osborn, Sean McLaughlin, Shawn Brack, Stacey Moore, Tony Reynolds, Trent Robinson
ProductionDaryl Allison, Howard Tang, Randall W. Lowe, Steven Schaefer
DesignDaryl Allison, Howard Tang, Randall W. Lowe, Steven Schaefer
Development QAAaron Davis (Keefer), Guadalupe DeLaCruz, Hector Aranda, Jeremy Lio, Ryan Collins
Additional Development QAIsrael Rey, Theresa Pudenz
OperationsGavino Morin, Susan Benedict, Tanya Clarkson, Nessa Waters, Ronald Jason Clarkson
Additional ContributionsAdam Roush, Armature Studio LLC, Benjamin Cooper, Brandon Kitkouski, Carlos Anguiano, David Bokser, David Levy, Desmond Young, Diego Almazan, Donovan M. Valdes, Elijah McNeal, George Rushing, Irvin Chavira, Jason E. Bennett, Justin Wentz, Ken Fairclough, Kynan Pearson, LeRoy Strauss, Michael Benedict, Michael Voeller, Miles Woods, Randy Forsyth, Rupy Bhogal, Scribble Pad Studios, Thomas Jung
Special ThanksMichael Veroni, Jos Stam (Autodesk Inc.), Nicolas Serres (from ATG), Tobias Berghoff (from ATG), Ed Cavazos (Pillsbury Winthrop Shaw Pittmann LLP), Nomad Colossus and the 79 steps to enlighenment, Very Special Thanks to all at SIE Japan Studio and Worldwide Studios for supporting the legendary Shadow of Colossus, Thanks to the Japan Studio Development Team; many of whom closely worked with us and played integral parts in implementation and polish throughout the project, Thanks to our friends and family for their support and understanding as we dedicated ourselves; trying our best to honor this special masterpiece, Without the commitment from fans of Shadow of the Colossus; a remake of this magnitude would not be possible. You have our deepest appreciation and gratitude. We hope our remake lives up to your expectations.
In comparison, this was their role in God of War Ragnarok.

Partner Studios: Bluepoint Games​

Head of StudioMarco Thrush

Partner Studios: Bluepoint Games - Engineering​

Partner Studios: Bluepoint Games - Design​

Partner Studios: Bluepoint Games - Art​

Art DirectorMark Skelton
Lead Concept ArtistAdam Rehmann
Environment ArtistsJustin Wagner, Alexis Boyer, Pat Sullivan, Sterling Brucks, Willow Hermoso, Urban McLafferty, Audrey Born, Brianna Gibson, Rebecca Migl, Ryne Shearin
Leading Lights ArtistMichael Kahn-Rose
Lighting ArtistsMyriah Higgins, Katie Houston
Visual Effects ArtistsJames Mestemaker, Dane Shannon-Sparks, Sean Lantis, Dallas Glowka
Lead Character ArtistBob Wallace
Character ArtistsAlvaro Buendia, Ryan Todd
Technical Artists / DestructionChris Voellmann, Ben House
Lead Technical AnimatorChris Torres
Character Technical ArtistsDavid Keating, Trey Lynne, Michael Pezok, Tom Whitzer
UI ArtistMichael Veroni
Lead Outsourcing ArtistElben Schafers

Partner Studios: Bluepoint Games - Production​

Partner Studios: Bluepoint Games - Quality Assurance​

Partner Studios: Bluepoint Games - Additional Dev Support​

Partner Studios: Bluepoint Games - Studio​

Director of Business & Legal AffairsGavino Morin
Business Finance & OperationsJune Miki
HR ManagerTanya Clarkson
FacilitiesNessa Waters
Director of Information TechnologyRonald Jason Clarkson
IT AdministratorsMike Benedict, Brian Cramer, Raymond Rubio

Partner Studios: Bluepoint Games - Special Thanks​

Production BabiesGrayson Sage Rubio, Huxley Walter Lynne, Miles Elijah Waters-Gilbert, Oliver Jacob Mathews, Randy Scott Rehmann
In Memory ofRonald Jason Clarkson (23rd January 1971 - 11th December 2021)
Special ThanksTo everyone who has been part of our journey, the great relationships we've forged and the great games we've built together, thank you for being part of our growth and welcoming us into the PlayStation Studios family!
Not too different from Demon's Souls, right?
And the cherry on top is the fact that the game credits Sony Interactive Entertainment Inc., the JP branch, instead of Sony Interactive Entertainment LLC, the US branch that produces every single title developed in North America, in-house or externally. It's not mainly a Bluepoint project.
Plus, we already got SIE explicitly referring to them as a support studio, so it's pointless to expect anything relevant from them anytime soon.
 
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zedinen

Member
Totoki can do whatever he wants: sell 150m PS5s, sell less than the PS4 and make $20 billion, or something in between.


LTD (Launch Aligned)

PS4 60.1 m ($299)

PS5 59.3 m

PS2 53.85 m ($149)







Black And White No GIF by ABC Network


There's always a target on SIE's back: the price of success.


PM1Akuw.jpeg





Sony is basically one-third PlayStation, there's no way they'll exit.

PlayStation makes the difference between Sony and Panasonic.

GSl27JA.jpeg




All profits are not created equal ... PlayStation profits create more value for shareholders.


OWiIa9F.jpeg



I'm just saying they hit a wall somewhere and as time goes on maybe we should be a little, just a little concerned.

PlayStation is having a stellar year: no matter how hard you try, you can't please everyone


STtDFNs.jpeg




According to Totoki
PkzUZWw.jpeg


 

TGO

Hype Train conductor. Works harder than it steams.
PlayStation is having a stellar year: no matter how hard you try, you can't please everyone
We know, this article even says they're making profit.
This isn't the point.
 
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A.Romero

Member
Wow, what an article.

Do they really think Sony suddenly forget what they are doing? They would need to believe value for shareholders is created out of thin air instead of a result in order to completely unlink profit made from products created to sell.

I mean, Sony has always been looking to make a profit and they do it through selling games and services. How does this guy think Sony will achieve the first without acomplishing the second?
 

Kokoloko85

Member
In comparison, this was their role in God of War Ragnarok.

Partner Studios: Bluepoint Games​

Head of StudioMarco Thrush

Partner Studios: Bluepoint Games - Engineering​

Partner Studios: Bluepoint Games - Design​

Partner Studios: Bluepoint Games - Art​

Art DirectorMark Skelton
Lead Concept ArtistAdam Rehmann
Environment ArtistsJustin Wagner, Alexis Boyer, Pat Sullivan, Sterling Brucks, Willow Hermoso, Urban McLafferty, Audrey Born, Brianna Gibson, Rebecca Migl, Ryne Shearin
Leading Lights ArtistMichael Kahn-Rose
Lighting ArtistsMyriah Higgins, Katie Houston
Visual Effects ArtistsJames Mestemaker, Dane Shannon-Sparks, Sean Lantis, Dallas Glowka
Lead Character ArtistBob Wallace
Character ArtistsAlvaro Buendia, Ryan Todd
Technical Artists / DestructionChris Voellmann, Ben House
Lead Technical AnimatorChris Torres
Character Technical ArtistsDavid Keating, Trey Lynne, Michael Pezok, Tom Whitzer
UI ArtistMichael Veroni
Lead Outsourcing ArtistElben Schafers

Partner Studios: Bluepoint Games - Production​

Partner Studios: Bluepoint Games - Quality Assurance​

Partner Studios: Bluepoint Games - Additional Dev Support​

Partner Studios: Bluepoint Games - Studio​

Director of Business & Legal AffairsGavino Morin
Business Finance & OperationsJune Miki
HR ManagerTanya Clarkson
FacilitiesNessa Waters
Director of Information TechnologyRonald Jason Clarkson
IT AdministratorsMike Benedict, Brian Cramer, Raymond Rubio

Partner Studios: Bluepoint Games - Special Thanks​

Production BabiesGrayson Sage Rubio, Huxley Walter Lynne, Miles Elijah Waters-Gilbert, Oliver Jacob Mathews, Randy Scott Rehmann
In Memory ofRonald Jason Clarkson (23rd January 1971 - 11th December 2021)
Special ThanksTo everyone who has been part of our journey, the great relationships we've forged and the great games we've built together, thank you for being part of our growth and welcoming us into the PlayStation Studios family!
Not too different from Demon's Souls, right?
And the cherry on top is the fact that the game credits Sony Interactive Entertainment Inc., the JP branch, instead of Sony Interactive Entertainment LLC, the US branch that produces every single title developed in North America, in-house or externally. It's not mainly a Bluepoint project.
Plus, we already got SIE explicitly referring to them as a support studio, so it's pointless to expect anything relevant from them anytime soon.
Your comparing God of War Ragnarok mostly made from Santa Monica to a remake. Bluepoint was the main portion behind SOTC and Demons Souls. Yes they are a support studio now, but they can make important games. Sony would of been wise to have the same people making SOTC and Demons Souls on another remake, or give Bluepoint some more support to make another remake. Since 2020 theres no reason why they couldnt produce a game
 
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nial

Member
Your comparing God of War Ragnarok mostly made from Santa Monica to a remake. Bluepoint was the main portion behind SOTC and Demons Souls.
I already showed you that SIEJ led development on these remakes.
Yes they are a support studio, but they can make important games.Sony would of been wise to have the same people making SOTC and Demons Souls on another remake. Since 2020 theres no reason why they couldnt produce a game
They have so few designers to even make a remake by their own, let alone a new game.
Sorry to tell you this, but they're currently just a support studio, and nothing is going to change that.
 

ArtHands

Thinks buying more servers can fix a bad patch
He maybe reaching but some of his reasonings are sound.
We have all asked what the fuck are they doing and are told their Profits are the highest they've ever been, Sony is winning.
Which is great, but why does it feel like we're losing.
Going into another generation with a unsatisfactory userbase isn't good regardless of what profit you're making now.
You've just got higher to fall.

I think its due to lack of justification to buying the console, hence it feels like we’re losing (unless you have other platforms too, like PC)
 
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ProtoByte

Weeb Underling
they are in the console selling business. if they cant sell more consoles with nintendo being a year late with their new console and MS effectively quitting the console business then its a real problem.

they are profitable today because they are able to squeeze more out of their existing userbase. but if they cant convince half of cod players to upgrade to ps5 then they are going to eventually run into the same issues ms is running into. MS is also very profitable due to their MAUs and engagement numbers. But if profit is your only metric then their CEO will treat them like any other gaming company and force them to effectively go third party to make even more profit.
And third parties don't actually outprofit successful platform holders.
 
Worst console generation yet in my opinion. So much so I went and picked up a PS3 to play some older titles I missed or forgot about. Games are obviously massively cheaper too.
It's a good time to be picking up Ps3 games. So many cheap games right now, that's a lot of what I've been scooping up over the past year. Ps3, 360, even Ps4 titles. Bargain bin prices, library exploded.
 
I think the fact that Microsoft felt safe to price that 2TB Series X at $600 says a lot about how confident they are that Sony will price the PS5 Pro above that.
The special edition will only be available in select markets in limited quantities. The price is that high because of the extra storage.
 

Astray

Member
The special edition will only be available in select markets in limited quantities. The price is that high because of the extra storage.
Lmao no.

The price of nvme ssds has gone down since the 2020.

Also there's nothing stopping them from making it an ongoing part of the Xbox hardware lineup.
 

Kamina

Golden Boy
I expect a major shake-up at PS Studios within 3-4 years. Hermen Hulst's job depends on the success of the new SM and ND's new IPs. If they are not hits like GOW or TLOU, he will be in serious trouble. Also, studios like Bend, MM, Haven, and Firesprite are all question marks.

Only Insomniac, Guerrilla and Sucker Punch are safe bets right now. Asobi and Housemarque too, but those are niche compared to the others.
 
Lmao no.

The price of nvme ssds has gone down since the 2020.

Also there's nothing stopping them from making it an ongoing part of the Xbox hardware lineup.
They will stop when it sits on the store shelf collecting dust.

From the xbox website - "Xbox Series X – 2TB Galaxy Black Special Edition will be available in limited quantities in select markets."

And Xbox uses the proprietary ones. And those are still expensive. So they priced it accordingly with the price of their ssds.
 
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Astray

Member
And Xbox uses the proprietary ones. And those are still expensive. So they priced it accordingly with the price of their ssds.
The internal ones are regular m.2 2230 drives. Those are getting cheaper too (because of adoption in the new pc handhelds). The add-on drives are the proprietary ones.

Also they can call it limited however they like, if it sells they will keep it, it's literally a bump on SSD size and some paint splatter on the regular Series X shell.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
I think the fact that Microsoft felt safe to price that 2TB Series X at $600 says a lot about how confident they are that Sony will price the PS5 Pro above that.

Don't forget MS also priced the Xbox One at $500, when the PS4 was priced at $400. So are you believing MS was confident that the PS4 would have been $500 too back then? Or just over confident that they could out sale the PS4 even though it's $100 cheaper?

Same unfortunately.

So you also think the PS5 Pro will be $700 or more?
 

nial

Member
Only Insomniac, Guerrilla and Sucker Punch are safe bets right now. Asobi and Housemarque too, but those are niche compared to the others.
Forgetting Polyphony Digital is a crime. SIE SMS is already a safe bet due to the next God of War, oh and there's also SIE SDS, I guess.
 

Mibu no ookami

Demoted Member® Pro™
Don't forget MS also priced the Xbox One at $500, when the PS4 was priced at $400. So are you believing MS was confident that the PS4 would have been $500 too back then? Or just over confident that they could out sale the PS4 even though it's $100 cheaper?



So you also think the PS5 Pro will be $700 or more?

I think we could see a digital version for 600-650 and a non digital version for 650-700.

I think that makes more sense for the margins Sony is probably looking to get.

I had initially hoped that the PS5 Pro would launch for 500 and that the PS5 would drop to 400 and the digital to 350. I just don't see that happening this year. With no price cut, the minimum I think we would see a Pro for is 600.

Given that the PS5 is still losing money, and they probably want to make money on the Pro, I think it would need to be more than 600 without some cost savings, hence 600 for a digital version. If it maintains the same price structure of the PS5, the disc version would be 50 dollars more.

That's obviously assuming they keep two versions like the normal skus.
 

Astray

Member
Don't forget MS also priced the Xbox One at $500, when the PS4 was priced at $400. So are you believing MS was confident that the PS4 would have been $500 too back then? Or just over confident that they could out sale the PS4 even though it's $100 cheaper?
They thought they were having a technological edge thru the Kinect (which also brought their costs up).
 

DeepEnigma

Gold Member
Remember, pricing threshold still has to appeal to people to not say "fuck it at this point" and just go PC.

Approaching $700-$800 is cutting it very, very close to that.

It's just not in their design philosophy. But I guess we will see.
 

Skifi28

Member
Remember, pricing threshold still has to appeal to people to not say "fuck it at this point" and just go PC.

Approaching $700-$800 is cutting it very, very close to that.

It's just not in their design philosophy. But I guess we will see.
It'll also depend on what the leather jacket dude prices the 5xx series and I assume it won't be pretty. If you can get an entire system for 700 that matches a decent PC and also has AI upscaling you're looking at a pretty good deal. A "basic" 4070 alone costed me 650 euros last year and I imagine it's only going up with the next series. If there was a pro back then for 700, I probably wouldn't have even bothered with the gpu.
 
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DeepEnigma

Gold Member
It'll also depend on what the leather jacket dude prices the 5xx series and I assume it won't be pretty. If you can get an entire system for 700 that matches a decent PC and also has AI upscaling you're looking at a pretty good deal. A 4070 alone costed me 650 euros last year and I imagine it's only going up with the next series.
I still think it's cutting it close when you have 3 series systems and the like that are in that full PC pricing wheelhouse.

And a 3 series DLSS is still running circles around these current machines.
 
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Skifi28

Member
I still think it's cutting it close when you have 3 series systems and the like that are in that full PC pricing wheelhouse.
For the record, I'm betting on 550-600 myself, but the value will probably be there even a little higher. 700 seems like a worst case scenario if chip prices go out of control or Sony completely loses touch with reality.
 
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