I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
The Quixel team announced the latest version of Quixel Bridge is now live! A host of new integrations and under-the-hood improvements, Bridge 2018.5 brings major features to further improve the way users manage, import, and export their content.
This release is said to come with an arsenal of Live Links to make your exports faster. The update brings new plugins for Autodesk 3ds Max, SideFX Houdini, Marmoset Toolbag, and improvements to the team’s Live Link for Autodesk Maya and Unity, available today.
Houdini Live Link
Here’s a taste of what is possible with Houdini Live Link:
Learn about the Quixel Bridge – Houdini Live Link here:
3ds Max Live Link
The team has rebuilt the 3ds Max Live Link from scratch with a new lightweight structure and updated support for Corona, Arnold, Octane, V-Ray, Redshift, and FStorm.
Marmoset Toolbag 3 Live Link
This release of Bridge also brings a full-fledged Live Link for Marmoset Toolbag 3 for an incredibly easy workflow for creating scenes, iterating ideas, or prototyping environments within this mesmerizing real-time renderer:
Maya Live Link
The Maya Live Link is said to get its first major update with Bridge 2018.5. “Redshift, Arnold, and V-Ray have all been updated to the latest version, and their displacement workflows have been dramatically improved”
Make sure to get learn more about the latest version here.