Photo: GREGG SEGAL
|
UP ALL NIGHT: Insomniac Games hopes it has created an
addictive addition to PlayStation 3’s launch
lineup. [Clockwise from top] P.J. McNerny, Alex
Hastings, Ted Price, and Eric Ellis.
|
Last month saw the
introduction of the PlayStation 3, Sony’s
first new game console in five years. Loaded with new
hardware, including a Blu-ray optical disc player, a
blazing-fast graphics card, and the nine-core Cell
microprocessor, the PS3 has the horsepower to run the
most complex and photo-realistic console games ever
conceived. But despite all the careful engineering that
goes into the hardware of a new game console, its fate
really rests on whether the games it runs can draw an
audience. To a great degree, maintaining Sony’s top spot
in the US $30 billion game industry rests with a small
company called Insomniac
Games, a star among the groups that have
churned out a game in time for the launch of the PS3.
When IEEE Spectrum visited Insomniac’s Burbank,
Calif., headquarters, it was a stellar blue day in July,
but the creators of the best-selling atchet &
Clank franchise were thrilled to be inside
and hard at work on Resistance: Fall of
Man. As the Insomniacs worked, Sony clung to
its position ahead of both Microsoft and third-place
Nintendo Co., which was to release its new Wii system
within days of the PS3 launch. Sony’s original plan was
to beat Nintendo to market by several months, but the
PS3 launch has been plagued by delays, the most recent
due to problems with the Blu-ray optical disc drive.
This past September, Sony unveiled scaled-down plans to
dole out only 2 million units in the United States and
Japan by Christmas, down from an expected 4 million. The
company also said it would not have enough stock to roll
out the PS3 in Europe until March.
Despite the delays, there’s something inside the PS3
that burnished Sony’s reputation as a hardware company.
The heart of the machine is the powerful new Cell
Broadband Engine microprocessor. Developed over the last
five years by Sony, IBM, and Toshiba on a reported
budget of $400 million, the Cell is not just another
chip: it is a giant leap beyond the current generation
of computer processors into a next‑gen muscle machine
optimized for multimedia tasks. Packing nine processors
onto a single chip, the Cell can do up to 192 billion
floating-point operations per second, a 36‑fold increase
over the chip that drove the PlayStation 2 to the top of
the gaming world [see “Multimedia
Monster,” IEEE Spectrum, January 2006].
The potential payoff for all three companies goes
beyond gaming, of course. Toshiba plans to incorporate
the Cell in its high-definition televisions. IBM and
Mercury Computer Systems, in Chelmsford, Mass., are
making Cell blade servers. And Sony might try to capture
control of the living room via its Cell-powered gaming console.
“Sony may have the vision that its box will morph into
something more like a media center,” says analyst
Michael Pachter of Los Angeles–based Wedbush Morgan
Securities. But that won’t happen if people don’t buy
the console, and they won’t do that unless the games are
the best they’ve ever experienced.
That experience won’t come cheap. At press time, the
expected retail price in the United States was a
whopping $499 for a console with a 20-gigabyte hard
drive and $599 for one with a 60-GB drive. Microsoft’s
Xbox 360 debuted last year for $399, and Nintendo’s Wii
is expected to come in at about $250. “The pressure’s on
Sony, because they have to justify the cost for this
monster in an expensive box,” says Michael Wolf,
director of the New York City–based digital home group
of ABI Research, a market research firm.
As some of the people responsible for justifying the
cost, the Insomniacs were feeling the heat, too, back on
that July day. At that point they had been cranking out
code for the Cell for roughly six months, trying to
produce an addictive, eye-popping game that would
demonstrate the power of the new processor.
To pull this off, they had to learn to squeeze as many
calculations per second as they could out of an
unfamiliar chip. The Cell is capable of number crunching
that would choke other top-of-the-line processors, but
only because its architecture is like nothing game
developers have ever seen. Each chip contains a single
processor that coordinates the work of eight others. And
each of those eight differs greatly from the kind of
processor you’d find in a PC or game console today. The
Cell lets the programmer ask many things of it at once,
but it requires those tasks to be molded to the
particular abilities of the eight specialized
processors. That means programmers will have to learn
new ways to code games. It could be that programming the
Cell is the most challenging game that developers have
ever played, with one big difference: the fate of one of
Sony’s most important products hangs in the balance.