Others never made it to stores, like a way to connect Sony’s AIBO robot dog to PS2 and train it with a controller, or a high-end camera peripheral similar to what Microsoft released with Kinect. Some have taken off, such as the EyeToy camera that let PlayStation 2 players see themselves on the screen and play with simulated objects floating around them, like a weatherman on the evening news. Since starting at Sony in 1999, Marks has worked on a variety of experimental ways to interact with PlayStation games. With any luck, Marks says he hopes it lives up the the expectations players have built up in their heads. and Japan to meet with Marks and other key figures, to learn more about how Sony’s VR project came to be. He’s one of hundreds of people who have worked on the headset over the past five years, shaping it from a hacked-together amalgamation of off-the-shelf parts into a futuristic-looking headset appearing in fashion magazines.Īfter a long development road, the headset is now scheduled for release later this year, and Sony recently invited Polygon to its PlayStation headquarters in both the U.S. Today, Marks is one of the public faces behind PlayStation VR, Sony’s entry into the increasingly crowded virtual reality market. Your memory somehow forgets that the previous piece of hardware wasn’t quite what you wanted." And a lot of times the hardware didn’t deliver up to the expectation. "The most exciting thing when we’d get new hardware," he says, citing the ColecoVision Super Action Controller as an example. Surrounded by open boxes, he played everything and recommended the best games to customers.Ītari 2600 games. But for the young Marks, who held the title of chief demo officer, working there was like living in an arcade. It was the early ’80s used game sales weren’t common, and the store - Video Exchange - ran on the gimmick that customers could trade in their games. When Richard Marks was in 10th grade, his father opened a video game store that was ahead of its time.
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