May 6, 2013
Illumiroom: Xbox’s Dominating Weapon?
Loyal followers of IGN and Internet gaming and technology news constantly refresh their webpages thousands of times a week for the newest tidbits of info. Like a schizophrenic ghost, constantly knocking at the door of our consciousness, Xbox Illumiroom has constantly flashed on our screen for attention. Yet we’ve ignored the signs for months now for what I assume is because the word Xbox has always been read before it. So the consensus here is that Xbox doesn’t ring well with gamers, but what exactly is Illumiroom?
Like Occulus Rift, Illumiroom is the answer to a long pondered question, “What makes your Xbox 360 so special?” Many of us have given the console an honorary badge of shame, as Sony has outdone the machine in regards to gaming with a larger library of console exclusives and backwards compatibility. And just like Occulus Rift, many people have considered it about as useless as Occulus Rift and Kinect.
However, it might just be the beginning of something wonderful.
Console add-ons have been prominent since the eighties, more specifically the beginning of a console’s domination of the living room. Unfortunately, a console’s relevance shrinks each year as technology continues to shoot forward in directions that dwarf Sony, Microsoft, and Nintendo consoles. They are dated entertainment boxes with a fixed tech specification, which means that entire seven-year life spans can branch out with no real innovation to revive their usefulness.
Only games give people an incentive to keep them there.
Anyone who bought a phone in 2005 has easily upgraded some seven to eight times since then, spending thousands of dollars on replacements and phone upgrades for their mobile needs. But the same Xbox 360 that was released in 2005 still sits in your living room, catching dust as you struggle to define its purpose.
The same games played when the console first released are not the same games that the individual plays now. In fact, these gamers have likely sold old games for a lack of replay ability or boredom. To combat this, Microsoft released Kinect in 2010 with an ambitious E3 showing to a crowd of gamers who, by then, were still waiting on a new console to be announced.
Because of their arrogance, they simply brushed Kinect aside on their to-do list and the true resentment of Microsoft by its fans would begin.
Kinect was still a very innovative piece of technology, with games like Kinect Sports and Kinect Star Wars offering a sign of a change in the wind for the industry. Be that as it may, gamers will not blow wind for the ship if they do not see fit to. Because of this, Kinect didn’t succeed as well as Microsoft might have hoped.
Kinect is still pushing sales figures according to Microsoft, but the question on everyone’s mind is to whether or not Kinect support will be the only bit of technology Microsoft will offer to bring players back to the living room for the next five years. The answer is a screaming no, as Illumiroom seems to take a swing at gamers in ways that Kinect failed to do.
Those failures included demographic selection and, of course, connection to game play for a more hardcore fan base. More will be covered on this in part two of this blog. Until then, let me know what you think of Microsoft’s Kinect and future endeavors in the comments below!