Wednesday, April 25, 2018

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] controller is essentially a modern Xbox-style controller. Somebody who doesn't have the box could still buy one of these and use it with their Android or their PC. So they could wirelessly connect their Xbox or PlayStation controller to this, Michael Arzt: Yeah, any Bluebooth or USB controller will work. ] in - but they're using Xbox 360 controllers to test it and play games in the engineering lab. It's very much a PC from that standpoint, and interchangeability with other products and other peripherals will be easy. What is the price point you're looking at, ] - we're always hoping we can do better. I'd rather under promise and over deliver, but right now, we're pretty confident we can hit that price.

Configurations and bundles can change things a little bit - what we put on in terms of games that come with it, if we did a deluxe bundle, that would add price. Yeah, controllers aren't cheap. Michael Arzt: Yeah - well, a good one isn't, and we want it to be a good one, that's important for us. So we're working with a peripheral partner that makes good stuff, and we're really excited about that, and we'll announce them when we're a little bit further down the line. And that's really what it is - a lot of what we're facing right now is - people want a lot of answers.

We feel strongly - and I certainly feel strongly as the guy who has to manage this - I feel it's very important that we speak when we actually have something to say. To promise something and not be able to deliver is way worse than holding back on sharing, and hopefully we'll be pleasantly surprising people in the end. To me, I always like to operate from a position of integrity. We care about this about this thing as much as you do. We know how important it is for this thing to be right. It's important to us, because we work with Atari, but also because we grew up with the brand too - we care that this new Atari is doing things the right way, and avoiding mistakes as often as possible.

On the other hand, why show this hardware now, without having those details, Michael Arzt: Because this is an important milestone, especially after we hit the pause button in December. The first few people said, 'Vapourware' and so on. ] continuing to work on it now we've got many more pieces in place since then. The pause was a really valuable thing for us, because we were able to fix the one thing that was the show stopper, which was quite frankly was, the controller. We did not like the controller we had before, we did not like the partner we were working with, we did not like the business plan, we did not like the design.

It did not fit with the other stuff. ] hey, we're paused now, we'll take a breath, let's do a top-to-bottom audit of everything else, right, There were things that were good, but we felt like if we do this to it, it'll be even better. Timing wise, we realised we're going forward with this, but it's not baked yet, so let's bake it so more. ], but there are real ones working. They're coming, they're real, people can touch them, and we felt it was really important to give them that opportunity - through the eyes of the press, obviously.

] floor. We're going to continue to put information out as it's ready, and we'll speak when we have something to say. Hopefully a couple of months from now when we're at E3, we will have a lot more to talk about - when a lot more deals have been done, and a lot more things have been locked down. And hopefully, we're able to put some playable stuff out there. But there's a lot of work to do! It's just how it is. None of what I'm talking about is promises, it's hopefully this, hopefully that - but best intentions are there.

As I said, we care about how fans perceive us, and look, it's the internet right - people are going to hate, people are going to spew nonsense, and it's fine. I'm glad there's debate. I'd rather have people talk about us, good or bad, because it shows they care! That's a good sign for us. I suppose the worst thing you could have is announce or release something and it goes into the void, right, Michael Arzt: Yeah, exactly. Look, we're working for Atari, working on Atari products. There's a burden to bear there. We'll all readily admit there are things we have done that if we could do it differently, we would. But like with any complex project, you learn things as you go, you make decisions, you make changes, you refine, you adjust.

So you guys are now taking your time and you're allowing yourselves time to pause. What are the next steps, and when are you going to talk more, April. But I can't say today what we're going to announce exactly, but we're going to make an announcement about pre-orders and more details on the project and the box. Does that mean you're no longer crowdfunding this, Michael Arzt: I didn't say that! We're looking at this as an opportunity. It's about fan service, and it's about community. But it will also tell us if we have something - all this chatter, news and excitement, if people are willing to start pre-ordering it, that will tell us a lot, right,

It's moving forward - we could cancel the crowdfunding idea and still be moving forward, but right now we think it can benefit us. We are not Microsoft or Sony, where we have the same kind of research capabilities and previous products that have been around for years. This is, in a lot of ways, a greenfield project, where we're starting from scratch. Having that engagement with the community and the fans is going to be super valuable to answering the questions that we still have about it. We've got a lot of research that we've done, and a lot of calculated hunches that we've put forward in the way we're thinking about it, but the fans will tell us if those things are making sense or not.

] - but that's what we want this one to do for us, to give us a dialogue with fans. And yeah, it's partly a proof of concept, but ultimately, what are we building, The guts of it - to be candid - it's a good laptop that has no keyboard and no screen. What we're doing with the software, and we're doing with the other stuff, that's the special stuff that Atari brings to it, but it's an attractive piece of consumer electronics that structurally is kinda straightforward. It's an AMD, x86 processor, it's a hard-drive, it has an Ethernet support and USB - it's a little computer, and people make computers all the time. The hardware part of it is the easy part. Now it's baking in the software and making it a unique experience.

That's the part we're really rolling up our sleeves and working on right now. What about long term support, Michael Arzt: That's what we want too - to build something that's one and done makes no sense. A lot of things that we're trying to do are things that will, like I say, make it appealing to that younger audience and give it that life span. I'd love to be back here with you in five years talking about VCS 2 - that would be awesome. And if we do our job right, that could be happening. There's other things we could creatively with this design - do different colours and editions, things like that, which we'd love to do also.

But you know, you've got to start somewhere. Are you looking to be on that same stage as, say, a PS4, I think the perception until now is this is a NES mini, or similar. Michael Arzt: No - that's a retro box. There's retro boxes, and there's retro-inspired. I go to a Mini Cooper analogy - that car is not retro, it's retro-inspired. That's how we look at this device. It's a modern device that's retro-inspired. The current Mini Cooper will do everything the old Mini Cooper did. This will do anything the old 2600 or 5200 did, but it also does a lot of modern things very well, if we do it right. So when it comes to games, Atari not only has those generations, but you also have the likes of the Jaguar. Is that something you're interested in,

Michael Arzt: We're looking at everything from our history. Will it all be available from day one, No, that would be a monumental undertaking. ], we parse them out in chunks, right, Those Flashbacks, they have some of the arcade stuff, they have some of the console stuff, they mix it up. I would think that's how we approach the classic catalogue. But by the same token, we're very excited about games like Tempest 4000, which is a completely re-imagined take on Tempest. We want more of those to be made, whether we're making them, or we're working with independent studios for them to develop. ] that are all available to be re-imagined.

We're working on some of them, but there's a whole lot that we will do very favourable deals with independent studios and smaller studios, to give them an opportunity. I could keep asking questions about the VCS, but I don't know how much you can openly answer right now. Linux. Great - port them over, we'll give you a really favourable deal if you put them in our store. We're having those conversations. We're also saying, are you interested in taking a stab at one of our classic IPs, ] we'll typically do a licensing deal where there's an upfront payment - but for the vast majority of our titles,

The idea of indies pitching to make their favourite games of the past to re-imagine is a great idea. Is this an open call, or are these more behind the scenes deals, ] talking to people, and a lot of them are intrigued. The bigger ones tend to be more inclined to take the wait and see attitude - let's see what your audience looks like, lets see if it's worth porting our stuff to Linux - and so on. But the smaller guys, who see it as an opportunity to get their name on the map, ] going to be the ones that might bite.

We invite everybody, and we'd love to talk to everybody, and there's nobody we wouldn't talk to. It's time, it's people talking to people doing work, cutting deals and all of that stuff. There's a bunch of people we're talking to on the investment side that can impact different things, such as where it's sold, how it's sold, that kind of stuff. That's all out there too. I would say, box or no box, it's a good time to be Atari because nostalgia is very popular right now. But the fact we have some cool products to talk to people about, great games that we're doing. We've got a lot going on, we're got a lot more to come. What I know is coming in the next 18 months is pretty impressive, so we're excited and glad to be back as Atari fans ourselves - as I say, we all grew up with it. Everybody wants to be part of bringing Atari back, and bringing it back in the right way - with as few mistakes as possible!

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