The popularity of comic-based properties, particularly those revolving around superheroes, is on the rise. With both Marvel and DC planning large, branching universes, superheroes are a hot commodity right now.
How everyday citizens react to being powerless in a world of superheroes is a fertile area that hasn’t been touched on before. By focusing on the powerless, Sony’s new television show “Powers” tries to carve a niche in an ever crowded market.
“Powers” debuted March 10 on the Playstation Network and marked the company’s first venture into the world of television. The show is somewhat of an experiment for Sony to see if it can branch into other media. The first episode is available to everyone, but the rest of the season requires a Playstation Plus membership to watch.
Like Microsoft with it’s upcoming “Halo” television series, Sony is pushing the Playstation brand outside the world of video gaming. Such an idea is almost ironic considering Sony marketed the Playstation 4 almost solely to gamers, while Microsoft touted the Xbox One as a media center. Both want to be media centers. Both are looking to increase the appeal of their consoles by spreading into other markets.
Like “Powers,” the upcoming “Halo” series will be available on the Xbox One and will require an Xbox Gold subscription to watch. The series is expected to tie into the upcoming “Halo 5: Guardians” storyline.
Seeking to mimic the success of companies like “Netflix,” Sony and Microsoft are challenging the way people watch television. Neither of their respective shows brings to mind a knock-off or low-budget product. “Powers” offers star power in the form of Shartlo Copley, best known for his roles in “District 9” and “Elysium,” as the lead. According to Variety.com, the “Halo” series will have a budget and production value to rival cable shows like “Game of Thrones.”
Will the experiment pay off? Is there a market for the products both companies are trying to produce? That’s the question Sony and Microsoft must be asking themselves. Both companies need products that can showcase their strengths and make people care.
Video game consoles have primarily been seen as devices to play games rather than as multimedia centers. Microsoft received backlash from gamers when it announced the Xbox One without showing much game support. The consoles’ functions should still be primarily to play video games, but branching outward into other media is encouraging.
The stigma regarding consoles is unlikely to change anytime soon, but creating quality products is a step in the right direction.