The PlayStation 3's entry into the market was defined by what the hosts describe as a "stumble out of the gate." The console suffered from a "lackluster lineup" of titles and an incredibly "steep price." When adjusting for inflation, the hosts note that the 20GB and 60GB models cost the equivalent of "800 to 1000 of today money," forcing potential buyers to joke about needing "two jobs" just to afford one. This aggressive pricing strategy was indicative of a console that was "engineered by engineers" rather than designed for the average gamer, leading to a product that was packed with "bizarre" features and excessive ports that left users questioning, "I don't know what gets inserted in here."
One of the most defining aspects of the PS3 was its hardware complexity. The system was packed with "all the cool tech" available in 2006, including the ability to "install Linux" and a variety of ports that seemed mysterious to the average consumer. The hosts highlight the irony that while the original models were technically impressive—offering native "hardware backward compatibility" for PS1 and PS2 games—this came at a massive cost. The necessity of including specialized chips to support these legacy titles forced Sony into a "confusing path," eventually leading them to remove these features to lower the price, which created a fragmented ecosystem where subsequent models lost the ability to play older games.
Despite its disastrous start, the PS3 managed to catch up to the Xbox 360 in total sales, a feat the hosts find surprising given the early perception of the console. The final numbers—roughly 81 million for the PS3 versus 84 million for the Xbox 360—were much closer than expected. This success was largely bolstered by the fact that "no one in Japan bought an Xbox 360," with the exception of a niche group of "shooter otaku" who were primarily interested in specific titles like ESP Galuda and Mushihime-sama. The hosts note that the PS3’s success was also aided by the fact that "Blu-ray wins the media race," which helped solidify the console's value proposition over time.
A major point of frustration discussed is the current state of software accessibility. The hosts reminisce about the era when Sony was "really good at presenting and cataloging their classic titles," allowing users to purchase PS1 and PS2 games "a la carte." Today, the hosts express disappointment that they must keep their old, bulky hardware in closets because "there is so much software on that thing that I will not have access to if I get rid of it."
Comparing this to the modern era, the hosts point out a stark contrast: while some games from the Xbox 360 generation remain playable on modern Xbox hardware, the current PlayStation ecosystem lacks this continuity. The transition from the PS3 to the PS4 meant that Sony had to "reset everything," leaving players in a "weird place" where older titles are effectively locked away. This legacy of the PS3 serves as a cautionary tale about the importance of digital preservation, as the hosts conclude that the console remains a "strange system" that is ultimately defined by its technological ambition and the subsequent loss of its vast, playable library.