It's surprising that the concept of downloadable content (DLC) has been around for 10 years now. Starting with the launch titles for the Xbox 360, DLC has become a major part of the industry as it gives the player more things to do in the game and keeps them from trading it in for something else. This need to keep gamers from trading in their old games has forced every major AAA title nowadays to have a plan for DLC or risk fading away into obscurity. With the industry's dependence on DLC, packaging all the DLC together in one purchase called a season pass has become a standard practice for every game big and small. What first started as a great deal has more commonly become a money gouging strategy by publishers.
The two most recent season pass offenders are Star Wars: Battlefront and Rainbow Six: Siege.
It has become common knowledge that Battlefront has great gameplay, but DICE clearly skimped out when it came to the content. Looking to make up for the short-sight, or what I like to call, "We need to get this game out now, better add this stuff later," DICE has provided 20 weapons, 16 maps, four playable heroes and villains, four new game modes, and an exclusive emote that players can buy in a season pass. The content seems reasonable until you look at its 70 dollar price tag. Seriously, 70 dollars! What does EA think they will achieve? They're scaring people away, rather than enticing them to pay for extra content. EA may be arrogant enough to believe severely overpricing their season passes is an acceptable practice, but it will come back to haunt them when gamers skip on the initial release of their games to wait for the inevitable Game of the Year version.
If you though Battlefront's season pass is bad, well the season pass for Rainbow Six: Siege is on a new level of exploitation. Spending 30 dollars on this season pass nets you seven day early access and instant unlock of eight new operators (which you can unlock free of charge by playing the game), weapon skins, 600 credits for additional in-game purchases, five per cent Renown boost, and two more challenges a day. I can't think of a worse way to spend 30 dollars. Outside of the minor boosts and cosmetic additions, everything contained in this season pass can be unlocked through regular play, meaning this pass only exists to gouge money out of Rainbow Six fans. Is Siege a AAA title or a freemium game, Ubisoft? Because how you treating it with this abomination of a season pass and the addition of unnecessary microtransactions are telling me otherwise.
Not all season passes are bad. Witcher III's expansion pass and the Mario Kart 8 DLC bundle price are two examples of great season passes. Just most of the recent offerings have been giving this option to buying DLC in bulk a bad name. Making new content for a game, no matter its size, can be costly especially with the ever-rising price of video game development, but that doesn't give publishers justification to gouge money out of the consumer that already pays close to 100 dollars for one title. Instead of enticing more people to buy more content for their games, these underhanded practices are good ways to keep people from buying DLC altogether.
Showing posts with label DICE. Show all posts
Showing posts with label DICE. Show all posts
Saturday, November 28, 2015
Sunday, October 4, 2015
First Byte: Fan Expo 2015 Gauntlet
Early September, I went to Fan Expo Canada for a day. Aside from exploring the massive show floor and buying a few cool items on sale, I spent the majority of my time playing upcoming games. Actually, it was more like standing in line to play said games. Much like last year. there were well over 30 games at Fan Expo for all to play from big AAA titles such as Assassin's Creed: Syndicate to smaller titles like Cuphead. I always go in dreaming to play every game on the show floor, but I can only get in a quarter at best. This year, I played 10 games in total.
This time around I'm changing up the structure of the Fan Expo Gauntlet. Instead of taking two parts to outline every game I played, I'm going to highlight three titles. These are the titles that I got more time to play and can dissect for your pleasure. With how poorly some demos were managed by volunteers, I just couldn't extract enough from them to fill a paragraph. For example, I played Transformers: Devastation for only enough time to say the combat is exactly the same as Bayonetta just with some third-person gunplay thrown in the mix.
Yo-Kai Watch
To my surprise, Nintendo had a lot more games at their booth than the three games advertised (Splatoon, Super Mario Maker and Yoshi's Wooly World). One of the titles available to play on 3DS was the newest sensation out of Japan, Yo-Kai Watch. The demo I played gave me a good impression on the game's combat system, which is pretty different from most JRPGs on the market.
There are no random encounters in Yo-Kai Watch, you literally chase down wild yo-kai by keeping your cursor over them. Once the yo-kai are caught, you engage in combat. Combat consists of spinning a wheel on the touch screen to alternate between the six yo-kai on your team and activating special touch screen specific activities in order to unleash special attacks. Outside of lining up the correct elements to maximize damage and special attacks, normal attacks automatically occur at regular intervals.
For the 15 to 20 minute demo, I found the combat really fun and engaging alternative to the traditional RPG combat systems, but I can see it getting tedious over the course of a 40 hour playthrough if this is all Yo-Kai Watch offers.
Star Wars Battlefront
Ever since EA and DICE released the first slew of information on the new Star Wars Battlefront at Star Wars Celebration Anaheim, people have been tirelessly debating over the game's content or lack thereof and its similarities to Battlefield. The gameplay footage revealed at E3 did quite a bit to fan the flames, but there were still some doubters. I will say this: you will have no doubts when you get your hands on the game. My friends and I walked away from the demo at Fan Expo astounded at how amazing it was.
The only mode available to play was Survival. It is Battlefront's version of Horde mode as you and a teammate are tasked with battling through waves upon waves of Imperial forces on Tatooine. The first few waves consist of just Stormtroopers, but as the waves go on, the difficulty goes up at a gradual yet challenging pace by throwing AT-ATs and shocktroopers your way. For somebody who can't hold their own in contemporary shooters, Battlefront made me feel like an all-star. The controls felt perfectly tuned to deal with everything that was being thrown my way. There were a couple waves where I was the last man standing and the tight controls were the only thing that allowed me to pull through.
Although the demo consisted of only one mode, the superb controls and the game's ability to accurately emulate the world of Star Wars has me highly anticipating playing Battlefront later this year.
Star Fox Zero
Most games I played at Fan Expo left me feeling optimistic about their final release. Sadly, I can't say the same for Star Fox Zero. While I will still buy this game early next year, I have a bad feeling that the game is going to alienate a lot of people because of its unique control scheme, much like Kid Icarus: Uprising before it.
Star Fox Zero has you using the analog sticks to control the Arwing and the motion controls in the Wii U gamepad to aim your weapons. This control set-up works during the on-rail segments. but completely falls apart when you enter all-range mode. The reason for this occurrence comes from the all-range mode's reliance on pinpoint accuracy to dispatch enemies. If you played Splatoon, you would already know that this control scheme is no where near accurate and Star Fox's focus on it feels counter-productive. Transforming into the walker did alleviate some of the targeting problems with particular enemies, but the walker's controls felt rough around the edges as will.
After playing Star Fox Zero, I am happy that Nintendo delayed the game until early 2016 because it gives Nintendo more time to refine the controls for the game. While Star Fox Zero has the potential to breathe new life into this struggling franchise, a polarizing control scheme might just ground the Star Fox team for good.
This time around I'm changing up the structure of the Fan Expo Gauntlet. Instead of taking two parts to outline every game I played, I'm going to highlight three titles. These are the titles that I got more time to play and can dissect for your pleasure. With how poorly some demos were managed by volunteers, I just couldn't extract enough from them to fill a paragraph. For example, I played Transformers: Devastation for only enough time to say the combat is exactly the same as Bayonetta just with some third-person gunplay thrown in the mix.
Yo-Kai Watch
To my surprise, Nintendo had a lot more games at their booth than the three games advertised (Splatoon, Super Mario Maker and Yoshi's Wooly World). One of the titles available to play on 3DS was the newest sensation out of Japan, Yo-Kai Watch. The demo I played gave me a good impression on the game's combat system, which is pretty different from most JRPGs on the market.
There are no random encounters in Yo-Kai Watch, you literally chase down wild yo-kai by keeping your cursor over them. Once the yo-kai are caught, you engage in combat. Combat consists of spinning a wheel on the touch screen to alternate between the six yo-kai on your team and activating special touch screen specific activities in order to unleash special attacks. Outside of lining up the correct elements to maximize damage and special attacks, normal attacks automatically occur at regular intervals.
For the 15 to 20 minute demo, I found the combat really fun and engaging alternative to the traditional RPG combat systems, but I can see it getting tedious over the course of a 40 hour playthrough if this is all Yo-Kai Watch offers.
Star Wars Battlefront
Ever since EA and DICE released the first slew of information on the new Star Wars Battlefront at Star Wars Celebration Anaheim, people have been tirelessly debating over the game's content or lack thereof and its similarities to Battlefield. The gameplay footage revealed at E3 did quite a bit to fan the flames, but there were still some doubters. I will say this: you will have no doubts when you get your hands on the game. My friends and I walked away from the demo at Fan Expo astounded at how amazing it was.
The only mode available to play was Survival. It is Battlefront's version of Horde mode as you and a teammate are tasked with battling through waves upon waves of Imperial forces on Tatooine. The first few waves consist of just Stormtroopers, but as the waves go on, the difficulty goes up at a gradual yet challenging pace by throwing AT-ATs and shocktroopers your way. For somebody who can't hold their own in contemporary shooters, Battlefront made me feel like an all-star. The controls felt perfectly tuned to deal with everything that was being thrown my way. There were a couple waves where I was the last man standing and the tight controls were the only thing that allowed me to pull through.
Although the demo consisted of only one mode, the superb controls and the game's ability to accurately emulate the world of Star Wars has me highly anticipating playing Battlefront later this year.
Star Fox Zero
Most games I played at Fan Expo left me feeling optimistic about their final release. Sadly, I can't say the same for Star Fox Zero. While I will still buy this game early next year, I have a bad feeling that the game is going to alienate a lot of people because of its unique control scheme, much like Kid Icarus: Uprising before it.
Star Fox Zero has you using the analog sticks to control the Arwing and the motion controls in the Wii U gamepad to aim your weapons. This control set-up works during the on-rail segments. but completely falls apart when you enter all-range mode. The reason for this occurrence comes from the all-range mode's reliance on pinpoint accuracy to dispatch enemies. If you played Splatoon, you would already know that this control scheme is no where near accurate and Star Fox's focus on it feels counter-productive. Transforming into the walker did alleviate some of the targeting problems with particular enemies, but the walker's controls felt rough around the edges as will.
After playing Star Fox Zero, I am happy that Nintendo delayed the game until early 2016 because it gives Nintendo more time to refine the controls for the game. While Star Fox Zero has the potential to breathe new life into this struggling franchise, a polarizing control scheme might just ground the Star Fox team for good.
Monday, June 10, 2013
E3 2013: EA Press Conference Impressions
To answer that question right off the bat, EA will continue their abysmal year after such a weak conference. There was a good number of quality games on display just EA only spent fifteen to twenty minutes of their conference covering them. Right at the beginning, EA blew off the door with an incredible trailer for Plants vs. Zombies: Garden Warfare that parodied EA's own Battlefield trailers. Following the trailer, EA gave us an incredible demo for Garden Warfare that easily convinced me of PopCap's newest venture with the Plants vs. Zombies series. There was the announcement of Peggle 2, but nobody seemed to care because what follow was easily the surprise of EA's conference. That surprise was... wait for it... Star Wars Battlefront! Eight years following the release of Battlefront 2, we are finally getting a sequel to one of the best Star Wars games out there. Also the multiplayer shooter specialists at DICE are handling the next Battlefront so it should be good. Disappointing enough after the Battlefront reveal, EA's conference took a turn for the worse. There were still some good stuff in this conference such as Dragon Age Inquisition, Battlefield 4 multiplayer and another reveal that we will get to in a bit, but not enough to keep the absolutely horrible from sucking the life from this conference. The horrible started when EA moved onto Need For Speed. The new Need For Speed Rivals looked interesting, but felt too derivative of the past Criterion Need For Speed games. Then EA decided to make a venture into the realm of movies by showing us a trailer for the Need For Speed movie (we all know how this movie will turn out). EA's time in Hollywood was not the lowest point of the conference that honour goes to EA Sports, which drove this conference straight into the ground and kept on digging deeper. From random rapping to nonsensical celebrity appearances to Dana White repeating the same sentence over and over again, EA made a complete and utter joke of their entire sports division. None of the gameplay shown for these sports games looked anything close to the target video that EA put on a pedestal at the Xbox One reveal. Even with all the crap EA put us through, there was a light shining at the end of the dark tunnel. That light was the long awaited reveal of Mirror's Edge 2. The short trailer was enough to send gamers home happy. Just not enough to save a conference that was already six feet under.
EA's press conference started out great, but it was all downhill after the Battlefront reveal. EA tried to bring the conference back to life multiple times but no avail. There were a few good moments, nothing that could make me personally recommend watching past the first 15 minutes of the conference.
Grade: D+
Friday, April 27, 2012
Off the Newsstand: Game Informer Issue 228
Two editions of Off the Newsstand in one week, well that is a first. Got both issues of EGM and Game Informer on the same day so immediately after I breezed through EGM, I breezed through Game Informer. The bad part of that breezing through both magazines was that I had nothing to read until this past Tuesday when I got my newest issues of both Nintendo Power and Game Informer. After an underwhelming March issue of Game Informer, let us see if Game Informer can bounce back with a good April issue.
In short, Game Informer Issue 228 is a better than Issue 227. It is not the best issue out there, but a solid nonetheless. With Ubisoft's announcement of Assassin's Creed III releasing this coming October, Game Informer has new protagonist, Connor gracing the two special covers. While the Assassin's Creed III cover story is a much more informative and a better read than The Last of Us cover story from the last issue, it did nothing to get me excited for the fourth Assassin's Creed game in four years. Honestly, I was more excited for Assassin's Creed: Revelations after reading Game Informer's cover story back last June than for the newest entry in Ubisoft's cash cow. Maybe it is franchise fatigue or Assassin's Creed may not be my cup of tea. If you are a fan of Assassin's Creed, you will definitely eat up everything that is reveled in Game Informer's good cover story. If you are not a fan of Assassin's Creed, this issue of Game Informer is packed with good articles. Some of the articles you can find in this issue are an interview with Mojang's Markus "Notch" Persson, the man responsible for a little indie game by the name of Minecraft, coverage of the D.I.C.E. summit in Las Vegas, a roundtable interview with Marvel Comics' top writers about video games, comics and Avengers vs. X-Men, a look at Zen Studios, makers of hit downloadable game Pinball FX 2 and a interview with the designer of the Flash game tribute to the 8-bit era, Abobo's Big Adventure, Roger Barr. Those all come with another solid round-up of previews on upcoming games such as Hitman Absolution and Far Cry 3 and reviews on recently released games like SSX and Syndicate. One article I could personally do without is Game Informer's annual April Fool's tradition, Game Infarcer, a fake magazine within Game Informer. It will illicit a few laughs here and there, but there are much better ways to use those few pages on a stupid jokes about the gaming industry. I will say it is funny watching somebody skim through Game Informer only to stumble upon the Game Infarcer article and believe everything on those few pages.
Overall, Issue 228 of Game Informer is a solid issue. The cover story will only excite fans of the Assassin's Creed franchise, but it is still an enjoyable read. If you do not enjoy the cover story, the other great articles will more than make up for it. You will not be disappointed if you pick up Issue 228 of Game Informer at your local book store or library.
In short, Game Informer Issue 228 is a better than Issue 227. It is not the best issue out there, but a solid nonetheless. With Ubisoft's announcement of Assassin's Creed III releasing this coming October, Game Informer has new protagonist, Connor gracing the two special covers. While the Assassin's Creed III cover story is a much more informative and a better read than The Last of Us cover story from the last issue, it did nothing to get me excited for the fourth Assassin's Creed game in four years. Honestly, I was more excited for Assassin's Creed: Revelations after reading Game Informer's cover story back last June than for the newest entry in Ubisoft's cash cow. Maybe it is franchise fatigue or Assassin's Creed may not be my cup of tea. If you are a fan of Assassin's Creed, you will definitely eat up everything that is reveled in Game Informer's good cover story. If you are not a fan of Assassin's Creed, this issue of Game Informer is packed with good articles. Some of the articles you can find in this issue are an interview with Mojang's Markus "Notch" Persson, the man responsible for a little indie game by the name of Minecraft, coverage of the D.I.C.E. summit in Las Vegas, a roundtable interview with Marvel Comics' top writers about video games, comics and Avengers vs. X-Men, a look at Zen Studios, makers of hit downloadable game Pinball FX 2 and a interview with the designer of the Flash game tribute to the 8-bit era, Abobo's Big Adventure, Roger Barr. Those all come with another solid round-up of previews on upcoming games such as Hitman Absolution and Far Cry 3 and reviews on recently released games like SSX and Syndicate. One article I could personally do without is Game Informer's annual April Fool's tradition, Game Infarcer, a fake magazine within Game Informer. It will illicit a few laughs here and there, but there are much better ways to use those few pages on a stupid jokes about the gaming industry. I will say it is funny watching somebody skim through Game Informer only to stumble upon the Game Infarcer article and believe everything on those few pages.
Overall, Issue 228 of Game Informer is a solid issue. The cover story will only excite fans of the Assassin's Creed franchise, but it is still an enjoyable read. If you do not enjoy the cover story, the other great articles will more than make up for it. You will not be disappointed if you pick up Issue 228 of Game Informer at your local book store or library.
Labels:
Abobo's Big Adventure,
Assassin's Creed,
Assassin's Creed Revelations,
Avengers,
DICE,
Game Informer,
Marvel,
Minecraft,
Mojang,
Notch,
Pinball FX 2,
SSX,
Syndicate,
The Last of Us,
Ubisoft,
X-Men,
Zen Studios
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