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Marlow Briggs and the Mask of Death Review

Written By Kom Limpulnam on Rabu, 25 September 2013 | 13.15

His name is Marlow Briggs. The game named after him is a whole lot like God of War, but this brash action hero is no Kratos. He is, in fact, a walking and talking cliche, shouting out "Feel the burn" when he summons fire from the heavens, and "Trust me…it's going to be a bloodbath" as he wades into danger. Marlow Briggs--the game, not its star--is keenly aware of its unoriginality, poking fun at video game tropes and its own hackneyed tribalism. Sometimes, self-aware humor is a crutch used to excuse banal gameplay, but Marlow Briggs and the Mask of Death earns the right to make fun of itself: it's a fast-paced confection that's quite good on its own terms. The silly attitude is just sugar on top.

At first, Marlow Briggs seems like a typical self-serious action game, presenting you with a cackling madman, a damsel in distress, and a brash action hero brought back from the dead by way of a talking Mayan mask with an ancient shaman's soul inside of it. Or something like that. The plot can be boiled down to "kill the bad guy and rescue your girlfriend after chopping up hundreds of nameless grunts," but it's not the story that keeps you pressing on, but rather the always-on action and the crazy dialogue.

Early dialogue is straight from a silly summer blockbuster. "Aw yeah. Class is in session," Marlow shouts out as he violently slashes up anyone within blade's reach, giving you no reason to doubt his dim-bulb sincerity. But then your ancient friend melodramatically bestows a new name upon you, Kamikal Alixel Xojol, before informing you that this means "dancing death princess." "Do you like it?" he snickers, before quieting down while you wave your fancy weapon about as if you've been practicing your whole life. The humor isn't highbrow, but it's rarely juvenile, with Marlow poking fun at video game conventions like conveniently placed machine-gun turrets, and the mask making fun of you when you miss a jump and fall to your death. ("Did you think you saw some enemies down there?")

The good news is that Marlow Briggs doesn't use its humor to explain away its shortcomings. It is, in fact, a good action game in its own right, changing up the environments, the gameplay, and the camera angles often enough to keep tedium at bay. This is by every definition a God of War clone. You chain attacks together using two buttons, occasionally stopping to climb up some vines, slide down ropes, move a few objects around for platforming purposes, and so forth. And because Marlow Briggs takes place in the modern day, you occasionally get to shoot some stationary guns before switching back to your blades, and even get to gun down some aircraft in top-down shooter sequences.

So no, Marlow Briggs is hardly original, but it's gleefully entertaining nonetheless. You begin with a medium-range melee weapon but eventually earn three more, including a longer-range set of chains with a remarkable resemblance to Kratos' weapon of choice. You earn experience as you kill and find extra caches of experience along the way, and then use it to enhance your health and mana pools, while your new playthings come at specific points during the story. There's a good sense of continuing rewards over the game's four-hour or so runtime, as well as a sense of increasing challenge.

The melee action is typically fluid and rewarding, with a few kinks here and there to remind you how hard it is for a game to live up to the legacy of the classic that inspired it. Marlow tumbles and swipes about with ease in battle arenas, rewarding your button taps with colorful displays of violence. He squashes bugs under his feet, carves up scorpions, and summons electrical tornadoes onto the battlefield, and his lively animations make him look like he's having a good time. And that good time sure is infectious.

It's in the details that things get a little messy. For instance, some enemies can be dispatched with an exploitable violent finishing move, which makes certain sequences too easy. The platforming is functional, but the jumping doesn't have the responsiveness of combat, and the fixed camera angles aren't always ideal, leaving you to struggle during certain sequences, like one in which you leap across a bridge while meteors fall upon it. (Additionally, it's hard not to laugh at the ridiculously sped-up animations when you hurry across ropes, hand over hand.) Boss fights are also problematic, particularly one that springs a small quick-time prompt on you way down in the corner of your screen after a very clear preceding prompt.

Marlow Briggs goes for drama during boss fights and elsewhere, though some long, unusual cutscenes come across as more anticlimactic than exciting. In these scenes, the action is paused and the camera swings about, Matrix-style. The image changes throughout the course of the cinematic to indicate action, but what was meant to be a slow-motion payoff comes across as a low-budget mockery. Luckily, Marlow Briggs' grand set pieces more than make up for the silly still-image scenes. As you shinny across a narrow ledge, the camera rotates to reveal a smoking industrial complex and an ancient temple existing side by side in the jungle. You whale on security forces while a demonic head rises up to gaze at you, its giant blue eye and toothy grimace making for a fearsome backdrop.

Its concepts may be familiar, and its mechanics are not best-in-class, but Marlow Briggs switches gears often, always moving forward at a breakneck tempo. You go from severing limbs in a trainyard with locomotives zooming through it, to dodging flaming boulders barreling at you down a narrow corridor, to leaping across moving platforms Frogger-style in a log-sorting facility, to riding a scorpion and jabbing scarabs with its poisonous tail. Here's hoping the sequel teased by the conclusion comes to fruition; Marlow surely has a few more tricks up his bloodied sleeve.


13.15 | 0 komentar | Read More

Bungie design director leaves

Bungie Studios design director and Halo and Destiny universe co-creator Joseph Staten has left the company after 15 years, the studio announced today on its website.

"At Bungie, we consider ourselves lucky. Every day, we get to do what we love in an amazing place, alongside people we respect and admire. No one embodies that more than Joseph Staten," Bungie said in a statement.

"Few have contributed as much to our success. To that end, it is with no small degree of sadness that we say 'Godspeed' to more than just a Grizzled Ancient, but an old, dear friend. And it is with no small degree of delight and intrigue that we imagine what worlds he might take us to next."

In a statement of his own, Staten explained that he is leaving Bungie to "tackle new creative challenges," though these were not specified.

"After 15 great years at Bungie, from the battlefields of Myth to the mysteries of Halo and beyond, I'm leaving to tackle new creative challenges," Staten said. "While this may come as a surprise, fear not. It's been my pleasure building Destiny these past four years, and after the big reveal this summer, our hugely talented team is on track for greatness. I'll be cheering all of them, with all of you, when the game launches next year. Thank you for your support of me, and your continued support of Bungie. We couldn't have done it without you."

Staten is a prolific Halo writer, having written for every game in the series developed by Bungie. He also served as creative director for Peter Jackson's Halo film (which would later fall apart) and authored the New York Times bestseller Halo: Contact Harvest.

Destiny launches in 2014 for current- and next-generation consoles.

→ More coverage of PS4 on GameSpot.com


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Dragon Fantasy Book II Review

Written By Kom Limpulnam on Selasa, 24 September 2013 | 13.15

Dragon Fantasy Book II is a game about doing the same thing over and over until the credits roll, and overcoming challenges using the same tired techniques. Repetition is not an occasional roadblock, but rather, the beginning, middle, and end of the game experience. While the script is pun-packed and, at times, laugh-out-loud funny, Book II is a 15-hour exercise in button tapping.

Book II's visuals and sounds are clearly inspired by classic 16-bit-era role-playing games. The main character, Ogden, is the returning protagonist from Dragon Fantasy Book I. He's bald, overweight, and past his prime fighting years. He and a small group of heroes must band together to defeat an ultimate evil. This story has, of course, been done to death; if developer Muteki hadn't loaded the script with cute jokes and chuckle-worthy dialogue, you could skip all the text without missing much. It's a welcome and entertaining alternative to typical, self-important fantasy blabber. Plus, the silliness means you get to fight off-brand Daleks and groups of David Bowelfs.

Everything about Book II, including combat, is light and free of consequence. The turn-based fights rarely last longer than a minute, and there are no random encounters. Instead, you view enemies in the environment, and you can avoid them with some maneuvering. If you choose to fight, you usually just unleash your standard attacks until the other dudes fall over without worrying about other battle options. Beefier enemies might require you to use your healing spells during a skirmish, but even when you're up against a strong opponent, combat is never tense or challenging. When combat is over, you patch up your party using dozens of cheap healing items. This is the boring core gameplay circle of Book II, and it doesn't change.

The worst part is that Book II clearly had plans to be something better. As you level up--which is a quick, almost effortless process--you learn a wide variety of skills with different effects and uses. Rare items are found in chests. Crafting manuals can be purchased. Superficially, the game aims to expand your options. However, when your basic skills do the job just fine most of the time, there's little reason to try anything else. There are a few instances of ship-to-ship combat, which could have provided some sorely needed diversity, but they're entirely forgettable. Ammunition, in the form of rock monsters, must be battled, defeated, and carried to your ship's cannons. It feels like busywork that keeps you from getting to where you really want to go.

For a good chunk of the story, your main cast is split up. This could have been a fine way to give you three interesting sides of one story, as well as three different play styles. Unfortunately, the stories aren't connected in a meaningful way, and the wayward characters have more or less the same kinds of skills. There's a way to capture monsters and have them fight for you, so you'll be using random creatures to fill out your party most of the time. Aside from having funny names and appearances, most have the same few attacks. Rather than choosing party members based on their combat capabilities, you'll probably end up picking them based on how they look.

Extra quests are plentiful, but they're difficult to manage and often not worth the trouble. Finding lost items and killing bad guys are the most common tasks. After completing a quest, your log tells you which city to return to but doesn't specify who gave the quest. With so many active assignments, you'll almost certainly forget whom to speak with, which means you have to talk to everyone in the city until you find the character you're looking for. Rewards are usually meager anyway. You'll find plenty of experience and goodies on the main story path.

Book II's technical issues are annoying and abundant. The frame rate often drops in environments with weather or atmospheric effects. Full game crashes are common, especially when you're swapping out party members. These problems are worsened by the game's lack of an autosave system. The anxiety you feel when exploring a dungeon doesn't come from the challenges you face; it comes from suddenly realizing that you haven't saved in 20 minutes, and that a crash could easily wipe away the few levels of progress you made. These flaws dictate the pacing. You'll stop and save often when you otherwise wouldn't need to.

With Dragon Fantasy Book II's bare-bones combat and rampant technical issues, your appreciation of the game will boil down to how much you enjoy puns. The framework is in place for a bigger, more engaging game, but there's just no reason to move beyond the basics. Don't be fooled by its appearances: this classic-looking RPG gets nowhere close to filling the shoes of its inspirations.


13.15 | 0 komentar | Read More

What SteamOS Tells Us About the Rumored Steam Box

What does the SteamOS announcement mean for the long-rumored "Steam Box", and how will a Linux-based operating system impact consumers?

Valve kicked off its trio of announcements this week by unveiling its upcoming SteamOS, the Linux-based operating system targeted at small form factor PCs designed for the living room. The announcement comes as a bit of a surprise and leaves many questions unanswered, but an analysis of Valve's recent past and the technology behind a proposed Linux-based gaming system provides hints as to the future of Steam's presence in the living room.

Valve's current efforts started taking shape when it's simplified, controller optimized Big Picture mode UI entered beta back in September of 2012, and the proposal of a so-called "Steam Box", a console sized PC designed for gaming through Steam, made waves at the Consumer Electronics Show a few months later. With two more announcements to go this week, presumably related to the living room space, there's a chance that such a box will surface, but one question remains: will it come from Valve or third-party manufacturers?

Here's what we know so far: the SteamOS can be licensed and implemented at no cost to hardware manufacturers and users. That alone gives credence to the inevitability of third-party Steam-branded PCs. However, the Steam moniker and logo would presumably fall outside the license tied to the SteamOS, and it's likely that Valve will seek to control its brand through some semblance of quality assurance moving forward, especially so if it hopes to contend with the strength of brands such as PlayStation and Xbox.

Theoretically, working with third parties to maintain a certain level of quality for sanctioned Steam Boxes will take a considerable effort on Valve's part, but it's far more likely it will go this route as opposed to designing and manufacturing its own hardware. At least, a series of events over the past year seem to indicate as much. In the same month it released the Big Picture Mode beta, Valve began looking for new engineers to join its hardware division, specifically to "conceive, design, evaluate, and produce new types of input, output, and platform hardware." It then came to the Consumer Electronics Show with prototypes of Steam-dedicated PCs, thus reigniting rumors of an official Steam Box. Given the growth in the PC gaming space of late, the proposition of an easy-to-use, low-profile gaming PC for the living room caught on easily with an audience hungry for next-gen consoles, months before Sony and Microsoft had made any announcements of their own.

However, fast-forward to February of this year, and the hardware division was effectively disrupted when two of its key staff members were laid off: Jeri Ellsworth and Rick Johnson. Valve is a company with a lot of fluid capital geared toward experimentation, but the same willingness to initiate efforts seems applicable to shaking them up, according to Ellsworth's interview with Develop last July, though Valve later stated that the layoffs weren't an indication that any projects had been cancelled.

Chances are, given the ubiquity of Steam, there will be numerous third party Steam Boxes designed specifically for the new OS in the years to come, but there are still hurdles to overcome if Valve or manufacturers hope to find success in a dedicated gaming box. Chief among those is the Linux environment.

Unlike Windows, Linux is unable to use Microsoft's DirectX graphics API; a framework developers use when creating games. OpenGL is the most popular alternative to DirectX, and it's plenty powerful in its own right, but it's nowhere near as popular. Some games support both OpenGL and DirectX, but only a fraction of the nearly 3,000 games available through Steam. Take one look at Steam's selection of games for Mac OSX (821 games) and Linux (299 games), and the disadvantage of a Linux box becomes clear: users will have access to only a fraction of the Steam library.

On the other hand, given SteamOS's ability to stream games from a secondary Windows PC to a TV, it's likely that steam-friendly boxes will become a new niche in manufacturers' line-ups alongside desktops, laptops and tablets. In the past, managing director and Valve frontman Gabe Newell has been outspoken about device-to-device streaming technology, calling out the Miracast technology by name as a means to deliver Windows-centric Steam content to low-cost TV-connected devices. Given this, it's likely that Steam Boxes will exist in two flavors once the OS gets rolling: low-cost devices that stream games from discrete gaming PCs running Windows, and dedicated Linux gaming PCs from third-party manufacturers.

Users hoping to construct their own SteamOS PCs have another hurdle to contend with beyond the lack of DirectX: Linux driver support. The Linux community and various manufacturers have come a long way toward improving support for the untold number of PC components on the market, but Windows remains king when it comes to providing users with functional drivers. Granted, popular manufacturers such as Nvidia and AMD are keeping up just fine, but it's not unusual for incomplete drivers to plague fresh Linux adopters with exotic hardware. Sometimes the incomplete support affects components within components, such as individual chips on motherboards that can affect everything from audio output to SATA support for hard drives. It's an imperfect environment, and it's likely that users will have to compromise one way or another, by building machines from an approved list of parts, purchasing a sanctioned Steam Box from a third party, or streaming their existing PC content to a connected SteamOS device.

Plenty of people are indeed excited about the prospect of taking their PC game libraries into the living room, and chief among the benefits of doing so is support for the Steam Workshop, Steam's repository for user-created game mods. PC users have held game mods over console-players' heads for as long as the two markets have vied for dominance in the gaming space, and the Steam Box may tip the scales for consumers who are skeptical of the two upcoming next-gen consoles' ability to outpace the growth of PC gaming. Mods provide a means to customize games in exciting and new ways, and in doing so, they enable the community to drastically extend the life of a product by delivering everything from custom characters to complete single-player campaigns, all free of charge.

Of course, Valve wouldn't be able to compete with consoles unless it found a way to integrate multiplayer at a system level as well as Microsoft and Sony have, but in today's SteamOS announcement, it also mentioned the inclusion of Game Hubs, which will let players easily join game groups, form clans, and chat in-game. With that final stroke, there isn't much ground that Valve won't have covered when SteamOS goes live in the near future.

Perhaps the most exciting aspect of a Steam Box is the proposition of family sharing, a feature that will let people play games owned by other family members and, potentially, a select number of friends. Only one person at a time can use games from a distinct account, but support for account-specific game saves, in the cloud no less, makes family sharing something more than an official means to grant account permissions to numerous devices. Microsoft had a similar plan for the Xbox One, although it was retracted once the company altered its stance on DRM for its future console.

Where exactly Valve is headed is still anyone's guess, though it's likely the two remaining announcements this week, coming this Wednesday and Friday, will shed light on the future of its latest venture. It's certainly an exciting time for players, and perhaps scary for console manufacturers with hard street dates for static hardware looming overhead. If anything, Valve continues to ignite fires in the PC market, and if it has its way, the pillars of console gaming will have no choice but to react in someway to a successful Steam Box should one, or many, bring PC gaming to the living room in the near future.


13.15 | 0 komentar | Read More

New Watch Dogs Gameplay from TGS 2013 Sony Stage Demo

@bbq_R0ADK1LL I was pleased to see that yes, you can get suppressors for certain weapons.  Also, we see a melee takedown using a different animation from the one at the ctOS server farm in other videos (here, it's a straight beatdown as opposed to a sleeper hold)... this might be proof of the existence of non-lethal melee takedown options, which would be welcome (see: SC: Blacklist).   Further, we see what appears to be a remote charge... can we get these in varieties other than HE, such as CS or flashbang or KO gas?


13.15 | 0 komentar | Read More

Reality Check - Could GTA V train you to kill?

Written By Kom Limpulnam on Senin, 23 September 2013 | 13.15

So much junk science here.  I'm sure Cam did nothing but read the script for this piece, but whoever is producing/publishing this garbage is just making things worse.  They are counting on the fact that most of the people who view this have no idea about how math or statistics work, let alone statistical studies, telling you something you think you already know.  Of course you, the viewer responds "i could have told you that", validating all of your beliefs, while confirming Gamespot's position as a responsible source of information.  

Of course, Cam never mentions the name of the "study", the authors, or their credentials.  He never mentions the limitations of the study.  He never mentions any statistics about the results for controller users in violent games.  Just simply "hey guys, you were right!"

At least viewing some of the comments, there are a few people that realize that if this study even exists, there's no way it was completed in a matter of 5 days (these studies take years), and therefore has absolutely nothing to do with the game they are relating it to, GTA V.  

It just depresses me at how many people are responding with "I'm in the military, and these games don't make you better at killing people".  The reasoning is almost as absurd as the people who say "I play GTA V and I have no intention of hurting anyone".  The issue is that there are people out there who DON'T have that decency or common sense.  Yes most of the population can tell right from wrong, but if you believe that these games can't make weak-minded or mentally ill people violent, then you're simply in denial.


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Top 5 Skyrim Mods of the Week - Diablo Dungeons & Chicken Mounts

Written By Kom Limpulnam on Minggu, 22 September 2013 | 13.15

No Pete Stef this is a weekly show. Its also meant to humour. There are many mods which greatly improve the game. Some of them without even changing the gameplay at all. For example SkyUI, bug fixes which you can't get on console not to mention there are more confirmed bugs on console version of skyrim. Besides mods, skyrim on PC has uncapped Fps not stuck at 30 or below, and higher resolution textures. Also full HD.


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Diablo III Loot Comparison - PC vs Console

@aovannor 

I'm actually pretty well informed on the game.

Though, I did not know that Diablo III had no leveling wall. It's my first Diablo game ever. 

I don't really understand the tone of your response. I actually defend Diablo 3 from unnecessary criticisms regularly. The game itself isn't bad, but it launched with a lot of nonsense that was (online always).

My point with the above post was to point out the slight differences in gameplay structures between the two games. 

Both of the games are very similar to each other, only BG: Dark Alliance (glad that you played the game, btw) puts less emphasis on loot and more on moment to moment action.

Diablo III, in my opinion seemed to rely too heavily on the loot aspect of the game. It was used too much a a driving force behind the game, when it should have been there to supplement the main experience.

Some went as far as to suggest that  it WAS the experience.


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Final Fantasy XIV Online: A Realm Reborn Review

Written By Kom Limpulnam on Sabtu, 21 September 2013 | 13.15

You wouldn't think that simply meeting standards would be cause for celebration, yet when it comes to Final Fantasy XIV: A Realm Reborn, congratulations are in order. At its launch, Final Fantasy XIV Online was a mess--so much so that it was easy to question whether developer Square-Enix had ever played an online role-playing game before, let alone created one. But the old has been burned to ashes and an entertaining and beautiful game has risen to take its place. A Realm Reborn is a perfectly playable massively multiplayer concoction whose witty writing and colorful vistas make it easy to lose yourself in the fantasy.

Enter a nobody, emerge a legend.

This rising phoenix is not an entirely unknown creature, however. While A Realm Reborn represents a sizable step forward for this particular game, it does not leap over the shoulders of the games that have come before. This is a familiar kind of game with a familiar feel under your fingers. Genre fundamentals are delivered here with vigor, if not always with great imagination. You speak with characters labeled with icons floating over their heads, and they send you out into the world to kill roaming creatures, interact with objects, and collect various ingredients for their scientific projects and medicinal needs. When you encounter walking vegetation, skittish jackals, and winged demons, you target them and tap keys or click buttons on your skill bar until you vanquish them. While other massively multiplayer games have re-thought quest structure, combat mechanics, and exploration tropes, A Realm Reborn represents the old world.

A Realm Reborn is a fine representation of this old world, however. Once you choose a race and initial class, you are treated to a long and melodramatic cutscene ripped right out of the Final Fantasy storybook, and then land in the starting area associated with your chosen class. This is an unusual association, given how most similar games use your race to determine your starting location, and you spend the early hours performing gopher quests and slaying low-level creatures alongside a bunch of players dressed like you and performing the same attacks as you. This world structure is sensible when A Realm Reborn's flexible class system is considered (more on this later), but you'll long for some visual variety after a few hours of seeing and hearing the same spells being cast over and over again in every direction.

Once you venture out into the vast world of Eorzea, however, you'll be entranced by it. Open regions are large and attractive, urging you into the distance to see what secrets might be uncovered. In regions with numerous vertical spaces, using the minimap to navigate can sometimes lead to a wild goose chase when you discover that your destination is on a cliff above you, but circling back is no great frustration considering the world's visual grandeur.

Leave the city of Limsa Lominsa, for instance, and you're immediately struck by the beauty of the display before you. The view is a striking mix of moss-coated cliffs crossing the horizon and sturdy spires poking against the clouds. Outside Gridania, the tedious corridors of the original release have been replaced by lush forests where turtlelike adamantoises roam among golden luminescent flowers. As you cross The Footfalls just outside of Ul'Dah, collapsed statues and crumbling archways speak to the destruction that befell the land. Seeing such lovely sights at their best requires a modern PC, but the allure isn't greatly diminished even if you have to adjust some of the game's many visual sliders.

Yes, you will fight those adamantoises, either alone or with friends. There's nothing particularly unusual about the moment-to-moment combat: you select your target and click buttons on your hotbar or press your shortcut keys to fire off projectiles and swing weapons. Like in several modern games, enemies often signal their most powerful attacks, allowing you to move out of the way. Unlike those other games, though, A Realm Reborn doesn't feature a real-time dodge maneuver, so you don't feel like you're leaping out of grave danger. When peril approaches, part of the fun is in the escape, and sauntering into another position just isn't very thrilling.

It may not feature the most tactile combat, but warfare comes into its own when you enter one of A Realm Reborn's many entertaining and challenging dungeons. It's easy to queue up for a dungeon; the game automatically groups players of differing roles, though you may need to wait a bit for that to happen, especially if you play as a damage dealer. The dungeons strike the right balance of combat and treasure hunting, their various nooks and crannies filled with chests to open in between monster battles. Group warfare is colorful, with healing spells easing the violence with their healthy green glow, and horned boss demons galloping around arenas of fire.

Dungeons often require you to use various clever mechanics to triumph. For instance, you may need to lure explosive enemies towards goopy slime monsters so that their eruptions might damage those foes when your arrows cannot. If you're a conjurer, expect your healing spells to get a good workout; if you're a damage-dealing arcanist, you might be thankful for your own healing abilities when your magical comrade has difficulty keeping up. Outside of dungeons, however, combat can be pretty dry. Particularly for magic-users, the slow (but fluid) animations and conservative cooldown times can make for underwhelming open-world skirmishes, with the fireworks of particles and other glittering effects providing most of the interest.

Luckily, dungeons aren't the only place you join up with others. Public quests called FATEs (that is, Full Active Time Events) erupt out in the open, bringing players together to defeat a bunch of spawning lizardmen, attack golems and collect the minerals they leave behind, or protect an AI-controlled local as he makes his way from one point to another. FATEs are full of action, but are so short that you often stumble upon one just as it's finishing up, which can be anticlimactic. However, FATEs are a good source of experience points, so players often band together, riding their chocobos and other mounts from one to the next.


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PlayStation 4 exclusive Deep Down to be free-to-play

This doesn't necessarily mean a bad thing. NOW, I'm not saying this is HOW things will happen, but look at it like this:
Games need to change, or more specifically, pricing models need to change. We've already seen it start with XBLA and PSN, the nature of the game dictates the price. But we still have all console games being released at a full $60 here in U.S., whether it's a one-time-through story game like Heavy Rain, or replayable competitive game like COD or Street Fighter. I have believed games like that should be released for free, and new content be produced and charged. Instead of releasing a "new" Call of Duty every year, release ONE version for free (or $20) and make the money on CONTENT. New maps, new guns, new whatever. NOT a F2P store, but similar to DLC and whatever. If anyone has played Neverwinter, it proves that there is possibility for GOOD f2p game. If the base game is decent, and they make money back on continuous DLC, it won't be that bad. If you get the game for free, whats the problem with DLC? None. 

F2P =/= Bad Game
Bad Game = Bad Game

If it ends up being bad, well thats the games fault, because there are good ways to do F2P. If the the game ends up being good, then we could see Sony trying to adjust how the market monetizes video games, because it definitely needs to change.


13.15 | 0 komentar | Read More
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