Thursday, June 2, 2011

Nickeled and Dimed

The source of my rant:

EA is attempting to make some extra cash from the used-game market. Customers are required to enter a one time code to access multiplayer content. For those who don't have the code they must pay to play. Why does this bug me? I rent. Specifically I rent from Gamefly. I happen to enjoy their services, and have had no major issues. I was most displeased when I discovered Bulletstorm's MP was not accessible. I pay for Xbox Live (well not lately I've been using up the free passes from old games). I pay for Gamefly, and all the other items necessary to play games. Why do I have to pay for multiplayer in EA tittles? 

I continue to find the overall cost of games rising steadily. Buy new hardware to experience motion controls, 3D, and music like gaming. These new features can sky rocket the price of modern home entertainment system, but they are only the big ticket items. 

DLC content continues to change the landscape of released tittles. Map packs in FPS tittles take precedent in on-line play, and divide the have's from the have-not's. Ranging from $10 to $15 per DLC the cost of a game can go up to $100 fast. For RPG's, story arcs are expanded, and players are encouraged to buy expansion packs. If they don't, then they'll be behind once the next full game is released. These additions can cost up to $40, and this doesn't include any in-game items you choose to buy. All of this must have merchandise does add/enhance the gaming experience, but the price of admission is often not worth it. 

If studios and publishers are so desperate for cash, then why don't they look towards advertising. There is vast amounts of empty space in games that can be utilized for ads. Load screens are the easy example. Do you really need the hints? Especially for long running franchises like Halo and Call of Duty--grenades kill, cover protects, bad guys die from taking damage etc. etc. etc. Throw up a quick 7-11 or McDonald's logo next to the hints, or go all the way with a quick commercial. Load screens are usually fifteen to thirty seconds long, which is plenty of time for a fast word from our sponsors. Tittle updates can replace the commercials if needed. This idea can also be applied to intro and tittle screens. 

Games are already seeing advertisements slip into certain genres. Billboards in racing games are a great reference for expanding ads in other areas. The key is to make the ads noticeable, but not overbearing. Gamers will be hesitant to accept advertisements and it is important not to distract from the entertainment factor. Ads should be in areas that do not inhibit gameplay, or ruin a cinematic moment. This is why I suggest load screens, or other areas that are not in-game.

Will there be backlash? Yes of course there will. People also dislike ads in movies and television, yet they still exist. People will not stop buying games because of advertisement. Just like they won't stop buying games because of the price of DLC or multiplayer. 

Ideally I would love to see two options develop--ads or bills. Gamers can be billed and see no ads like many internet subscriptions. Or they can tolerate advertisements in their games. Both are granted full access to a game, which after-all is what this rant was originally all about. 

Sunday, May 15, 2011

A Short Trip Through the Dark Side

Game: Force Unleashed II

System: Everything

Release: October 2010


Force Unleashed provided hours of entertainment as the quintessential ass kicking Jedi video game. Players took on the role of Starkiller, Darth Vader's secret apprentice, and experienced a well executed Star Wars adventure. Such success is bound to bring a sequel, and unfortunately it failed to deliver.

My first gripe with Force Unleashed II is the length. The main character visits three planets, and only fights on two of them. Dagobah is a drawn out cut scene with some rock moving for power ups. Kamino is used twice, and is arguably the most fun. There is a decent space ship level, and Starkiller visits a barbaric planet that is obsessed with a gladiator arena. A stage that felt like a God of War clone. There are two bosses and six levels in all that took me six hours to complete.

Next up on the shit list is the story. None of the characters were new with the exception of a disgruntle baron. The plot itself is boring. Vader clones Starkiller, and tries to make an army of Jedi clones. Big whoop. The writers also tell the origins of the Rebel Alliance by making Juno a key leader. Of course Clonekiller is still in love so he does all sorts of stupid things to be with her again. All the while he's questioning if his existence even matters because he's a clone. Is he a puppet of the Dark Lord, or will he find true love? The first game had you hunting down old Jedi for Vader following the creation of the Empire. There was murder, betrayal, and love. Much more entertaining then the hog wash of a sequel.

Last but not least is gameplay. Actually, I got nothing really bad to say here. There are a few new Jedi powers. The most fun being Mind Trick. Enemies will either commit suicide by jumping off ledges, or fight their allies to the death. The targeting system is better, and the presentation is top notch. Lightsabers finally dismember and decapitate. The music is still John Williams, and there is still plenty of environmental interaction. All of this makes the game fun, and worth experiencing.

Force Unleashed II has tons of awesome little things. The joy of using force grip on a storm trooper and hurling him through the air is magnificent. Taking down larger then life creatures is always fun, and there is even a bit of Boba Fett for the fans. If only the game had some new characters, a better story, and another six levels. Then it may have even been worth the full price of admission. Snerts Snazzy Score gives this title a solid Gamefly. Rent, play, and move on to the next title in your que.