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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : dlc</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx</link><description>Tags: dlc</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>The Problem With XBLA Pricing</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/09/the-problem-with-xbla-pricing.aspx</link><pubDate>Thu, 09 Apr 2009 18:15:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:194445</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=194445</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/09/the-problem-with-xbla-pricing.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/mrburns.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/mrburns.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;When the amazing &lt;i&gt;Bionic Commando: Rearmed&lt;/i&gt; launched last summer at the cost of 800 Microsoft Points (10 dollars), fans of the old-school franchise were relieved--and some were even worried that Capcom wasn&amp;#39;t charging &lt;i&gt;enough&lt;/i&gt;. But just a week before this, the 1200-Point price tag attached to the equally-amazing &lt;i&gt;Braid&lt;/i&gt; caused a bit of alarm--though most agreed that an extra five bucks was more than worth it for such a unique and unforgettable experience.&lt;br /&gt;&lt;br /&gt;These days, the 800 Point-and-under pricing structure of XBLA games is seemingly becoming a thing of the past; this week&amp;#39;s releases of &lt;i&gt;Puzzle Quest: Galactrix&lt;/i&gt; and &lt;i&gt;Flock&lt;/i&gt; are available for 20 and 15 dollars, respectively. For the gamer on a budget--or me, anyway--the 10-dollar price point is the sweet spot for XBLA game prices. And as new XBLA releases find themselves slipping further and further from this comfortable territory, I&amp;#39;m finding myself less and less interested in what&amp;#39;s available in the marketplace.&lt;br /&gt;&lt;br /&gt;
Before I&amp;#39;m ripped to shreds, I&amp;#39;d like to state that I do want to see the makers of these XBLA games adequately compensated for their work--it&amp;#39;s just that the perceived value of a new game (downloadable or not) is &lt;i&gt;far&lt;/i&gt; less than publishers think it is. Even at the happy price point of $10, frugal gamers can get much more than a single XBLA game; in fact, if you&amp;#39;re a regular follower of Steam&amp;#39;s fantastic sales, you could have bought both &lt;i&gt;Bioshock&lt;/i&gt; and &lt;i&gt;Tomb Raider Anniversary&lt;/i&gt; for this tiny sum.&lt;br /&gt;&lt;br /&gt;Of course, these games can be had for so cheap because their publishers have already sold as many copies as they could at retail prices, but that doesn&amp;#39;t mean that this competition doesn&amp;#39;t exist. The Xbox Live Marketplace has been slashing prices on some of their more-popular games--the first episode of &lt;i&gt;Penny-Arcade Adventures&lt;/i&gt; has had its originally-outrageous price chopped in half this week--but we&amp;#39;re creeping closer and closer to having 15 dollars as the norm.&lt;br /&gt;&lt;br /&gt;
What do you 61FPS readers think about the situation? Has the rising cost of XBLA games made you just as miserly as me?&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/30/whatcha-playing-castlevania-symphony-of-the-night-again.aspx" target="_blank"&gt;Whatcha Playing: Castlevania: Symphony of the Night (Again)&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/10/board-games-should-be-downloadable.aspx" target="_blank"&gt;Board Games Should Be Downloadable&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/yahtzee-says-support-your-local-independent-developer-he-s-right.aspx" target="_blank"&gt;Yahtzee Says, Support Your Local Independent Developer (He&amp;#39;s Right).&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=194445" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbla/default.aspx">xbla</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+live+arcade/default.aspx">xbox live arcade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/flock/default.aspx">flock</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/puzzle+quest_3A00_+galactrix/default.aspx">puzzle quest: galactrix</category></item><item><title>Burnout: The Gift That Keeps On Giving</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/26/burnout-the-gift-that-keeps-on-giving.aspx</link><pubDate>Mon, 26 Jan 2009 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:168088</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=168088</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/26/burnout-the-gift-that-keeps-on-giving.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/restart.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/restart.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;I gotta hand it to the charitable folks over at Criterion; since last January&amp;#39;s release of &lt;i&gt;Burnout: Paradise&lt;/i&gt;, they&amp;#39;ve released quite a few substantial DLC updates at absolutely no cost to the consumer. Where companies like Namco-Bandai are content to &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/22/pay-per-grind-tales-of-vesperia-let-s-you-level-with-cash.aspx" target="_blank"&gt;find ridiculous ways&lt;/a&gt; to get their hands on your hard-earned money, Criterion doesn&amp;#39;t seem to mind playing Santa three times a year to support one of the greatest racing games we&amp;#39;ve seen this generation. And even though they plan on charging for their upcoming pack of downloadable cars that absolutely &lt;a href="http://www.criteriongames.com/packs/legendary_cars.php" target="_blank"&gt;don&amp;#39;t infringe on any copyrights whatsoever&lt;/a&gt;, the creators of Burnout have at least &lt;a href="http://www.criteriongames.com/article.php?artID=384" target="_blank"&gt;one more free update&lt;/a&gt; coming out on February 6.&lt;br /&gt;&lt;br /&gt;
While the last free Burnout updates were largely content-related, this new one appears to be a complete under-the-hood overhaul; and the addition of one hugely-missed option is definitely going to bring me back to a game I should have honestly played a lot longer. &lt;a href="http://www.criteriongames.com/article.php?artID=384" target="_blank"&gt;The big announcement&lt;/a&gt;?&lt;br /&gt;&lt;br /&gt;

&lt;i&gt;You ask – we deliver.  Restart is in!  You can now quit or fail an event and choose to restart it.

You’ll be transferred to the start location ready for action.  We’ve always enjoyed the feeling of freedom that Paradise City’s open world delivers, but we appreciate that as you run low on events towards the end of the game, you can spend a little too long in transit.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
While I certainly thought the open-world nature of &lt;i&gt;Paradise&lt;/i&gt; was a nice change of pace, the annoyance of having to drive back to the starting point of failed events made the game much more tedious than it needed to be. It&amp;#39;s true that the streets of Paradise City are literally littered with tons of challenges, but it was always a pain getting stuck out in the boonies after failing a race--and I couldn&amp;#39;t say I enjoyed wasting minutes of driving time manually restarting a car-specific mission. If anything, it&amp;#39;s just nice to see a developer admit to a glaring flaw in an otherwise great game. Had Kaz Hirai done PR for Criterion, I&amp;#39;m sure we&amp;#39;d be hearing the lack of a restart in &lt;i&gt;Burnout&lt;/i&gt; ensures that gamers will have to trade in their precious free time to &amp;quot;unlock the fun.&amp;quot; Then he&amp;#39;d start dancing around for reasons only known to clinical psychologists.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/16/john-s-games-of-2008-year-of-the-open-world.aspx" target="_blank"&gt;John’s Games of 2008: Year of the Open World&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/14/barack-obama-s-sweet-ride.aspx" target="_blank"&gt;Barack Obama&amp;#39;s Sweet Ride&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/22/yeah-but-is-it-art-crazy-taxi.aspx" target="_blank"&gt;Yeah, But Is It Art?: Crazy Taxi&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=168088" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/burnout/default.aspx">burnout</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/burnout+paradise/default.aspx">burnout paradise</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/racing/default.aspx">racing</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/criterion/default.aspx">criterion</category></item><item><title>The GTAIV DLC: Does Anyone Still Care?</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/22/the-gtaiv-dlc-does-anyone-still-care.aspx</link><pubDate>Fri, 23 Jan 2009 03:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:167429</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=167429</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/22/the-gtaiv-dlc-does-anyone-still-care.aspx#comments</comments><description>&lt;p&gt;&amp;nbsp;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/latd.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/latd.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
The ending of &lt;i&gt;Grand Theft Auto IV&lt;/i&gt; left a bit of a sour taste in my mouth, if only because it was just so cruel and heartless to its affable main character; Nico Bellic&amp;#39;s reward for 60 hours of revenge was nothing but a &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/05/grand-theft-auto-iv-s-post-game-purgatory.aspx" target="_blank"&gt;post-game purgatory&lt;/a&gt; in which he had free reign of a sterile city without the underlying social network so much of his pre-ending life was built upon. And while my backlash against &lt;i&gt;GTAIV&lt;/i&gt; isn&amp;#39;t quite as harsh as the current opinion held by quite a few games journalists, I never really felt the desire to play the game again after Nico&amp;#39;s story was abandoned without anything even resembling an epilogue. Admittedly, the game&amp;#39;s obsession with narrative over gameplay really made it suffer, but even so, the second Nico became an aimless NPC was when I stopped caring about anything &lt;i&gt;GTAIV&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;
So now that we&amp;#39;re a less than a month away from &lt;i&gt;The Lost and the Damned&lt;/i&gt;, &lt;i&gt;GTAIV&amp;#39;s&lt;/i&gt; first DLC expansion, I can&amp;#39;t help but utter the overused apathy signifier known as &amp;quot;Meh.&amp;quot; To be honest, this opinion of mine isn&amp;#39;t exactly new; back when I heard that &lt;i&gt;GTAIV&amp;#39;s&lt;/i&gt; DLC would have nothing to do with Nico Bellic, I was a little disappointed. And ever since I wanted to see what happens to the guy after the original game&amp;#39;s final mission (aside from what I &lt;i&gt;make&lt;/i&gt; him do), I couldn&amp;#39;t even muster up the interest necessary to keep &lt;i&gt;GTAIV&lt;/i&gt; in my collection. For as overly-long as &lt;i&gt;GTAIV&amp;#39;s&lt;/i&gt; story was--that Italian Mafia crap was an awful diversion--it always belonged to Nico. And the fact that Rockstar has ditched him entirely feels like a betrayal of sorts--I mean, did they ever tell us why he needed all of that &amp;quot;mahney?&amp;quot; This motivation alone made the game 30 hours longer than it needed to be.&lt;br /&gt;&lt;br /&gt;
All of this leads me to wonder one thing: is anyone out there still seriously psyched about &lt;i&gt;The Lost and the Damned&lt;/i&gt;? If so, let me know. I&amp;#39;d be willing to entertain some differing opinions.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/05/grand-theft-auto-iv-s-post-game-purgatory.aspx" target="_blank"&gt;Grand Theft Auto IV&amp;#39;s Post-Game Purgatory&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/18/do-we-want-video-games-to-be-more-like-movies.aspx" target="_blank"&gt;Counterpoint: Games Shouldn&amp;#39;t Try to Be Movies&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/the-61fps-review-grand-theft-auto-4-review-part-1.aspx" target="_blank"&gt;The 61FPS Review: Grand Theft Auto IV, Part 1&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=167429" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+360/default.aspx">xbox 360</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gta+iv/default.aspx">gta iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+lost+and+the+damned/default.aspx">the lost and the damned</category></item><item><title>We are Skeptical of Cave Story's DLC</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/09/we-are-skeptical-of-cave-story-s-dlc.aspx</link><pubDate>Fri, 09 Jan 2009 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:163164</guid><dc:creator>Cole Stryker</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=163164</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/09/we-are-skeptical-of-cave-story-s-dlc.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/cavestory2.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/cavestory2.jpg" width="269" border="0" height="195" alt="" /&gt;&lt;/a&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Where this would usually be cause to celebrate, I can&amp;#39;t help but think that anything added to this game is going to bring it down. Here&amp;#39;s some news from the port&amp;#39;s team: &lt;/p&gt;&lt;blockquote&gt;We’re still working away at Cave Story trying to make sure
it’s faithful to Amaya-san’s original while adding a few things for the
console release. One of these new additions, I’m happy to announce is
Download Content. I think we received enough e-mails demanding it that
we’re doing our best to include some new surprises in the WiiWare
release. You’re going to have to wait for more info on that.&lt;/blockquote&gt;&lt;p&gt;Even hearing the phrase &amp;quot;graphical facelift&amp;quot; makes me cringe. One of the game&amp;#39;s biggest appeals is it&amp;#39;s charictaristically pixellated style. Hopefully they won&amp;#39;t change things too much. I&amp;#39;ll let Tim Rogers at Action Button articulate why I don&amp;#39;t want anything in this game to be &amp;quot;retouched&amp;quot; or &amp;quot;improved&amp;quot; or &amp;quot;facelifted&amp;quot;:&amp;nbsp; &lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;i&gt;Cave Story&lt;/i&gt;’s existence as a 100% independent product is, in a way, both the cause &lt;i&gt;and&lt;/i&gt;
effect of its immortally perfect game design. We have applauded, as of
late, game developers with “common sense”. In this very review, we have
mentioned the spreadsheet mentality of the Modern Large Game Publisher.
The parenthetical sentence in which we say that game companies actually
hire people to tell them that “Sports games appeal to sports fans” was
more than a rhetorical device: it was a report of fact. There’s an
objective truth hidden, somewhere deep inside &lt;i&gt;Cave Story&lt;/i&gt;’s
kiddy pool of mechanics: that videogames can and will be planned and
polished, though the absolute conviction of one man is exponentially
more powerful than the givings-up, sighings, and
signing-on-the-line-which-is-dotted-ing of a committee of professional
quitters. &lt;br /&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;i&gt;Cave Story&lt;/i&gt; is just fine the way it is. Adding to it would only dillute its excellence. For those of you who have yet to play the game, I suggest you &lt;a href="http://agtp.romhack.net/project.php?id=cavestory" target="_blank"&gt;download and play it RIGHT. NOW.&lt;/a&gt;&amp;nbsp; &lt;br /&gt;&lt;/p&gt;&lt;p&gt;(via &lt;a href="http://kotaku.com/5127018/cave-story-wii-has-a-little-extra-something" target="_blank"&gt;Kotaku&lt;/a&gt;) &lt;/p&gt;&lt;p&gt;&lt;b&gt;Related Links:&amp;nbsp;&lt;/b&gt;&lt;/p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/02/the-best-news-in-sixteen-thousand-years-cave-story-coming-to-wiiware.aspx"&gt;The Best News In Sixteen Thousand Years: Cave Story Coming to WiiWare&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/spelunking-through-cave-story.aspx"&gt;Spelunking Through Cave Story&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/11/underpowered-cave-story-quot-ports-quot.aspx"&gt;Underpowered Cave Story &amp;quot;Ports&amp;quot;&lt;/a&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=163164" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cole+stryker/default.aspx">cole stryker</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cave+story/default.aspx">cave story</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/action+button/default.aspx">action button</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tim+rogers/default.aspx">tim rogers</category></item><item><title>Industry Predictions for 2009: Doom and Gloom Edition</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/02/industry-predictions-for-2009-doom-and-gloom-edition.aspx</link><pubDate>Fri, 02 Jan 2009 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:160554</guid><dc:creator>Joe Keiser</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=160554</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/02/industry-predictions-for-2009-doom-and-gloom-edition.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009glasses.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009glasses.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;Happy New Year, everyone! Please note before continuing that you are unlikely to see the word “happy” in any other place in this entry. My predictions for where gaming is going in 2009 are not particularly rosy, but these are lean times, and lean times do not care so much about your feelings.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;More closures:&lt;/b&gt; As investors pulled money and game sales underperformed, companies closed left and right at the end of 2008. I expect that trend to continue as more Christmas sales results come in. Independent developers, the ones completely unprotected from the financial storm, will be in the most trouble, but publishers will probably close down a significant number of internal studios also. Midway, of course, &lt;a href="http://www.chicagotribune.com/business/chi-wed-midway-games-dec17,0,2494029.story"&gt;will be first&lt;/a&gt;—there’s a chance some semblance of the company will get out of its current turmoil, but that Midway will bear little resemblance to the one of today.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;The $60 price ceiling will hold:&lt;/b&gt;&lt;i&gt; &lt;/i&gt;Late in the year, the news that &lt;i&gt;Call of Duty: World at War&lt;/i&gt; was being sold at $50 in some places scared the bejeezus out of some of the big industry analysts, who &lt;a href="http://www.forbes.com/technology/2008/12/28/videogame-prices-fall-tech-personal-cx_cm_1229price.html"&gt;began to wonder aloud&lt;/a&gt; if the $60 price ceiling was viable in a recession of this magnitude. But the answer to that question doesn’t really matter: whether it seems viable or not, there is no way that that maximum price will drop. It took the industry ten years, a lot of hard work and a whole new hardware generation to get to $60. Lowering the price now wouldn’t just hurt bottom lines immediately, it would hurt them long term as publishers would have to do all that hard work again. Price cuts from an initial asking price of $60 may come quickly, but you all know that’s nor new either. After all it wasn’t that difficult to find &lt;i&gt;Call of Duty 4&lt;/i&gt; for $40 prior to Christmas 2007. 
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;DLC will reign supreme:&lt;/b&gt; 2009 will be the big year for downloadable games and add-ons. 2008 set pretty solid bedrock for this to occur, thanks to excellent and financially successful DLC-exclusive titles like &lt;i&gt;Super Street Fighter II Turbo HD Remix&lt;/i&gt; and &lt;i&gt;World of Goo&lt;/i&gt;. In this down economy, these cheap games will look better than ever to gamers, while game makers will also appreciate how the low development and distribution costs affect their quarterly budgets. When the DSi launches in the US with its own online store, digital distribution will start a long and healthy boom.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;The PSP will not put up, but shut up:&lt;/b&gt; With things dwindling on every front for Sony, 2009 will be the year where the company will have to look itself in the mirror and ask exactly what its goals actually are with the PSP. Chances are it will not have a good enough answer to this question. There are a few things that could be done to save the system and brand, but it’s just as likely that Sony will let the little thing limp into 2010 and die so the company can instead focus resources on its primary console business. Because that’s where it really needs help.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/17/looking-ahead-10-wii-games-that-i-m-looking-forward-to-in-2009-part-1.aspx"&gt;Looking Ahead: 10 Wii Games Amber&amp;#39;s Looking Forward To in 2009&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/18/on-sega-and-the-proper-use-of-the-wii-in-2009.aspx"&gt;On Sega and the Proper Use of the Wii in 2009&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/10/2009-predictions-the-end-of-lists.aspx"&gt;Top 5 Reasons Why 2009 Will Bring the End of Lists&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=160554" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/psp/default.aspx">psp</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/joe+keiser/default.aspx">joe keiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/recession/default.aspx">recession</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/2009/default.aspx">2009</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/call+of+duty+world+at+war/default.aspx">call of duty world at war</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/predictions/default.aspx">predictions</category></item><item><title>Holiday DLC for You and Yours</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/19/holiday-dlc-for-you-and-yours.aspx</link><pubDate>Fri, 19 Dec 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:158008</guid><dc:creator>Joe Keiser</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=158008</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/19/holiday-dlc-for-you-and-yours.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/barenakedfortheholidasy.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/barenakedfortheholidasy.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Harmonix has &lt;a href="http://multiplayerblog.mtv.com/2008/12/18/harmonix-announces-new-rock-band-holiday-song-track-pack/"&gt;just announced&lt;/a&gt; that next week’s &lt;i&gt;Rock Band&lt;/i&gt; DLC content will be holiday themed, proving once again that they really get it when it comes to the music game market. The songs are, of course, pretty decent:
&lt;br /&gt;&lt;br /&gt;
Barenaked Ladies – &lt;i&gt;Hanukkah Blessings&lt;/i&gt;&lt;br /&gt;
Billy Squier – &lt;i&gt;Christmas is the Time to Say I Love You&lt;/i&gt;&lt;br /&gt;
The Pretenders – &lt;i&gt;Blue Christmas&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
This is the kind of thing that DLC is built for, especially for games that have built a business model around frequent DLC updates. Such a model allows for the industry to indulge yearly in a little bit of seasonal content, the same way Hollywood spews out the same cheaply-made movie about holiday family awkwardness every first weekend of December. I’m no fan of Christmas movies, but I’m happy and eager to drape games I already like in festive colors for a few days every winter.
&lt;br /&gt;&lt;br /&gt;
Here’s a few other 2008 holiday DLC things to fool around with next to the fireplace this year. No, &lt;i&gt;Guitar Hero&lt;/i&gt; isn’t getting anything (humbug). No, &lt;i&gt;Rock Revolution&lt;/i&gt; isn’t getting anything either (hey, if you were Konami, would you support that game?).
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Lips:&lt;/b&gt; Microsoft’s don’t-call-it-a-karaoke-game is getting &lt;a href="http://majornelson.com/archive/2008/12/12/lips-christmas-and-hanukkah-dlc.aspx"&gt;a pretty nice set &lt;/a&gt;of holiday songs. If it can keep up this level of DLC updates, it could eventually become a contender:
&lt;br /&gt;&lt;br /&gt;
Gene Autry – &lt;i&gt;Rudolph the Red-Nose Reindeer&lt;/i&gt;&lt;br /&gt;
Brenda Lee – &lt;i&gt;Rockin’ Around the Christmas Tree&lt;/i&gt;&lt;br /&gt;
Burl Ives – &lt;i&gt;A Holly Jolly Christmas&lt;/i&gt;&lt;br /&gt;
Barenaked Ladies – &lt;i&gt;Hanukkah Blessings &lt;/i&gt;&lt;br /&gt;
Nat King Cole – &lt;i&gt;Merry Christmas to You&lt;/i&gt;&lt;br /&gt;
Bing Crosby – &lt;i&gt;White Christmas
&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;
&lt;b&gt;SingStar:&lt;/b&gt; But it would take a while for Lips to catch up to Sony’s original don’t-call-it-a-karaoke-game. The SingStore already has more than 400 songs in it, and with &lt;a href="http://kotaku.com/5101153/singstar-getting-heavy-dose-of-christmas-cheer-also-starship"&gt;its holiday DLC update&lt;/a&gt; it’s flexed its muscles and thrown up Paul McCartney’s &lt;i&gt;Wonderful Christmastime&lt;/i&gt;. Oh, and these other titles:
&lt;br /&gt;&lt;br /&gt;
Toni Braxton – &lt;i&gt;Have Yourself a Merry Little Xmas&lt;/i&gt;&lt;br /&gt;
Babyface – &lt;i&gt;Sleigh Ride&lt;/i&gt;&lt;br /&gt;
Shakin’ Stevens – &lt;i&gt;Merry Christmas&lt;/i&gt;&lt;br /&gt;
Celine Dion – &lt;i&gt;Christmas Eve&lt;br /&gt;&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;&lt;object height="295" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/gBxNIS4HEnE&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/gBxNIS4HEnE&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" height="295" width="480"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Soulcalibur IV&lt;/b&gt;: If you hate singing carols but love holiday fetish wear,&lt;i&gt; Soulcalibur IV&lt;/i&gt;’s Customization Pack 3 is your fix. It contains all the costuming doodads you need to turn Ivy into a sexy, beardless Santa Claus. I’m not here to judge.
&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/3100784352_158b3a6580.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/3100784352_158b3a6580.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;b&gt;&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Xbox 360:&lt;/b&gt; There’s a holiday theme for the dashboard you probably know about, some skiing clothes for your avatar, and an avatar-torturing snow globe for some reason. But at least it’s something, compared to the…&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/40_ps3_1.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/40_ps3_1.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;PS3:&lt;/b&gt; which doesn’t have anything official. But the PlayStation Network Store has a third-party Mrs. Claus theme, which creepily attempts to eroticize Santa, infidelity (what, no Ms. Claus?) and freezing to death at the same time. PlayStation Home just got beards, which could probably be turned into festive beards if you ever wanted to venture into Home again.
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:
&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/18/santa-s-welcome-bounty-christmas-morning-games.aspx"&gt;&lt;br /&gt;
Santa&amp;#39;s Welcome Bounty: Christmas Morning Games&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/23/whatcha-playing-a-little-singin-a-little-dancin.aspx"&gt;Whatcha Playing: A Little Singin’, a Little Dancin’&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/17/music-game-shark-jumpin-activision-possibly-too-legit-to-quit-working-with-mc-hammer.aspx"&gt;Activision Possibly Too Legit to Quit, Working with MC Hammer
&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=158008" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+360/default.aspx">xbox 360</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+band/default.aspx">rock band</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lips/default.aspx">lips</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ps3/default.aspx">ps3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/joe+keiser/default.aspx">joe keiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/christmas/default.aspx">christmas</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/santa+hats+on+pretty+girls/default.aspx">santa hats on pretty girls</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/soulcalibur+iv/default.aspx">soulcalibur iv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/singstar/default.aspx">singstar</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/holidays/default.aspx">holidays</category></item><item><title>Trailer Review: Terrifying New Mirror’s Edge Content</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/04/trailer-review-terrifying-new-mirror-s-edge-content.aspx</link><pubDate>Thu, 04 Dec 2008 21:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:152766</guid><dc:creator>Joe Keiser</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=152766</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/04/trailer-review-terrifying-new-mirror-s-edge-content.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/mirrorsedgedlcbanner.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/mirrorsedgedlcbanner.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;Ah, &lt;i&gt;Mirror’s Edge&lt;/i&gt;. There’s so much to think about when talking about it. It is, without doubt, a flawed, frustrating experience, the kind of game experience that you hate just as much you love. It also just happens to be the most important, must-play AAA title of the year. And it’s beautiful, and also nauseating. It has dizzying production values, and cheap looking Flash-like cutscenes. For every positive point, DICE’s opus has an equally negative counter-point, save for the one negative that stands alone: &lt;i&gt;Mirror’s Edge&lt;/i&gt; is pretty darn short.
&lt;br /&gt;&lt;br /&gt;
So of course there’s new DLC coming out for it, and it’s not just more of the same—for starters it’s called the &lt;i&gt;Pure Time Trials&lt;/i&gt; pack, time trials being the one thing that everyone unequivocally loved about the original.
&lt;br /&gt;&lt;br /&gt;
And judging by the trailer, which I’ve just watched for the sixth time in a row, it is also in its way more beautiful than the rooftop playgrounds of the game’s story mode. If you thought that was a clinic in Swedish minimalism, you’ve seen nothing—these new levels are made entirely of blocks of solid color hovering in space. The camera twirls as the mind boggles, searching for the seemingly limitless paths of flow in this pristinely artificial landscape. Here is the game that design mechanic fetishists wanted the original to be, this trailer seems to say. I personally couldn’t be happier.
&lt;br /&gt;&lt;br /&gt;&lt;object height="295" width="480"&gt;&lt;param name="movie" value="http://www.youtube.com/v/i0Wb5epscJE&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/i0Wb5epscJE&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" height="295" width="480"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;font size="3"&gt;Previous Trailer Reviews:&lt;/font&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/17/trailer-review-the-chase-felix-meets-felicity.aspx"&gt;The Chase - Felix Meets Felicity&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/14/trailer-review-yakuza-3.aspx"&gt;Yakuza 3&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/trailer-review-mirror-s-edge.aspx"&gt;&lt;font size="2"&gt;&lt;/font&gt;&lt;/a&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/20/trailer-review-dragon-quest-ix.aspx"&gt;Dragon Quest IX&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/tgs-trailer-time-resident-evil-5.aspx"&gt;TGS Trailer Time: Resident Evil 5&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/29/trailer-review-retro-game-master.aspx"&gt;Retro Game Challenge&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/04/trailer-review-golden-axe.aspx"&gt;Golden Axe: Beast Rider&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/19/trailer-review-house-of-the-dead-overkill.aspx"&gt;
House of the Dead: Overkill&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/08/trailer-review-riz-zoawd.aspx"&gt;
Riz-Zoawd&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/29/trailer-review-idolm-ster-psp.aspx"&gt;
Idolm@ster PSP &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/24/trailer-review-the-last-guy.aspx"&gt;
The Last Guy&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/15/trailer-review-tecmo-bowl-kickoff.aspx"&gt;
Tecmo Bowl: Kickoff &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/trailer-review-captain-rainbow.aspx"&gt;
Captain Rainbow &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/07/trailer-review-the-past-and-future-with-mega-man-9-and-chrono-trigger-ds.aspx"&gt;
Mega Man 9 and Chrono Trigger DS &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/26/trailer-review-densetsu-no-stafi-5.aspx"&gt;
Densetsu no Stafi 5&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/18/trailer-review-sonic-unleashed.aspx"&gt;
Sonic Unleashed&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/11/trailer-review-infinite-undiscovery.aspx"&gt;
Infinite Undiscovery&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/05/trailer-review-sonic-chronicles-the-dark-brotherhood.aspx"&gt;
Sonic Chronicles: The Dark Brotherhood &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/02/trailer-review-street-fighter-4.aspx"&gt;
Street Fighter IV&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/20/trailer-review-the-conduit.aspx"&gt;
The Conduit&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/trailer-review-mirror-s-edge.aspx"&gt;
Mirror’s Edge&lt;/a&gt;&lt;/font&gt;&lt;font face="helvetica" size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/trailer-review-mirror-s-edge.aspx"&gt;&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=152766" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/trailer+review/default.aspx">trailer review</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dlc/default.aspx">dlc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mirror_1920_s+edge/default.aspx">mirror’s edge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/joe+keiser/default.aspx">joe keiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/minimalism/default.aspx">minimalism</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/time+trials/default.aspx">time trials</category></item><item><title>Pay-Per-Grind: Tales of Vesperia Let’s You Level With Cash</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/22/pay-per-grind-tales-of-vesperia-let-s-you-level-with-cash.aspx</link><pubDate>Fri, 22 Aug 2008 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:119979</guid><dc:creator>John Constantine</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=119979</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/22/pay-per-grind-tales-of-vesperia-let-s-you-level-with-cash.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/16-22/Tales.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/16-22/Tales.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
We’ve been talking a whole hell of a lot about role-playing games around these parts lately. Of course, we’ve also been musing on the amount of time you need to spend playing certain games, RPGs in particular. Cutting the grind out of RPGs is an entire industry when it comes to MMOs. Don’t have two-hundred thirty-nine hours to pour into &lt;i&gt;World of Warcraft&lt;/i&gt;? Well, there are a number of fine, trustworthy organizations based out of China and elsewhere that will get you your level-65 character for a few measly sawbucks. When it comes to the single-player, console RPG, though, you have one of two choices for beefing up your characters: you either cheat (in-game exploit or using a Gameshark-style device) or you put in the many, many hours necessary to max out your party. But, like so much in the age of downloadable content, the times are a changin’. Namco’s &lt;i&gt;Tales of Vesperia&lt;/i&gt; got its first downloadable content this week and, for just a few hundred Microsoft Points, you can buy your characters ten levels of experience.
&lt;br /&gt; &lt;br /&gt;
Call me crazy, but doesn’t this defeat the point of the console RPG? At the end of the day this games only give two types of satisfaction to the player, completing a narrative and watching numbers go up. Most RPGs are not difficult but the reason to play them is engaging in a basic routine of rock, paper, scissor, and feeling an admittedly shallow sense of accomplishment as statistics associated with your characters rise. Paying money for increased stats might shorten the game, giving more access to the narrative, but why play an RPG for just that? It’s like you’re getting ripped off by yourself and Namco simultaneously.
&lt;br /&gt; &lt;br /&gt;
(Link: &lt;a href="http://kotaku.com/5040313/why-grind-when-theres-tales-of-vesperia-dlc"&gt;Kotaku&lt;/a&gt;)
&lt;br /&gt; &lt;b&gt;&lt;br /&gt;
Related links:
&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/20/time-investment.aspx"&gt;
Time Investment &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/18/gaming-on-a-train-final-fantasy-iv.aspx"&gt;
Gaming on a Train: Final Fantasy IV&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/30/final-fantasy-iv-ds-love-hope-and-betrayal-for-the-busy-commuter.aspx"&gt;
Final Fantasy IV DS: Love, Hope and Betrayal For the Busy Commuter &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/19/know-your-final-fantasy-iv-trivia-it-could-save-your-life.aspx"&gt;

Know Your Final Fantasy IV Trivia. It Could Save Your Life.&lt;/a&gt;
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