360 Marketplace a Scam


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I hate microtransactions . . but I'm for digital distributions . . for example fairsized expansions, homebrew, full games, etc are great.

But I'm not for micro-selling of content that should be free, especially if its just a small alteration or unlocking of code already on the game. . . extra car colors, teams, characters, weapons . . basically cheats.

There is a difference.

yeah GRAW has a map pack you can buy, but then i think Thats value for money because its about 800mb of new content

The oblivion stuff is a rip off i only bought some of it cus i has some left over points from getting the graw mappack (i didnt relise it had gone half price)

Uptil the 360, most console games were fairly bug free; though there were bugs, more were ironed out during playtesting that PC games, where many games have regular patches. Now that the next generation can update the game, i fear that developers may be pressured to rush games out faster, as any bugs can always be patched later.

The same with extra content. If they build a new map for a game and sell it, that's great as it adds value to the game, but if as i suspect in a lot of cases they add contentt o the disc and intentionally lock it off until you pay, that's something else. Intentionally creating the need for microtransactions is just a pathetic way to leech money. I don't want to have to pay for every new weapon i want to use on an FPS because they're all locked out, what's on the disc should be free.

Episodic games annoy me too. Instead of paying ?40 for a good long game, you're paying ?9.99 again and again for a few levels; in the end it'll work out far more expensive. Paying in installments is an old business trick to make the amount of money you're paying seem more acceptable, and as the games industry starts to edge towards i fear more and more for my wallet.

Someone should compare the contents from all multiplatform titles.. like all EA and Ubisoft games are available for all platforms.. If the PS3 or Wii version has more content than xbxo 360, then 360 owners are getting ripped off.. if they are all the same then 360 owners just have the chance to have few extras..

i think that charging for content that's already in the disc is stupid. it makes customers mad. even if you have the content ready by shipping time, you shouldn't distribute it with the disc if you're going to sell it later on.

developers wanted to do what they do: optimize. but that doesn't work well for the consumer. they feel a bit robbed.

in my opinion, if content is READY for a certain game, developers should include it with the original game. i mean, it's in their own interest to provide the best experience possible for their customers: the more feature packed your game is, the better!

as someone said earlier in this thread: i'm all for digital distribution. but no microtransactions. they're just another way to milk the customer...

well, if you get angry at this you need to get angry at human nature and the world we made for ourselves in general...greed comes before all, i'm afraid.

Well, yes, of course you can rant on human stupidity and how idiotic society really is for years... but this topic is about the 360 marketplace :laugh:

Uptil the 360, most console games were fairly bug free; though there were bugs, more were ironed out during playtesting that PC games, where many games have regular patches. Now that the next generation can update the game, i fear that developers may be pressured to rush games out faster, as any bugs can always be patched later.

Yep. Like with COD2 and 3. You couldnt play online (well most people couldnt play online) before the patch came out a month and a half later.

If they are going to do that, they should give the gamer some kind of "free" download - maybe a map or something to compensate for their loss.

i think that charging for content that's already in the disc is stupid. it makes customers mad. even if you have the content ready by shipping time, you shouldn't distribute it with the disc if you're going to sell it later on.

Actually - if the content is ready (and wasn't going to be a part of the original game anyway) - I see no problem including it on the disc.

The main reason to do so is for all of the Core System owners. Without a hard drive, downloading these sorts of add-ons takes up precious memory card space. So if they can minimize that for some specific add-ons / unlockables, it does make sense to do so.

It's a difficult position and I can see both sides of the argument. My feeling is that Live Marketplace and services like it should provide a facility for additional content targetted at the "hardcore" fans of specific games. Nothing on there should be required or necessary for the game to feel "complete." And nothing on there should be content that was part of the original game and then "ripped out" just to make a few extra bucks (I'm looking at you, EA).

But to me I don't really care if it's already on the disc or not. If saying it can't be on the disc is a way of "moderating" the publishers to make sure they don't do stupid ****, then maybe that's worth consideration. But really I don't think it will change anything since it's not exactly hard for them to pull the content off the disc before shipping even if it was originally supposed to be there. So all you're doing is hurting Core System owners and taking up unneeded storage space.

I'm not sure if anyones already mentioned this, but microsoft does not make the content that goes on xbox live. They recieve from the publishers, test it, and if it works, they release it. & as for some of the oblivion downloads, i believe that the larger parts are already there, but i think that when the game was released some of them might have been unfinished or cut from the original game. So what they could be doing is simple bug fixes & then unlocking it for the player. The reasoning for like new cars being small could be that most of what they have to do is just skin the dimensions of the car.

But regardless all of the content comes from the developers, and not microsoft, so attack bethesda or the other companies.

I can understand charging for extra content that is made months after the game release like bonus maps/levels, but to purposely withhold existing content for the sole purpose of making even more money from the already high price of the initial game is just plain greedy.

Well, yes, of course you can rant on human stupidity and how idiotic society really is for years... but this topic is about the 360 marketplace :laugh:

my comments answered the relevant questions. yes, it's "wrong" to charge for content that's already there. it's greedy. it's what i expect. they'd charge us for air if they could get away with it.

Well like I said in reply to the news post, when we buy software for consoles or PC nowadays, we don't really own it, we own the right to use it. So it would make perfect sense that you would only be paying for the rights to "use" an addon pack. Is this crappy? Sure it is, but is it a new concept? Surely it isn't.

Brandon: i see your point. and it does make sense. the thing is just that people paying for something they already "have" makes them feel robbed or hurt in some sense. just that :)

the strategy really is better for the core system owners. but then again, if you expect to download extra content for games or if you are a hard core gamer, you should get a hard drive - hence the better package, no?

i don't know. i think in the end this is a moot point.

it's customers' feelings against logic. i'm a programmer, but if i were to decide that for my company, i'd go with making customers feel their money is really well spent :)

either way, i have to say that the xbox marketplace is really bringing innovation to the content distribution market. it's a really good initiative.

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    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. 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These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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