Posts Tagged ‘microtransacitons’

Microtransactions arrive in Capcom’s Mega Man 9

Sunday, September 28th, 2008

With the release of the digital download only Mega Man 9, there’s another great feature awaiting players: customized upgrades via microtransactions.

Released late last week, Capcom’s Mega Man 9 will offer players the ability to update the game via puchaseable features.  While the content is not yet available for download, the online manual lists a number of optional features and the pricelist for each.

Here’s what Mega Man 9’s got on tap thus far:

  • Endless Attack: (300 Wii Points) Test your skills on a stage without end. Try to break the record for getting the farthest. Releases October 6.
  • Hero Mode: (100 Wii Points) Play the game with a more difficult level of enemy distribution. Releases October 20.
  • Superhero Mode: (100 Wii Points) Play the game with a super difficult level of enemy distribution. Releases October 20.
  • Proto Man Mode: (200 Wii Points) Play the game as Proto Man. You can use the shield while jumping. There is no story for Proto Man. Releases October 6.
  • Special Stage: (100 Wii Points) Gives you another Time Attack stage to try, including a new Boss at the end. Results will be displayed in the rankings. Releases October 20.

After giving Mega Man 9 a go, let’s hope that there will be additional items for sale in the game, as this is proving to be the most challenging Mega Man to date.  Not quite enough to make me want to bag it quite yet, but getting very close.  There’s a fine line between challenging and downright impossible.  As with any new game, there’s always a lot of trial and error involved in boss fights (and some NPC’s as well), but Mega Man 9 presents players with a seemingly impossible trio of robot elephants that lob multicolored balls at you.  After doing a bit of digging around, it seems that I’m not the only one with elephant troubles: Patrick Kiepek over at MTV is having the same difficulty.

From what I’ve played thus far, it’s been quite a challenge, and I’m not quite ready to shelve Mega Man 9 quite yet, but as previously mentioned, hopefully Capcom/Wii intend on either a content upgrade (I’m not asking for a cakewalk…just a tab bit easier guys) or some juicy (temporary) microtransaciton goodness that’s going to help me blast said elephants (and hopefully Concrete Man as well) into next week.

“Mega Man 9” arrived on WiiWare and PSN last week and goes live on Xbox Live Arcade this coming Wednesday.  Who knows…maybe Microsoft users will have an easier time with it?

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Parabellum steals the show at AGDC

Tuesday, September 23rd, 2008

Powered by the Unreal Engine 3, with all the associated lighting, physics, and animation, Parabellum stole the hearts and minds of hardcore and new gamers alike at this years Austin Game Developers Convention.

The free-to-play, micro transaction based Parabellum features two distinct game play modes: a team deathmatch, and non-linear campaigns.  Based on fast gameplay, one non-linear campaign pits a player (and four other counter-terrorist teammates) against the clock with just 10 minutes to locate and disarm a nuclear weapon in NYC.  Of course it’s not a simple walk in (central) park, as a number of battle tactics will need to be implored along the way.  If this sounds a bit like Counter-Strike, you’re spot on, as it’s intended to be.

Developed by Acony and distributed in the US by K2, Parabellum sets out to keep the campaigns short and the action long.  Each campaign gameplay should last between 10 and 40 minutes, with the map list varying depending on which campaign you’ve chosen to tackle.  These short play format campaigns were the Acony goal since the inception of Parabellum.  Keep the rounds short to keep players interested and engaged all the while providing a congruent and cohesive experience.  Combine that with no up front fees, minimal system requirements; a mere 2GHz P4 and 512 RAM, and a whole lotta customization and Acony is poised to have a sure fire winner on it’s hands.

Speaking of in game customization, Acony doesn’t stop short with a few tweaks here and there.  Even at it’s pre-launch phase players can customize their Parabellum experience with:

  • Player uploaded battle music (I highly recommend Wagner’s Flight of the Valkyries)
  • Turning off in game advertising
  • Clan logos
  • Two hundred available character costume customizations with many more planned for post launch.  Players will be able to customize individual pieces of their character, weapon, and equipment, thereby making it easier to identify friends and foes in a hectic battlefield.
  • And a whole lot more ‘undisclosed’ content

Not to leave bragging rights out in the cold, Parabellum also features a full-fledged Web Portal where players can check stats including headshots and kill counts, accuracy, who took the most damage, and more.

Acony is quick to point out that any microtransactions features are designed to provide a customization to the game, and NOT provide an unfair balance to players with large gWallets.  Weapons mods such as scopes and silencers will not be available via microtransactions, but must be earned via experience and level.

Acony’s Founder, Frank Trigub sees Parabellum to be a mix of the pace of Counter-Strike, the social and customizations of an MMO, and a business model that fuels continued development and collaboration with the playing community.  Trigub nails the microtransacion business model on the head when he speaks of a game with no financial barrier to entry, the road to profit lies in listening to exactly what your customers want, and turning these changes on a dime.  Acony has made its commitment to Parabellum very real with a scheduled 5-year development plan.  This certainly indicates that Parabellum is no flash in the pan, here today, gone tomorrow title.

For quite a long while, we’ve heard the, “Free-to-play’s just don’t match the quality that you find in a subscription game” argument.  With Acony’s Parabellum and EA’s Battlefield Heroes, perhaps these intriguing free-to-play shooters are the new wave of the genre, finally putting this age-old conception to rest?

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