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Wednesday, Sep 24, 2008

Pain: Amusement Park highlighted two issues that I hope the free market wraps in a burlap sack and dropkicks into an oncoming roller coaster. Pain is a game that combines the futility of fake achievements, "yay, you found the x button," and obnoxious micro transactions, "please insert six dollars to advance to the next level." For six dollars the latest installment of Pain gives you access to one gen x ragdoll character and one level, of which you can unlock only one other launch pad located ten feet from the first. Pain claims you can unlock two additional costumes but you have to be a cryptologist or have psychic powers to figure out how. Pain then awards you with copious amounts of pats on the back and then regrets to inform you that all additional content, in the form of new characters, is ninety nine cents and additional time in the game is therefore pointless. How unsatisfying, however cheap, to buy game progress, it defeats the purpose of, well, doing anything. This is a game that should have been sold for ten or fifteen dollars, with more than one level, and a large variety of forward moving progress.

Part of the reason I'm so frustrated is that a game like Pain: Amusement Park could have been so much more. If you pick it up on PSN you'll see the genius in the first half hour before you realize you bought the equivalent of a looping animation. This game should have been designed to reward players for playing and I can think of a million ways this could have been done. They could have given you more ooch, a jetpack to control yourself in flight, new areas that unlock, or secret rooms you can only reach in special ways. Pain could have given you awesome weapons to use, or special in flight poses with special powers, or pogo sticks, or let you drive vehicles you land on, or anything to reward you for throwing your gen x character through his paces. Instead you blow up a few barrels, smack a few monkeys, yawn, and then go back to playing something else. In my humble opinion, micro transactions and meaningless achievements have revealed their true value to players.

Category: Editorial
Posted by AirDog80, 4:48pm
5 Comments | Post a Comment

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The reason we see developers charging money for that stuff is because, they know that downloadable content sells well, so they think that they can make more money by making us buy things that should have been included in the game to begin with.

And because of this, I don't think PAIN won't sell as well as it could have. Simply because no one wants to buy an incomplete game. Had they added more to the game, then it might be worth getting.
Posted Sep 24, 2008 6:22 pm PT
I'm not a fan of microtransactions. You want to give me a new dungeon/level? Make it free or make it a whole game. Otherwise, I'm not biting.
Ooh, horse armor!
Posted Sep 24, 2008 6:35 pm PT
it's true that the pain game is a bad way to do DLC but it could be done right. say for instance instead of buying a whole new football game you just buy a DLC with the new roster. also, check before you buy so you don't feel like you got ripped off.
Posted Sep 28, 2008 12:27 am PT
I agree with you whole-heartedly. Reminds me of buying weapons in the Godfather on XBL.
Posted Sep 28, 2008 12:31 am PT
I couldn't agree more. i just feel sorry for the people that eat this stuff up and think it's ok.
Posted Oct 10, 2008 10:44 am PT
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  • AirDog80
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