Shop Our Tee Shirts 👕
September 29, 2018 2 min read
I think we can all agree microtransactions never do more good (if any) than harm for retail priced games. It’s one of those issues we as a community are so collectively done with we automatically expect the worst out of it. We tend to marry the inclusion of microtransactions with a worse game because that’s the natural extension of leaning further on a business model that encourages them. That’s why many of us were disappointed to see them put into Devil May Cry 5.
In this case, the very instant it was revealed that players will be able to buy red orbs with cash, many of us translated that to mean red orbs will be earned at a slower rate relative to upgrade costs in previous games. And yet that feels like a premature conclusion. Technically, there is no immediate evidence that DMC5’s progression rate has been stunted to aggressively push microtransactions onto players, at least not yet.
Reports from Gamescom demo players say that it felt right, but of course, that is just a trade show demo. Everything else that looked awesome before such as dual-wielding motorcycles remains intact. The only basis supporting the conclusion that DMC5 as a game will be worse because of this is precedent set by dozens of other modern IPs retroactively shoehorning them in. By itself, that would be strong enough to justify that conclusion. But in Devil May Cry 5’s case, there is also precedent to the contrary from a more specific counterexample. Devil May Cry 4 Special Edition already had microtransactions that were treated as an afterthought, and very few people even acknowledged that.
Sign up to get the latest on sales, new releases and more …