Posts tagged Xbox Live
What Happens When the Curtains Close? Xbox Live, PSN, and the Next Generation
May 13th
At some point in the not-too-distant future, there will be successors to the Xbox 360, PlayStation 3, and Wii. Okay, so I’m hardly a psychic making a statement like that, but such is the march of progress that new consoles will inevitably replace the old. We know Nintendo will show something off at E3, and the rumors are starting to rumble that Microsoft may have something up its sleeve this year, too.
But one question that has never faced gamers before will be an issue when looking at upgrading from one console to the next this go-around: What is going to happen to all the content I have on my current system?
This is the digital era. I have 85 gb of content stored to my Xbox 360′s hard drive and, while much of that is game installs, the rest is made up of the “arcade” games available on Xbox Live Arcade and PSN, downloadable add-on content for games, and digital downloads of full retail games. Some of the downloaded games also have their own DLC, which strikes me as a real through-the-looking-glass sort of moment.
Full copies of games you'd otherwise purchase at retail are available both on Xbox Live and PlayStation Network. What happens with the next generation of systems, though?
These are games I’ve bought and, in the case of the digital versions of games also sold at retail, are indistinguishable from hard copies. Yet I’m worried. I’m worried that these games could be completely worthless or, at the least, feature-handicapped in the future should Microsoft (or Sony for PSN) decide to flip a switch and shut off some servers. In the case of the Xbox 360, though the detachable hard drive means it’s possible to take your content on the go, you can only make use of DLC and full versions of games if they’re authenticated by Xbox Live; if I want to take my hard drive to a friend’s and make use of my Rock Band library, their 360 must be plugged in.
The authentication and access to games isn’t just a worry in cases like that, but for more practical reasons as well. The 360 has proven itself to be a bit fragile; my current 360 is my fifth, and I’m hardly an edge case. If you suffer a Red Ring of Death or any other kind of 360-killing malady, you have to migrate your account from the old console to the new one’s serial number. While it’s an annoyance during the 360′s life span, what happens in another five years? If your old NES or Genesis or even PlayStation 2 died, you just buy a new one; the games were kept within a physical medium and plug right in without a problem. But what happens in five or 10 years when my 360 inevitably dies again and I have to track down a replacement? Will Xbox Live still allow me to do what it does now in 2011?
While content on the current console is a question, what about taking content on to the next generation? Though few games had DLC on the original Xbox, you could previously download it on the 360; now, though, since the original Xbox’s Xbox Live servers have gone offline, it’s left you high and dry. While I doubt people will want to buy new content, even for Xbox 360 games in the far-flung future, what about retrieving what you’ve already purchased? Plus, as established, content delivery digitally is a much bigger deal this generation; that will be important to keep in mind, but it’s still Microsoft or Sony’s ball to take and go home with.
I’ll admit it’s all speculation and worry at this point, but admit it: a best-case scenario where everything still works, like in PC gaming, is probably a pipe dream. This is the point where I shake my fists at PC gamers sitting up in the cloud on Steam at this moment. But this is an issue that will be wider than gaming within the next 10 years; seeing the gaming industry’s reaction is going to be fascinating and, potentially, vital to digital rights beyond our favorite little corner of the entertainment world.
Review: Halo: Reach
Oct 5th
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Bungie and Halo: the story of a studio defined by its most popular product. Because of the series’ success, few could have guessed that another company would ever be in a position to make Halo games. But Bungie has formally stepped away from its massive franchise after a decade and billions of dollars in sales, finally realizing a 2007 announcement that it would become an independent company free of Microsoft’s yoke.
Halo: Reach is the studio’s magnum opus, and it unexpectedly recaptures the feeling of cleverness and ingenuity of Halo: Combat Evolved, when Master Chief was a fresh face in the crowd of first-person shooters.
On the disappointment of Crackdown 2 (or how technological isolation will lead to poor monetary decisions)
Sep 3rd
More than likely, you’ve been asked by a friend or acquaintance the following get-to-know-you question: “What would you bring if you were stranded on a deserted island?”
Be it books, films or music, people will predictably take their favorite forms of media with them to solitary sands. That’s obvious, because no one is going to voluntarily listen to Marky Mark and the Funky Bunch on cassette for 10 years while waiting for a Carnival cruise ship to pass by. Have we already forgotten what technological isolation did to Tom Hanks?
Regarding the Xbox Live price bump
Aug 30th
News broke this morning that prices for Microsoft’s Xbox Live Gold service will be increasing as of November 1. Here are the specifics:
- 1 month: $9.99, up from $7.99; approximately a 25% increase
- 3 months: $24.99, up from $19.99; approximately a 25% increase
- 12 months: $59.99, up from $49.99; approximately a 20% increase
This seems to be sparking some backlash among the masses of outspoken Xbox Live members because hey, it’s always been $50 per year ever since Xbox Live launched in late 2002, right?
Right. But fifty bucks isn’t what fifty bucks used to be. When you calculate the change in relative worth of the US dollar over time, you see something like this:
It turns out that, by just about any measure, $50 in 2002 is roughly equivalent in worth to $60 in 2010. And yes, you could potentially make the argument that Microsoft should be saving a lot of money through diminishing operating costs for maintaining a server infrastructure for machines that are now running five-year-old hardware. But there’s also the valid counterargument that interface updates and access to new free services have helped to maintain a relatively consistent value for Xbox Live.
Is the price increase unexpected? Absolutely not. Microsoft’s gearing up to integrate services like ESPN into its Xbox Live Gold service this fall, and that must have been an expensive deal between the two companies. But when you just take a look at the numbers, there’s nothing controversial about this at all.
Review: Limbo (Xbox Live Arcade)
Jul 22nd
I’ve tried to keep some distance from the debate over whether games can be — or currently are — art. It’s my belief that art is in the eye of the beholder, so who cares if a few critics (including some critics of another medium entirely) disagree? I’ve had experiences with games that have been as thought-provoking and moving as some of the best movies, books, paintings, songs, and so on.
But if you’re not content to sit by the sidelines and just let Roger Ebert trash-talk games, you’ll find some strong ammunition for your viewpoint in Limbo, Playdead’s debut Xbox Live Arcade title and the first game out the door in this year’s Summer of Arcade series. With its bold, almost suffocating art style, excellent use of sound and subtle yet significant method of storytelling, Limbo is a thoroughly inspired concept that couldn’t be realized in any other medium.
How EA Sports’ Online Pass Will Change the Used Game Marketplace
May 12th
Once the millions of dollars and hundreds of thousands of labor hours have resulted in a finished, big-name console video game, how do publishers and developers earn their money back? From gamers like us buying titles at a store.
However, not all purchases are created equal. This is why Electronic Arts announced on Monday the continuation of its value-added online program, now called the EA Sports Online Pass. It appears to be much like programs in Mass Effect 2, Dragon Age: Origins and Battlefield: Bad Company 2. Mass Effect 2′s Cerberus Network, for instance, grants access to free add-on downloads, including weapons, armor, and short missions. This is a project that is reportedly referred to within EA as Project Ten Dollar. Gamers who purchase one of EA Sports’ catalog of games this summer receive a code in the package which, after being inputted into the game, allows you access to bonus features. Since the code is only good for one use (and one PSN or Xbox Live account), if you don’t buy the game new, you have to pay $10 for a pass of your own.
Our impressions of the Halo: Reach beta
May 6th
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With the Halo: Reach beta well underway, Nick and Aaron decided to dust off their copies of Halo 3: ODST to decode the Internet hubbub surrounding the latest entry in the franchise. While their experiences were both positive and negative, one thing is clear: It’s definitely Halo.
Sasquatch Soapbox: Unleashing the Banhammer? Xbox Live, cheaters, and bans
Jan 12th
Ducking bullets and returning fire in Modern Warfare 2 has become big business online — but with tons of online players, bugs inevitably crop up.
For all the positives that your yearly Xbox Live gold subscription buys, it comes with one major downfall: the generic Xbox Live asshole. This is not a new phenomenon — Penny Arcade codified the “G.I.F.T.” system more than five years ago — but on two recent major Xbox 360 titles, Call of Duty: Modern Warfare 2 and Forza Motorsport 3, it appears that the Live team is finally taking a strong stance on cheaters.
But is what’s happening in these titles really cheating, and is the tough-guy stance really the appropriate response?
Silicon Sasquatch’s Honorable Mentions of 2009: Aaron’s picks
Dec 30th
While our Top 10 Games of 2009 deserve attention for their overall excellence, we can’t neglect this year’s other fantastic games — titles that just missed the final cut. Be it their charm or presentation, our Honorable Mentions were simply hard to forget. We now present a five-part series of articles, one from each member of the Silicon Sasquatch staff. Today, Aaron brings us our penultimate installment in this series with his list of honorable mentions.
Review: Call of Duty: Modern Warfare 2 (Xbox 360)
Dec 16th
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What more can be said about the so-called largest entertainment launch in the history of mankind?
It’s tempting to boil down Call of Duty: Modern Warfare 2 to a vaporous obligation, an experience that divides gamers into the haves and have-nots. But that’s putting blind faith in a product based on its advertising blitzkrieg. Aren’t we supposed to be discerning consumers?
The climate around Modern Warfare 2 is now adequate, a month after release, for a steady-handed dissection of gaming’s latest chart-topping champion — far removed from the pre-release hype. This critique won’t convert the detractors or embolden the fanatics, but it will hopefully read as an alternative education on the latest Call of Duty, a game that flirts with failure as much as it tastes success.