Blacklight Sequel Free-to-Play, Microtransaction-Based
by Steve Watts, Jan 17, 2011 8:30am PSTZombie Studios plans to use the sequel to Blacklight: Tango Down to experiment with a microtransaction-based sales model. Big Download reports that the sequel (titled simply "Blacklight" for now) will be free, and feature "premium content" for purchase in-game.
"The free-to-play model is something we've been interested in since we first began working with Korean publishers four years ago," explained CEO Mark Long. "It's exploding in China, growing fast in Europe and emerging here in Facebook and iOS games." The new sales model will come along with the usual tropes one expects from a sequel, like gameplay tweaks and new weapons. Long says he hopes that the free model allows the studio to respond to player feedback quicker.
A publisher hasn't been announced, but the new model may complicate matters for console releases. The first game came to the Xbox 360 and PlayStation 3, but neither of the two consoles generally support free-to-play sales models. As a result, Blacklight might only come to the PC, but time will tell.
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Comments
Thread Truncated. Click to see all 4 replies.
There are only a finite amount (especially for shooters) of possibilities you can come up with (prestige levels, different weapons, science fiction, fantasy, et. all) before everything seems repetitive. However, I feel for being a 'lite game' (XBL Arcade/PSN) as opposed to a retail release, this game served its purpose. Frankly, I would buy this game four times over before spending the money on Halo Reach or Army of Two, as examples, unfortunately (which pains me to say).
I find it quite frustrating that a budget game has better replay value and quality than a $60 product. Perhaps the less is more philosophy could be best applied elsewhere. To the detractors of this game, I wonder how many actually gave it a chance, and how many actually just played 5 or 10 minutes and put it down.
Hell if the first 5 to 10 minutes sets the whole tone for a game I would have thrown out:
- Fable
- Gears of War 2
- Modern Warfare
- the list goes on
I don't work for Zombie, nor never have. I just hate to see so much critical bashing from people who do not substantiate their arguments as to why this game is so deserving of criticism, when the majority of people I played with (many of whom were skeptical at first, I admit) enjoyed the product after giving it a chance.
There are only a finite amount (especially for shooters) of possibilities you can come up with (prestige levels, different weapons, science fiction, fantasy, et. all) before everything seems repetitive. However, I feel for being a 'lite game' (XBL Arcade/PSN) as opposed to a retail release, this game served its purpose. Frankly, I would buy this game four times over before spending the money on Halo Reach or Army of Two, as examples, unfortunately (which pains me to say).
I find it quite frustrating that a budget game has better replay value and quality than a $60 product. Perhaps the less is more philosophy could be best applied elsewhere. To the detractors of this game, I wonder how many actually gave it a chance, and how many actually just played 5 or 10 minutes and put it down.
Hell if the first 5 to 10 minutes sets the whole tone for a game I would have thrown out:
- Fable
- Gears of War 2
- Modern Warfare
- the list goes on
I don't work for Zombie, nor never have. I just hate to see so much critical bashing from people who do not substantiate their arguments as to why this game is so deserving of criticism, when the majority of people I played with (many of whom were skeptical at first, I admit) enjoyed the product after giving it a chance.
Thread Truncated. Click to see all 4 replies.
Jeff Gerstmann, about 10 minutes in: "For the most part it just seems like they sat down and said, 'Well, I bet if we made a game that was sort of like Modern Warfare 2 in terms of its persistence and its basic controls, it could do okay as a downloadable.' This game seems like 'BUSINESS bein' done!' to me."
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