It used to be that you couldnât even mention downloadable contentâs existence without someone getting upset, or without someone going off on how much of a money-grab scheme it all is. Itâs an understandable reaction, to some extentâsometimes, a game isnât out yet and already weâre talking about the follow-ups? Geez, slow down.
I used to think of DLC in that wayâas something that I didnât really want but that I would learn to tolerate. And sure, thereâs still the occasional questionable DLC that seems to exist solely to squeeze more money out of people, or even flat-out horrible DLC. But after playing The Walking Dead: 400 Days last night, I realized that in the past year or so, DLC stopped being something I dread or, at best, tolerate. DLC transformed into something I look forward to, sometimes more than the next iteration in a game.
Battlefield 4? Meh. The DLC for Battlefield 3? That stuff has dinosaursand bikes in it, man! You could say itâs not just DLC, but any side-content thatâs not a major iteration in a gameâlook at what Far Cry 3: Blood Dragon did. Itâs the sort of over-the-top outrageousness that could probably never be developed as a main entry in the franchiseâand yet many might consider what Blood Dragon aims for as more enjoyable than what Far Cry 3 did, thanks to its flippant tone. Itâs almost like weâre more likely to get what we actually want most out of a game in the follow-ups.
https://lastchance.cc/whoa-thats-definitely-a-pterodactyl-in-battlefield-3-453099983%3C/a%3E%3C/p%3E
Lee Everett, the protagonist of the first season of The Walking Dead, seems boring when put against characters like the the naive âother womanâ, the stoner, the concerned big sister. While weâre seeing more games experiment with multiple protagonists, good luck finding a major game that puts you in a role similar to any of the ones Iâve mentioned. The suits would probably say it wouldnât sell. But the best DLC will take advantage of creative flexibility and totally take the plunge, sometimes letting you play from the viewpoint of unlikely protagonists. Thatâs the point, in a way. DLC is best when itâs creative. When a developer finds the most exciting, provocative parts of their gameâand then is willing to take the DLC to a place the main game couldnât go, for whatever reason.
https://lastchance.cc/dishonored-the-knife-of-dunwall-the-kotaku-review-476263616%3C/a%3E%3C/p%3E
Mass Effect is a good example here. Both Mass Effect 2 and 3 have had a series of fantastic DLC content that let us explore interesting side stories and species around the galaxy (like the Protheans), test out new mechanics (vehicles, boss battles), and even gave us the ending we deserved. An ending with fan-serviceâwhich is also something DLC is great at providing. You canât know what players will take a liking to until after the game is out. Then, once you know, you can do stuff like release swimsuit DLC.Truly, DLC is a blessing for fan-service.
https://lastchance.cc/mass-effect-3-citadel-the-kotaku-review-5988961%3C/a%3E%3C/p%3E
I donât think Iâm alone in how I see DLC now, either. Having a number of notable, amazing DLC in the past helps; Iâd be remiss not to mention the critically-acclaimed Minervaâs Den forBioShock 2 But just look at how most people talk about The Last of Us, too. Many recognize that it would be nice if there wasnât a follow-up, as it ends perfectlyâŠbut that canât stop anyone from musing on where the DLC might take you. Weâre hungry for it. What if you could play as Marlene and get a closer look at the Fireflies? What if you could play as Tess during the years we never get to see in the game? What if we could play as Tommy? Heck, what if we could play as Ellie? I wouldnât even care what the context is, thatâd be awesome. Iâd buy itâŠand honestly? A lot of these sound more interesting than what The Last of Us actually let us play. What were once idle musings on the things we could play can now be a reality thanks to DLC.