Dungeon Hunter: Alliance – (Slightly) Defending Ubisoft’s Vita Hard Sell

Based on a majority of the posts over at the PlayStation Blog regarding Ubisoft’s upcoming Vita Action/RPG, Gameloft’s Dungeon Hunter Alliance is going to be a hard sell to those who’ve already played the game as an iOS, Android or PS3 release… and that’s too bad. The upcoming port of DH:A has enhanced HD visuals and makes use of the Vita’s front/back touchscreen sand accelerometer in an interesting manner. As I’ve never played any version of the game and love a good dungeon crawler (I don’t own an iOS or Android device and don’t use PSN these days) , I’m interested in reviewing this one on its own merits.

Sadly, it seems that nearly everyone criticizing the game is doing so solely based on the $39.99 price point and not the fact that those new Vita owners who may have never heard of the game before probably won’t mind supporting Ubisoft, Gameloft and Sony with a full-price retail purchase… provided the game is good. Herein lies the problem with launch software (well, one of many problems). If you don’t spend time creating an experience that favors both old as well as new players, the veterans will always be there to let you know you’ve” screwed up” (even if you really didn’t)…

In a perfect world, DH:A on the Vita would include the original game, some sort of expansion pack and (based on some of the complaints I’ve read) the ability to play as a female character – I’m all for that, by the way. I’m also all for constructive criticism more than rage-tearing down a developer and/or publisher for not catering to every single fan suggestion about how to make a game better. That said, I do have to question if the content issue was discussed in detail before the port was started. Granted, those gamers NEW to the DH:A experience probably won’t give a hoot in hell that this is an almost year-old game (*shocking!*) with a shiny HD coat and a new way to play. However, so much outrage exists over what’s not included makes it seem as if either the developer or publisher (or both parties) simply didn’t think these would be big issues. Or worse, perhaps those who’ve already played the game would simply be silent and let the rest of us DHLA virgins have our fun.

Well, I’ll just have to say to Gameloft and Ubisoft’s  PR Specialist Alex Monney first and foremost, as noted above, I’m interested in DH:A as a dungeon hack fanatic. I’d review the game fairly as someone who hasn’t played it previously, NOT someone with an big broad axe to grind about the game NOT being anything more than a boosted up iOS “port”. In the short run, there’s an easy fix to this problem that’s going to make more work for the dev team, but can help knock a bit of the criticism away. Here you go: If there’s any DLC planned for the game, it needs to be released for free and future printings of the game should have the extra content added to the retail version (for those Vita users who can’t access or afford high speed connections).

This leads into another problem with launch software I really think needs to be ironed out, or at least clarified so it’s understood by the flame-throwers on message boards out there. The whole “porting” syndrome that to some, signifies rushed or lazy planning should be explained better so these folks can see how things really work. No matter how good DH:A turns out, to those who can’t justify paying the price point (or who wanted to see a more advanced version of the game packed with new features) are going to make themselves be heard even though they’re probably not the target audience for the game. Conversely. every developer working on a Vita game should be asked to BRING their “A” game out of the gate in order to show what the new hardware can do rather than just gloss up a previously released product with basic features that won’t impress anyone but a completely new user to the device.

Another thing that needs to be explained is the cost of producing physical product without completely revealing that cost. I’m a recovering collector (well, not quite what with about 2000 games here) who’s not ready to embrace cheaper digital product. But I also have an idea of what it costs to produce a physical copy of a game on new media for a new platform and don’t mind paying more for product. Granted, if the game was still a digital release, I’d be grousing at the price point as well. On the other hand, I also know it’s not just throw the game card and manual in a case, shrink-wrap it and BOOM, it’s in a game shop near me magically with all handling, advertising and PR costs even more magically absorbed.

Yes, I’m also a huge Untold Legends fan who can recall endless hours spent playing the original (and less than endless hours playing the sequel and PS3 UT game which were both a bit disappointing in key areas). On the other hand, wistful nostalgia aside, too many gamers today want any sort of reissue, no matter the platform, to be BETTER than what they’ve already played… even if they have zero intention to make a day one purchase. This tug of war tennis match will go on as long as new platforms launch, particularly ones that are seen by analysts (and some ill-informed gamers) to be in direct competition with cell phones and tablets. So, Gameloft and Ubisoft (and Alex)… I’ve got your back (mostly). Just try to remember that there a a LOT more people out there who expect better and more of it. Then again, that’s what sequels are for. Or really good expansion packs that shouldn’t cost an arm and a leg (or free patches to tweak things that should have been added in the first place)…

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