Outrage Against 'Evolve' DLC Forces Developer To Respond
Turtle Rock Studios, the developer of the widely-anticipated game "Evolve," has issued an explanation through the official forums following an uproar against its DLC policies. The controversy was ignited by DLC announcements regarding extra playable characters spread across pre-orders bonuses, various retail editions and season passes.
According to GameSpot, gamers were angered at concerns that the game would be keeping content aside for DLCs even before its scheduled release. Turtle Rock Studios co-founder Phil Robb made a forum post assuring that the game will ship complete and gamers will be able to play competitively without paying separately for the DLCs.
This followed the announcement that "Evolve" will be a title that is built to transform and improve through DLCs. This means that, instead of the usual more minor add-ons that gamers have associated with additional expansions, there will be more gameplay experiences coming with "Evolve" DLCs. In an interview with OXM, Turtle Rock co-founder Chris Ashton states that they are looking at DLCs as a way to introduce new maps, enviroments, monsters and more into the game.
Fans are already giving their two cents' worth of concern, irritation and speculation at the prospect of paying for an "incomplete game." The game features an asymmetric twist on multiplayer gameplay. It allows player-controlled hunters to co-operatively take down other players controlling massive monsters. The DLCs content adds new hunters and monsters, some of which are being sold for a price ranging from $7.5 (AU$9) to $15 (AU$18) per playable character according to Polygon. Gamers were concerned about the online experience being fragmented by denying non-paying users access to certain elements.
However, Robb's response to the community assures that all maps and game modes will be free in order to assure a uniform online experience. In other words, even those who don't pay for the DLCs will be able to play with people who do. Gamers opting out of purchasing additional content will still be able to choose DLC characters as opponents in solo games.
"Your game experience is enhanced, no purchase necessary," he said in the forums, explaining that the DLCs will add value even to those who don't own them.
Describing the additional content as options for enhanced gameplay, Robb reiterated that "Evolve" won't be cutting off content from the retail release to sell it separately through DLCs. Citing budgetary and time restraints behind adding newer hunters and monsters to the core game, he justified recouping those costs through paid DLCs. The only other option, according to the developer, would have been to throw away the monster and hunter designs that they couldn't fit into the retail version.
Nevertheless, Robb did point out that publisher 2K Games has the final say in how the game, or the DLC, will be sold. The post goes on to assure that "Evolve" has ensured that the DLC business doesn't fracture the multiplayer experience or otherwise force gamers in paying for anything out of choice in its capacity as a developer.
That seems like a fair enough argument. However, it's hard to conclude on either side of the argument without actually playing the game. At any rate, "Evolve" at least promises to have a uniform multiplayer experience. That's something that can't be said for the PC version of the Scholar of the First Sin Update for "Dark Souls 2," which released earlier today.
Evolve Intro Cinematic (Credit: Evolve official YouTube channel)