Why Xbox Live Saves Money, Pt. 2
I've decided not to write up a demo review of Just Cause, mostly because I didn't like the high-flying car roof stunts, twitchy lock-on aiming, and seemingly infinite ammo for your parachute backpack. Opps, I think I just wrote a review.
But my point is that a subscription to Xbox Live is like getting a subscription to GameFly. Obviously if you like the game you'll find yourself cut off short, but if you don't then the benefits speak for themselves.
I've tried about a dozen 360 games through Live's demo service and I've been happy putting down the controller each time. Two fold, since I rarely like the game and I also don't have to drive to town to return said detestable game.
I partially blame the game reviewers for this need for a demo system. I just don't see how they don't walk away from Test Drive: Unlimited saying "controlling each of the game's vehicles was certainly a challenge", instead of saying "the developers at Eden and Atari must be mentally challenged." They talk so much about they structure of the game anymore that they leave out the most important part in their "hands on": what it feels like in their hands.
So kudos and applause to Microsoft for stepping up and releasing demos. It's a bold move for publishers and developers, since I would imagine the possibility of ruining a gamer's appetite without even touching their money first would be a huge gamble.
Right now I play more Halo 2 than I do Perfect Dark on the 360, the only 360 game I own. And that game I bought only love for Rare. It's next on my list to finish though.
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