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DLC: what should it be for?

THERE’S an argument that DLC is all about money - expanding a successful franchise at a jumped-up price point, once you have players invested in a narrative and its characters, can be viewed as cynical. Often DLC isn’t meaningful enough to dissuade me otherwise, but there are some noteworthy historical exceptions, such as being able to play-act at Dawn of the Dead in Red Dead Redemption: Undead Nightmare, or infect your household as a vampire in The Sims. Those are two DLCs that instantly appealed to my inner goth and sent my hand straight to my wallet.

More recently, the Pokémon franchise has just launched its first DLC, and that is the latest DLC I’ve played. The Isle of Armour is an effective first attempt at DLC in a Pokémon game, even if it is all really about expanding territory and giving players additional Wild Area adventures. It’s a shame the limited campaign feels like an afterthought, when it could have been used to flesh out the newly introduced characters.

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