There was no other game I was more excited for that Star Wars: Battlefront. I have been waiting for years, like many other fans of the original two games. Those were games where I spent quite a lot of nights playing with buddies, so again, I was pumped for Battlefront, especially since first person shooters have become to feel a bit repetitive for me: see every Call of Duty Game.

Then the game came out and I quickly spent time waiting for it to install on my Xbox One, which felt like it took for days. That’s not a knock against Battlefront though, just Xbox. Anyway, I spent some time playing match after match and all the tutorials and I realized that Battlefront, as a complete game, is insanely frustrating.

The biggest problem with this release is that it feels like half a game. After getting through some training missions, which were pretty fun, I decided that I wanted to do a single-player game. I had essentially four maps to choose from in that area. I wanted to play a level where I could fly around in an X-Wing or Tie-Fighter, but those levels do not exist in single player mode, minus the tutorials.

As I played a couple rounds of battle mode, squaring off against a group of AI, I quickly found that there’s no reason to keep playing this mode. You don’t unlock anything, since all the weapons are already unlocked for you, and the only mission you have is to “shoot people that aren’t on your team.” Single player mode became something that felt like it was shoehorned into the final game with no thought behind it. If they simply mirrored multiplayer mode for offline play, it would actually feel like a bit more complete game.

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The real driving force of the game was behind online multiplayer and again, there’s no real story there, just things happening. The last online-only FPS I truly enjoyed was Titanfall and there was a campaign mode in the game which at least gave us a bit of a story. Within Battlefront, depending on what mission you play, there are objectives which are pretty much the same for every level. There isn’t much variety here and before you know it, you’ve played through all the levels in the game. There is replayability, but it’s frustrating to not be able to talk to your teammates, in a game that needs strategy.

Luckily, EA is really good at taking money from people and got suckers like me to pay $10 extra in order to buy the deluxe edition, which gives players access to a level a week before anyone else. In addition, there’s a $50 DLC where we’ll get a few more levels. That’s right: $50. The most insulting season pass for a major video game, especially when you compare it to other games, like Witcher III which offer a ton of bang for your buck.

That lead me to come to the conclusion that this isn’t a full game. It’s half a game, at least it feels like half a game. In order to get the full game, you need to dump down $110 in total. That sucks. It’s a kick in the crotch after you’ve already been kicked in the crotch.

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Why this has been nothing but complaining and the venting of frustrations, I actually do like the game, even if, at times, it just feels like a bare-bones FPS with a Star Wars skin pasted on top. It’s fun and it looks really pretty. You can fly around in a Tie Fighter or ride around in an AT-AT and blow people up. That’s one of the many cool moments you can get experience in this game. The control scheme works well, and again, everything looks so incredibly pretty and true to the Star Wars universe. Even playing as the heroes or villains like Luke Skywalker and Darth Vader is a pretty cool addition to the overall game, but it’s simply not enough to get me to ignore the fact that so much feels missing.

Overall, there’s a lot to love but so much within this game that doesn’t reach its potential. It’s a bummer to see what could have been with this game because so much of it feels halfway there. If you’re a Star Wars fan, like myself, you’re going to pick it up. You probably already picked it up, but with the $110 price tag to get everything this game should have originally come with is an insult to those who purchased it. As for me, I’ll probably keep playing the game, and most likely, I’ll eventually cave on the season pass because I’m a sucker and the exact type of person EA wants to buy their game. So, in the end, I’m the one that loses.

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Digital sales are gaining on those archaic discs and plastic cases — and it’s about time.

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by Damon Beres via The Huffington Post

New data suggests people are buying more of their video games digitally, rather than banking on clunky plastic cases and discs.

A report published Tuesday by SuperData, an industry analysis firm, says that the digital video game market has grown 7 percent since last year to a total of $5.5 billion. That’s pretty good news for one reason in particular: Physical video games are basically obsolete wastes of space and resources.

You may not realize it, but if you’re gaming on a PlayStation 4 or Xbox One, the actual disc you buy at the store doesn’t really do much. Games need to be installed on your system’s hard drive because the consoles can’t run games directly off of the Blu-Ray discs. Beyond that, you’re buying into a system that produces plastic waste for basically no reason. The industry isn’t exactly ruining the planet on its own — plastic cases are recyclable — but why support physical games at all when most titles are released digitally?

Joost van Dreunen, CEO of SuperData, told The Huffington Post that digital game sales are trending upward while physical purchases are trending down.

In the third quarter of 2015, Electronic Arts, a massive video game publisher, made $666 million in physical sales and $480 million in digital, according to numbers provided by SuperData. At the same time last year, it made $692 million in physical sales and $348 million in digital.

“We’re anticipating digital to outperform physical for the first time this year, which indicates a sea change in the industry,” van Dreunen said in an email.

In the past, it was easier to justify buying physical video games because it was cheaper to get them used or otherwise marked down. But times are changing. Digital game vendors like Steam, GOG.com, PlayStation and Xbox have become known for frequent sales — especially around the holidays — meaning it’s easy to make impulse purchases.

Gaming is also more convenient when you move to a digital library. Any games you want are stored on your hard drive and boot up the moment you select them — no getting off of the couch to switch discs out. (The horror!)

Some people are always going to prefer having physical collections. But the rest of us might consider giving digital games and gift codes this holiday season to avoid paying into a dusty old system.

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GameStop Fires Warning Shot at EA

Posted: November 24, 2015 in Game Articles

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Games retailer scolds Star Wars: Battlefront sales, then abruptly changes tone.

by Chris Morris via Fortune

Earnings conference calls don’t typically have a lot of drama. There might be a surprise or two in sales forecasts or maybe news of an unannounced product will slip out of an executive’s mouth, but real drama? It’s rare.

But GameStop GME 0.80% turned heads Monday, as it seemingly took issue with its partner Electronic Arts EA -2.78% , then quickly reversed course before the call ended. And analysts are still trying to figure out what it all means.

Third-quarter results for the video game retailer were lower than expected, as both software and hardware sales slowed down and new store openings were delayed. But GameStop officials specifically pointed to EA’s Star Wars Battlefront as one of the chief sources of weakness.

“We’re not going to quantify it in actual number, [but] we had high expectations that diminished somewhat as it got closer, and then it failed to hit those lowered expectations,” said Tony Bartel, chief operating officer of GameStop. The company went on to say it did not think digital downloads of the game were the reason for the lower than expected sales.

By the end of the call, though, Robert Lloyd, GameStop’s CFO, was singing the game’s praises, saying “We expectStar Wars to be one of the strongest titles for the holiday season.”

Analysts say it’s unusual to see a company make such a drastic shift in tone during a call—and aren’t sure what prompted it.

“It was really quite strange to hear GameStop management change tone over the course of less than one hour during its conference call,” says Ben Schachter of Macquarie Capital. “Management seemed to tone down the negative talk onStar Wars as the call progressed. Perhaps EA management reached out during the call with some comments of their own to GameStop, or perhaps GameStop wanted to remind EA that GameStop commentary to the market does matter and that EA and others should remember that as they talk about digital in their own commentary.”

(EA shares fell more than 7.5% after the GameStop conference call, rebounding slightly before trading ended Monday.)

GameStop officials, however, did note that Battlefront‘s underwhelming sales could be tied to the leak of its ownBlack Friday ad. (The company will offer $30 off select EA games with the purchase of Battlefront.)

And analysts Fortune spoke with say they have not adjusted their quarterly sales expectations for the game.

“It’s hard to gauge the potential of a mass market game like this in the first week or two,” says John Taylor, managing director of Arcadia Investment. Corp. “This is the number one candidate for gift purchases in December.”

Benchmark analyst Mike Hickey agreed, saying he remains “confident in EA’s ability to appropriately forecast sales performance, and believe[s] the upcoming movie and related digital content should drive sales of the game.”

GameStop has always had a curious relationship with its publishing partners, though. The company’s sale of used games has always rubbed game makers the wrong way, since they see no financial benefits from the practice. EA led the fight to monetize used game sales in 2010 with “Project Ten Dollar,” which required second-hand players to pay a $10 premium to the publisher to re-activate a game. Other publishers emulated this model, but all (including EA) have since abandoned it.

Today, many of those same publishers are promoting their own digital download services, luring people to bypass physical software—and the stores that sell it. And Monday’s call might have been GameStop’s way to begin fighting back.

“There is no question there is some friction between GameStop and publishers—particularly over publisher’s efforts to build direct to consumer businesses,” says Taylor. “Everybody is trying to do it. EA’s EA Access program probably is as visible as anybody. It wouldn’t surprise me if there weren’t some discussions going on behind the scenes and some of that spilled over [during the call].”

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by David Murphy via PC Mag

One of the Xbox One’s best new features is the ability to hook up a controller to your Windows 10-based PC and stream your Xbox One’s screen to that PC. Use that controller to play games that look just as good as if you were sitting in front of your living room TV, an especially useful feature if you have roommates who tend to hog your primary TV.

Sadly, Sony’s PlayStation 4 doesn’t have a feature like this. However, a third-party developer plans to launch a workaround on Wednesday, which will make it a reality. Remote Play PC will be a native Windows application that lets you play PS4 games from a different room than your console.

“I’ve been working on this project mostly part time for over a year when the Android version was first released in October 2014. I’ve lost count the amount of hours I’ve put in over this time but I’ve enjoyed every moment working on this project which leads me onto my main point. I’d like to work on this project full time, adding features, getting it stable and porting it to other platforms which I know a lot of you want,” writes the app’s developer, Twisted.

“The only way to support this is to charge for the app, all my previous projects have been free and I don’t want to have to but sadly its [sic] the only way to support my living costs. On the plus side this means I have more time to work on the project and provide support to its users, something which I’ve been limited on in the past.”

It remains to be seen how long Remote Play PC will be live before Sony shuts it down or disables it (Sony doesn’t love tinkerers). Call us skeptical, but we can’t see Sony being too thrilled about the development—especially if the company is working on similar functionality, or wants to restrict its use to PlayStation Plus users as a way to entice gamers to sign up for the service.

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by Owen S. Good via Polygon

More people are playing Star Wars Battlefront on PlayStation 4 than on Windows PC and Xbox One combined, according to a third-party site that tracks server figures for noteworthy Electronic Arts games.

Over the past 24 hours, Star Wars Battlefront has seen a peak of 188,171 players concurrently online on PS4, says Player Stats Network, compared to 113,696 for Xbox One and 48,292 for Windows PC. The latter two figures combined are still more than 25,000 users short of the PS4 total.

The figures themselves could be attributable to any number of factors other than sales, but with publishers increasingly reluctant to disclose sales figures for anything other than obvious mega hits, it gives at least a partial picture of the relative sizes of a big-name shooter’s constituencies.

Electronic Arts senior executives have, over the past year, targeted 10 million and then 13 million units sold as makeable goals to investors. Those totals are over the lifespan of the release; Star Wars Battlefront launched on Tuesday, Nov. 17.

Player Stats Network says it pulls the statistics from EA’s servers themselves. “We don’t calculate anything ourselves; these are direct numbers for every platform,” it said to NeoGAF. The site has monitored traffic figures for games in the Battlefield and Need For Speed series in the past.

Our review of Star Wars Battlefront is here; we scored it an 8.0 and called it “a game of surprising complexity and anachronistic constraints.” But more than 300,000 players all online in the same hour is its own measure of acclaim, too.

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by Zulai Serrano via iDigital Times

The ongoing Xbox One vs PS4 debate spilled into the Star Wars: Battlefront beta this week after a performance analysis for revealed the PS4 version’s resolution is better than the Xbox One version.

Digital Foundry (via Eurogamer) tested Star Wars: Battlefront beta on Xbox One and PS4. Turns out the Star Wars: Battlefront beta on the Xbox One is running at 720p while the PS4 is at 900p.

“Battlefront on Xbox One is fixed at 720p, meaning that it runs at 64 per cent of the PS4’s overall pixel count,” Digital Foundry wrote. “From an image quality perspective, the compromises are just as you’d expect; we see more aliased edges, and a higher level of shimmering on fine distant detail – particularly on Tatooine’s flag-lines. Added to that, there’s a softening to the picture as a whole – a result of a more drastic upscale, combined with a similar grade of post-process anti-aliasing to PS4.”

The lower resolution might put off Xbox One users who were thinking of purchasing the game, but that seems to be the only difference between Xbox One vs PS4 and PC versions. Digital Foundry reports the content for the Xbox One is “identical” to the PS4 and comparable to PC graphics. The game textures and overall quality looks the same for both consoles. Digital Foundry also touched on the fps performance for the PS4 and Xbox One.

“As a baseline we’re looking at a 60fps playback on Xbox One overall, but it’s fair to say drops are more intrusive and protracted than PS4’s once the engine is stressed,” Digital Foundry wrote. “Fortunately, smaller maps run a lot smoother, and we get a near perfect 60fps for Sullust’s 16-player games, and the Tatooine survival mode. Barring a few dropped frames here and there, Xbox One’s level of performance isn’t a distraction on these two at all.”

It’s important to note the tests were done on Star Wars: Battlefront beta. EA still has time to work on the resolution and frame rate issues before the game’s official release. Read more about Digital Foundry’s tests on the Star Wars: Battlefront beta here. Star Wars: Battlefront is slated to hit the PS4, Xbox One and PC on Nov. 17.

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by Paul Tamburro via Crave Online

More speculative information regarding Hideo Kojima’s departure from publisher Konami has been revealed, with Metal Gear Solid composer Rika Muranaka reportedly discussing the reason behind Kojima and Konami having severed ties.

According to The Codec podcast’s co-host Clayton Daley, an interview held with Muranaka by another podcast he hosts called Metal Gear Central shed some light on the reasons why the relationship between the publisher and Metal Gear creator soured, with the reasoning being that Kojima frequently over budget during the development of Metal Gear Solid V: The Phantom Pain.

Read an excerpt of Daley’s explanation of Muranaka’s claims below (thanks to NeoGAF user Jindrax for the find):

Daley: “The main reason for the falling out, at least in her opinion, is that Kojima gets paid a salary, and doesn’t make any profit share on the game. He gets paid a certain amount no matter what, and he was spending so much money and delaying the project, and adding all these features and making sure the game was the biggest and best thing it could be, and Konami was unhappy with that because [delaying] has no effect on him. He was spending the budget on this and that and upgrading the Fox Engine and then delaying further because the engine wasn’t ready, and Konami wasn’t happy with that because he gets his salary and he takes a more traditional “Japanese man” approach by not taking a profit share. So in doing that, he gets a little more than a game creator would but doesn’t take bonuses from the game selling well.”

Yong: “So you’re telling me that Kojima wanting to make the game the best it can be is what started the conflict?”

Daley: “Yes. In her eyes, Kojima’s a fantastic creator, and probably the best creator of his time, but he doesn’t have a strong business sense like Konami would like him to have. Where instead of, for example, cutting corners by lowering foliage resolution, he wants to make sure everything looks as good and polished as possible. She said they paid for her to write 30-40 songs that ended up not being used, and he’d tell her to write another one, then another one, then another one, because he settles for what he likes and has a good mind for what people want to see and what people want to hear.

Daley: “She’s worked directly with Kojima for the music before so she does have some insight, and personally believes that the music has suffered in MGSV because she’s not a part of it, because they couldn’t afford her. So instead of paying her to go to all these people and recruit them for the music, they chose to remove her from the equation and go to the people directly.”

While we have still yet to hear the reasoning behind Kojima’s departure from either Konami or Kojima himself, if Murunaka’s claims are correct then this certainly adds an interesting spin on the whole debacle. Refusing to accept anything less than the very best for the next entry in the Metal Gear series certainly sounds like something Kojima would do, and I can imagine his dedicated to recreating his vision for the game would have certainly sent it over budget, but if Kojima was fired by Konami then, from an outsider’s perspective, it seems that was the fault of the publisher and the contract they had signed with him.

Scalding and actively punishing a creator for wanting to create the best thing they possibly can seems like a huge backwards step, and though we’ll likely never hear of the real reasons why Konami and Kojima parted ways, this latest rumor comes from a pretty credible source.

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by Dave Thier via Forbes

Want to play through Treyarch’s gritty futuristic campaign for Call of Duty: Black Ops 3? You’ll need an Xbox One, PS4 or PC. Less than two months out of release, Activision has announced that the Xbox 360 and PS3 versions of the game won’t be getting a campaign mode, though they will still be getting zombies and multiplayer. The older machines just can’t take the heat, the company says.

“The ambitious scope of the 1-4 player [co-op] Campaign design of the PS4, Xbox One and PC versions could not be faithfully recreated on old generation hardware,” Activision said in a blog post. “Delivering the best possible gameplay experience on all platforms is always our highest priority.”

As a result, Activision is dropping the price down to $49.99 for last-gen versions, meaning that it’s effectively pricing the campaign mode at $10. To be fair, most people don’t even play the campaign, and fewer still finish it. Still, it’s a fundamental piece of the experience with each new releases, if only because it serves to ground the multiplayer and give each game something that approximates a distinct flavor. The $10 price drop just doesn’t quite feel like enough — maybe $20 would do it.

Actually, a multiplayer-only version of Call of Duty for $40 would probably something a lot of gamers would be interested in, whether they’re playing on current or last-gen. And that’s also, probably, why we’ll never get it. The decision to ditch the campaign raises the question of whether or not Activision will bother at all with last-gen next year: Call of Duty needs massive install bases to make its numbers, but at a certain point, you’ve just got to pull the plug.

I’m one of those rare players that looks forward to Call of Duty every year, but really only for the campaign. The last two outings haven’t been great, but when this series gets it right it has a control over pacing that only Naughty Dog can exceed. Expect more as we get closer to release.

Say Goodbye to Video Game Discs

Posted: September 19, 2015 in Game Articles

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A new patent application from Nintendo makes the writing on the wall for gaming consoles a little bolder.

by Daniel B. Kline via The Motley Fool

The end of the video game disc is rapidly approaching. Both Sony and Microsoft have increasingly pushed digital downloads over buying physical discs. That makes sense given that games delivered over the Internet cut out the middleman. By not having to involve a retailer in the transaction, the console makers can, in theory, sell titles at lower prices and still make more money.

That’s a win for consumers along with companies, and it appears to be an inexorable march that has only been slowed by limits in home Internet connections. But despite these efforts and the rising tide in support of downloads, both the Xbox One and the PS4 still have disc drives.

The next console from Nintendo may not.

What is happening?
While Sony and Microsoft are unlikely to release new console platforms for many years, Nintendo may replace its struggling Wii U much sooner than its rivals. The company has filed a patent for a next-generation console, and the first line of filing describes it as being disc-free:

A stationary game apparatus, comprising: an internal hard disk drive storing a program and/or data; a communication unit transmitting/receiving a program and/or data via a network; and a processor executing a program stored in the hard disk drive to perform game processing, wherein the game apparatus is not provided with an optical disk drive. 

Companies file patents for products that never come to market all the time, but this one simply makes sense. Nintendo has never succeeded by having the highest graphic resolution or the fastest processors in its consoles. Instead, its success has been in innovating and being ahead of the curve.

Its last major console hit, the original Wii, was radically different then its competitors, the Xbox 360 and the PS3. In order to fight its way back into the conversation, the company needs a radical reinvention. That will certainly have to go beyond simply dropping the disc drive, but that’s a fine start.

What are Sony and Microsoft doing?
Microsoft has already released multiple version of its Xbox One with 1TB of storage (double the standard capacity) specifically to facilitate storing games without using discs. The company has also released Xbox One Elite, which includes “a 1TB Solid State Hybrid Drive, which stores frequently accessed files on a solid state partition and optimizes system performance so you can get to the action up to 20% faster from energy-saving mode,” the company said in a blog post.

Sony has not yet released its 1TB console, but there have been extensive rumors that it plans to introduce a “PS4 Slim” model with the increased storage before the holiday season.

The day is going to come
As you can see from the chart below, digital downloads have slowly been gaining as a percentage of overall sales. In 2014, the percentage of sales tipped in favor of digital downloads, and that number is likely to grow.

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There is simply too much economic logic for the console makers to eliminate discs. In addition to cutting out the retailer and its piece of the action, digital downloads also either eliminate or give the companies considerable control over the resale of games.

Currently, when you buy a disc, it’s easy enough to sell it back to a retailer when you’re tired of it. You could also give it to a friend, or share it in any way you want as it’s your physical property. That does not have to be the case with digital downloads, as has been demonstrated in the music and book markets.Back when physical CDs and books were the principal formats for distributing that content, stores selling pre-owned copies and even informal lending between friends, family, and colleagues was the norm. Now, the leading seller of digital books does not allow sharing except in very strict circumstances, and the used market has begun to dry up.

That is almost certain to happen with video games if the companies can make digital downloads the default. In addition, a pure-digital world would allow the console makers to sell subscription services and even all-you-can-play plans if they  can work out terms with content publishers.

Nintendo’s patent application seems to put it slightly ahead of the curve, but this is where the market is going. It’s really only a question of how long it will take to get there.

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by Sam Mattera via The Motley Fool

If you’re in the market for a PlayStation 4 or Xbox One console, and you prefer physical discs, you may want to shop at GameStop.

The video game specialty retailer will no longer carry console bundles that offer digital copies of games. Buyers may still get their games, but only in the form of physical discs.

Since the Xbox One and PlayStation debuted nearly two years ago, Microsoft and Sony have periodically offered free games to entice console buyers. Most of these games have come in the form of digital download codes rather than discs. GameStop has sold many of these bundles, but will no longer do so going forward.

GameStop declines the Madden bundle
Last month, Microsoft partnered with Electronic Arts torelease a special Madden 16 Xbox One bundle. This bundle, which retails for $399, includes a 1TB version of the Xbox One game console, a free year of EA Access, and a digital download code for Electronic Art’s hit football game Madden 16.

Well, it does if you purchase it from a retailer like Best Buy. If you buy it from GameStop, however, it’s quite different.

It’s still $399, but the digital download code is gone, replaced by a physical disc version ofMadden 16. And it doesn’t include the free 12-month subscription to EA Access, Electronic Arts’ digital subscription service. Similar to a subscription music service like Spotify, EA Access grants Xbox One owners a collection of about a dozen digital games.

GameStop’s chief operating officer, Tony Bartel, highlighted this modified bundle during the company’s earnings call last month. GameStop’s CEO, Paul Raines, explained that GameStop would take a similar stance on any future bundles.

“If … the platform holders … continue to put in free games as promotional items, we anticipate that at GameStop you’ll see more physical bundles from third parties as opposed to digital bundles. … We choose not to participate in the digital bundles.”

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Delaying the digital shift is in GameStop’s best interest
This might turn some consumers away, but GameStop insists that its customers prefer physical discs and value bundles that include them.

Perhaps more importantly, it’s clearly in GameStop’s best interests to impede the digital transformation of the industry. Consumers with capable Internet connections can now download any PlayStation 4 or Xbox One game directly to their system without ever leaving the house. Like dedicated record stores and movie rental shops, GameStop is at risk of being disrupted by a digital shift. Digital bundles introduce new console owners to the convenience of digital distribution — something GameStop’s management probably wants to avoid.

It’s also not possible to trade in or resell digital games, which poses a big challenge to GameStop’s used games business. Last quarter, used games generated about one-third of GameStop’s revenue and nearly 45% of its gross profit. Digital bundles reduce the number of available game discs in circulation, limiting GameStop’s ability to resell them.

The major publishers, including EA, claim that about one-fifth of the games they sell on consoles are now digital copies, up from virtually none just a few years ago. This statistic paints a grim future for GameStop’s business, as it suggests that digital distribution will only grow in popularity.

GameStop executives have disputed this claim, arguing that it’s misleading — that digital games included in bundles artificially inflate the real demand for digital games, skewing the numbers. Other retailers will still sell them, but with GameStop no longer participating, the relative popularity of digital could decline.

A sign of desperation?
Following GameStop’s earnings report, analysts at The Benchmark Company downgraded GameStop shares to “sell,” arguing that, within five years, almost all video games would be downloaded — effectively rendering GameStop’s business model obsolete.

GameStop’s refusal to carry digital bundles may be interpreted as a desperate move — a fleeting ploy to head off an inevitable transition.