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The Download Dilemma

Apple may have been onto something when they started charging $.99 cents on a per song basis. Now you can download your favorite artist?s songs legally without having to worry about the RIAA breathing down your back. With more than 5 million song downloads in eight weeks on the Apple iTunes site, competitors Real Networks and even Microsoft have their sights on similar business models.

It could be argued that Real Networks was closely watching Apple?s new product to see whether it would be a success or not. Shortly after Apple launched their new iTunes music store, Real Networks quickly acquired Listen.com and launched their new Rhapsody product featuring $.79 cent ?burnable? downloads. While Apples product allows you to solely download individual songs, the Rhapsody service from Real Networks gives listeners more music options for a subscription price.

And last out of the gate is the thundering Microsoft which is rumored to be starting their own music subscription service compatible with Windows Media Player. It was announced back in January that Microsoft teamed up with Music Choice Europe to provide Windows Media Player 9 as the preferred player for the Music Choice Europe subscription service. Surely Microsoft is watching to see how all of these business models work before planning their own attack, but will their subscription services and music downloads be in the popular MP3 format or Microsoft?s own WMA format? We will have to wait and see.

While all of these services sound good in theory, how will they affect the consumers purchasing habits? Will music artists be compensated on a per song basis versus a per album basis and where is the motivation to create a 15 song album if you know only a few songs will be radio hits?

As consumers we can now buy our favorite song without having to pay for a complete album which may or may not have multiple bad songs on it. The advantage to downloading music is that you can easily transfer it to your MP3 player or burn it to CD, there is no need to rip the song from the CD in the first place. Unfortunately for PC users, Apple iTunes 4 is not yet currently available, although Apple is supposed to ship a windows version of iTunes later this year..

In the long run I imagine a new industry of online music eventually being contained by the RIAA and all sold at the lowest bidder through the likes of Apple, Microsoft and Real Networks. Full music albums might go up in quality with the hopes of attracting more music downloads, or disappear forever because the artist decides to release one track at a time. Personally, the idea of paying to listen to online music sounds absurd when you have the choice to listen to the regular radio or even satellite radio. I think that Apple has hit the nail on the head by only charging on a per song basis. Listen to the music on the radio, if you like it then download it, there is no reason to pay for what is already provided free of charge.

Halo Infinite’s talkative Grunts are bad stand-up comedians
halo infinite grunts

I've played every mainline Halo title, with the exception of Halo 5, and have always been bothered by one thing: The Grunts. They are are a cannon fodder enemy type that is meant to fill in ranks and give players something they can mow down without much thought when not facing off against tougher enemies like Elites. In the early days of the series, they were a perfectly fine enemy that was fun to melee attack. They made goofy sounds when attacked, which injected a bit of levity into an otherwise melodramatic series.

It wasn't long before the developers doubled down on that joke, making them more explicitly comedic with one-liners. Grunt humor has always been hit-or-miss, but Halo Infinite takes the hackiness to an overbearing level at the expense of the game's tone.
Grunts are not funny

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Halo Infinite has what it takes to thrive as an esports game
Halo Infinite capture the flag.

While I have been a gamer for my entire life, it was actually very early esports that got me to take the medium seriously. When I was playing Counter-Strike 1.6 at far younger than I should have been, my friend and I would head over to a local gaming café where we would play in small tournaments or casual matches with whoever was around. Later on, it was seeing Halo 2 tournaments hosted by MLG on TV that got me to buy an Xbox and start playing console games online for the first time. I followed the competitive Halo scene up until the end of the Halo 3 days and then ... just kind of fell off.

Esports changed after that, or at least it felt like they did. There were still some first-person shooters doing tournaments, but all the attention seemed to have shifted to MOBAs around that time. Games like DOTA 2 and League of Legends have hosted the biggest Esport tournaments of all time, with giant cash prizes and even bigger viewer numbers.

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The pandemic forced fighting games to grow up in 2021
fighting game growth 2021 kof15 screenshot

Fighting games are one of the most iconic gaming genres out there. From the arcades and cabinet-to-cabinet bouts with Street Fighter 2 to home consoles featuring online netplay across the country with Street Fighter 5, these titles and more like them have become engrained in gaming culture.

Despite how important fighting games are to the medium's history, the genre hadn't really grown up much since its arcade days. That was especially apparent in their archaic online implementation, which was holding back their potential. It wasn't until the COVID-19 pandemic that the genre was forced to modernize and finally act its age.
Staying competitive
For quite some time, fighting game fans have sat on the sidelines and watched as games like Fortnite, Dota, League of Legends, and more receive endless support and great online capabilities. That support turns into profit for the companies making them as it keeps their player base active. A dedicated audience means more prize pool money in esports tournaments and competitive support from the companies. The same can't be said for the fighting genre.

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