Terra Battle: Launch strategies at odds

So I was really looking forward to Terra Battle, a free-to-play puzzle-RPG for iOS and Android done by the same people who did older Final Fantasy games along with titles like The Last Story for the Nintendo Wii. Despite being a free-to-play game (a game that’s free to download but features ‘microtransactions’ where you can spend real money to get ahead more quickly), which leaves a bad taste in lots of people’s mouths, the pedigree behind the game made it worthy of at least a shot. Initial reviews of the game, which was released worldwide October 9, have been very positive.


Notice I’m talking about a game that was released two days ago as if I haven’t played it yet. I haven’t, and I probably never will, because despite press releases claiming a ‘worldwide’ release, it turns out that the game is only available in Japan, the United States, the United Kingdom, Canada, France, Germany, and Spain. ‘Worldwide’ my ass.

But what really baffles me is that one of the things that developer Mistwalker hyped about the game was a ‘download starter’ feature where new things such as new music, new characters, physical paraphernalia, etc. would be added to the game for every 100,000 downloads it received, all the way up to a console game set in the same universe if Terra Battle reached 2,000,000 downloads. Good luck getting those downloads, what with this ‘worldwide’ release locking out players in other regions who were interested in this game.

Even if they plan to release the game in other regions later, gamers – especially mobile gamers – have short attention spans, and will have likely moved on to newer and shinier toys by then. How Mistwalker thought implementing two launch strategies that work against one another was a good idea, I’ll never know.


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