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Astounding, isn't it? Capcom has decided to blaze a trail by turning fast travel, a staple feature in many games, into yet another revenue stream through microtransactions, even in a single-player title. It's a bold move, to say the least, almost like charging us for the air we breathe in the virtual world. Pair that with the technical feat of poor optimization, and we've got ourselves a prime candidate for a case study in how not to release a game. It seems we're witnessing the birth of a new trend: paying more for a worse experience. Truly, an innovation nobody asked for.
And before anyone brings up the Cyberpunk 2077 debacle, let's remember: at least there, fast travel was 'free.' Capcom has certainly raised the bar here, showing that it's indeed possible to disappoint fans on levels previously uncharted. A notable achievement, without a doubt. The question now is whether this will serve as a wake-up call for the industry or just another footnote in the long history of questionable decisions in the gaming world.