There's a reason this review hasn't appeared until now.
When Phantasy Star Universe released, it was literally half a game. Now, it's about 2/3 of a game, and I'm far too impatient to wait for any more content to come out. So, now that the substantial amount of content that was unlocked on the 17th has been around long enough for people to play it a little, it seems like as good a time as any to write a permanent, non-Web 2.0 review for the game.
With that said, now couldn't be a more appropriate time to discuss the major controversy surrounding the game: locked content. We'll just get it out of the way right from the start, and continue with the review as normal, okay?
There is no downloadable content. It is all on the disc already. You just can't access it.
So why is this a problem? Honestly, I don't think it is at all. Perhaps some see it as an affront to pay $50 for a game and another $10 for the monthly fee, but I completely sympathize with Sonic Team's plan to release content piece by piece. Obviously, it creates excitement to have new content open up, even if our mild Gamer OCD makes our eyes twitch with anger every time we think about all of the content on the disc to which we don't have access. Think about any recent PC MMO, though, and you'll see this business plan put to good use. For one, it paces players and keeps them from burning out on the game permanently before paying for an extra month. Besides, few people complain about this model on the PC, and for a console without a standard hard drive, it could be seen as a friendly favor that this content was put on the disc. No downloads! (How's that for spin?)
For the sake of the longevity of PSU, I think we should support this concept. Besides, we didn't even have to wait a month for a massive chunk of new content to release, including an entirely new planet around which to run. This is seemingly an artificial method to keep people from leveling up too fast, but if you've read many forums discussing the game, a great deal of serious players hit the level cap long before the November 17th update. Given the slower grind in PSU – when compared to the Dreamcast and Gamecube PS games, at least – this is kind of shocking.
These are the people who would have burned through the entire title in two months and left forever. Would it really be in our best interest to have a sizable chunk of an online community ditch the game early on?
The only downside to all this is that PC players won't receive the amount of content and upgrades to which they are accustomed. Going by history, Sonic Team isn't even going to try to supply basic patches to fix small glitches and help along compatibility, and some glitches, including some problems getting the game to run without the specific version of Direct-X included on the disc, have been commonly reported but not addressed professionally in any way. That, and the fact that the controls are not optimized in any way for PC play (as they were even with PSO and Blue Burst!), might turn off some potential players.
Personally, I got used to the keyboard controls very quickly, although I have adjusting issues with it whenever I transition to the PC version (which I use when I want to play side-by-side with a friend, which is possible because characters are now server-side, and work on both platforms). Sadly, the Xbox 360 version has its own servers, and while I'm excited that that version has true worldwide compatibility, I'd like to at least have the option to use my PS2/PC character on that platform, even if I can't play with the same people. But really, after the console-only Dreamcast and Gamecube versions, who am I to complain about losing just one platform with a much smaller community? For those of us trying to get away from the PS2 version's blurry, low-resolution look, the PC version is probably the way to go. You can plug in a wired 360 controller for the full experience, if you'd like.