Before I start this off, I just want to ask a simple
question: do you have to technically finish a game before you can review it? I
haven’t finished Antichamber, but I
know how it works. I love the mechanics and the bits of vague advice given to
the player. If you do have to finish
a game, what about online games? You can’t finish those because they have no
end. Maybe if there is a story mode that can be completed, then yes they can
still be finished I suppose. I think so long as you play the game enough to
understand what it’s all about and you’ve had time to really try out as many
features as possible, then it can be reviewed. And yet, some games are so dull
that most players won’t even bother playing it for more than twenty minutes.
Worse, if the game has game breaking glitches that render it unplayable, then
it becomes impossible to fully review. In that case, it’s getting the lowest
scores possible.
That being said, why do we bother reviewing games anyway?
The same reason we review anything: we want to know what we’re investing our
money into. We look at reviews for books to see if it’s something worth
reading, we check Rotten Tomatoes to see if a film is “Certified Fresh”, and we
swarm to game review websites to see if the games are fun and engaging. As
consumers, we want to get the most out of our dollar, so a little research is
perfectly normal. But we do get a bit lazy when looking at critics’ opinions.
The most convenient of game review sites is probably
Metacritic. They have scores for every game out there. Critics put up a brief
write-up, enter a number, and we look at the number and the color of the circle
around that number. Green means it’s good, yellow means it’s mixed, and red
means it’s bad. Now how many of you have actually read some of the things said
in these reviews? They look like the paraphrased quotes put on the back of the
box. Stuff like “It looks graphically impressive… worth your money.” That’s
part of a bigger quote. It might actually say “It looks graphically impressive, but the framerate drops below 60
way too often, it crashes harder than Maya, and the story is non-existent. This
is not worth your money. It’s not
difficult to take something out of context and make it have a new meaning. We
also shouldn’t rely too much on just one person’s opinion.
A single person with a reputation for reviewing games
professionally can influence just about any consumer. As soon as you see the
name, you might think “Oh, this guy’s steered me away from terrible games in
the past. I bet I can trust him when he says this game’s phenomenal.” Maybe,
but different people have different opinions. It’s best to get a few
perspectives from various critics in order to understand how a game might work
out for you. And just because a game is deemed “critically acclaimed” or “a
cult classic”, it doesn’t mean you
will like it.
An example of this is The
Witcher. It’s a highly praised game… and I can’t stand to play it more than
an hour. I get people like it, but one thing pushed me away and that was the
combat. The story was not quite pulling me in, but I was giving it time to
build up. Maybe it was going to be stunning. The graphics were dated, but I’ve
played games with worse looking aesthetics and they turned out fine. But when
it came to a core element of the gameplay, combat was literally a quick-time
event. I didn’t feel like I was actually fighting. I felt like I was in a
cutscene where I could move around a bit and hit something. This made me lose
interest and I never played it again.
As for me, probably my fault for not reading enough reviews
on it. It was just deemed a good game by the gaming community. No matter how
great of praise a game gets, you should always look into it first. It might not
be what you want… or it could be everything you’ve ever wanted. Dust: An Elysian Tail was arguably that
game for me. It had a good story, memorable characters, a great combat system,
and stylized graphics. I only checked one review, but I should have checked
more. That decision payed off this time, but it won’t work every time.
However, I noticed that the gamers and the developers have
some kind of war with critics every time their game is panned. In the case of
the developers, they make a game, have it shipped, and it turns out terrible.
Most developers know when they messed up and they take criticism quite well.
They make improvements and make a better game (hence why I liked The Witcher II a lot better than its
predecessor). But a few of the other devs take offense at what the people say
about their games. They defend it as if they are martyrs and sometimes insult
the players for not playing their game properly. There’s honestly no proper way
to play anything. You can make up your own rules and mess around if you want. I
did this with Goosebumps books. I read the last paragraph of the last page
before anything else, then I read the whole book. I don’t know why, but it was
just more interesting that way.
As for the gamers who get upset at critics, they get
furious. They will see a particular IP as perfect and immune to criticism. Once
a critic gives a negative review (or worse, an 8 as opposed to a 9), the fan
base loses their heads. I get it, though. They grew up with this game and it
gave them great memories. It’s a nostalgia thing. But when one entry doesn’t
turn out quite as expected, sometimes the loyal player wants to desperately
find something redeemable about it. And maybe they can, but a few harsh words
aimed at somebody who disagrees with you won’t help.
But why do we need criticism in the first place? To get
better at what we do. It’s so we can point out when things aren’t as good as
they could be and then taking that feedback and expanding upon it. One of the
most important lessons I learned was when I took a class in 3D Design. I was
good at coming up with concepts based on prompts, but I didn’t do a great job
with the aesthetic and construction of the pieces I made. As such, I got pretty
low grades due to poor craftsmanship. The professor emphasized the importance
of building a strong, presentable piece. If you make something with as few
flaws as possible, it becomes incredibly hard to break down. And I don’t mean
you can throw it against a wall and it doesn’t even crack. I mean the work you
create ends up not only looking great, but it doesn’t break, it’s engaging, and
ultimately no one will be able to think of something bad to say about it.
And I know criticism can hurt. It feels like a direct
insult, especially if you think the critic doesn’t understand what you are
trying to portray with your work. Thing is, you must learn how to grow a thick
skin and take in the feedback to improve your work. It also helps to know how
to sort out useful feedback from pointless information. Someone saying your
work is “pretty good” doesn’t really tell you what makes it work. It just means
that they sort of like it. As for little nitpicks such as “I don’t like pink.
Why did you use pink?”, you can always defend your reasons for picking which
colors. A more useful piece of information will sound more like “Pink works
pretty well, but what if you used a dark red? It might make your piece appear
more bold.” That’s something worth considering.
Ultimately, we need people to look at our works and provide
feedback. It’s really easy to look at your own stuff and deem it perfect, but
without a fresh set of eyes from a different perspective, it could have several
flaws you may have overlooked. The critics may say things that feel like
insults, but they aren’t trying to hurt you; they want to help you. Well, most
of them anyways. If you want, you can review this article. Was it worth a read?
Was it grammatically correct? Or was it just a bit short and in need of
covering more points?
No comments:
Post a Comment