theradicalchild: (Mario Mushroom)


Movies based on video games have, until lately, tended to be mixed in quality, trending towards negative, especially since the original live-action Super Mario Bros. One reason is that film characters don’t spend significant time jumping around while collecting power-ups. Animated films based on them have tended to be better, and Illumination’s first film based on the Nintendo mascots’ respective franchise follows that trend, adding a bit to their origin in Brooklyn when they find a pipe to the Mushroom Kingdom, which they attempt to save from the villainous Bowser. The film is no masterpiece, but it beats the live-action adaptation from three decades ago and proves that video game movies have increased in quality.
theradicalchild: (Super Nintendo Chalmers)
As a videogame reviewer, I absolutely do not trust review scores for major and minor releases, and often disagree with not just the numbers, but also the logic, in many instances illogic, behind them. In fact, there have been countless instances in which I’ve purchased and played games that have gotten wonderful scores, even universally with some “professional” critics even calling them “the greatest of all time,” only to experience one disappointment after another, given common gameplay issues that reviewers either downplayed or outright didn’t mention in their critiques. In fact, there really seems to be an epidemic of this, which I aim to analyze in this editorial.

Given my constant crusade to go back through games I’ve originally beaten and reviewed, one can guess that I consider videogame reviewing to be a living, breathing art constantly evolving, and I firmly believe that even older games should be subject to contemporary scrutiny, even if many gamers, professional and casual, suggest that such titles were “good for their time,” rather than given permanent scores from many publications online and offline that don’t ever change, thus remaining skewed for years or in a few instances decades or more. The text of such reviews very much matter as much as, if not more than, the scores their authors assign.

However, just as much as there is rampant bias in mainstream political news, so too is there a pandemic of subjectivism in videogame journalism. For one, videogames tend to receive more favorable reception than other media such as books and movies, with most mainstream reviewers, just like I, tending to use an out-of-ten scale for scoring, although in my case, zero is the lowest score I assign to certain aspects of a game and overall, whereas mainline journalists tend to use one as the lowest assignable metric. An /10 scale with 1/10 as the nadir of grading somewhat diverges from typical scholastic grading in America where students can potentially score zeroes on various assignments and tests.

Speaking of school, websites that use out-of-ten, or out-of-a-hundred, scoring scales tend to suffer from the curse of scholastic grading, where scores seven through ten or seventy out of a hundred are passing, and the seven-based numerical scores are “average”, and anything below tends to be failing. This leads to an issue where websites such as Metacritic that collect scores from countless publications online and offline don’t consider what exactly the numbers entail, especially if videogame reviewers such as I actually use the full spectrum of review scores rather than going by school grading, have skewed amalgamations of numerical opinion ratings.

For instance, in the case of websites such as GameRankings (now fused with Metacritic), they would assign a game with one as the lowest review score on an /10 scale a ten-percent percentage rating instead of a zero percent, and in instances such as a score of one on a /5 scale, they would assign a twenty percent, and so on, which would account for inflated overall scores. When GameRankings still existed, the lowest overall score a game received hovered somewhere between twenty and thirty percent, which I attribute to the most-negative reviews with the lowest scores rarely, if ever, ever coming to fruition due to things such as reviewers not being able to finish certain games.

Speaking of which, another issue with game reviews is how much time reviewers actually spend with games. For the most part, I attempt to complete whatever games I begin, although there are occasional cases where I don’t want to continue playing, with Anna Marie Privitere of RPGamer, to which I once contributed before going rogue, having a “five-hour rule” where if she wasn’t enjoying a game after that time, she would cease her time with the game and move on to other titles, believing there’s no shame in not finishing a game. I’ve attempted to adopt a similar methodology, with the last time I successfully applied it being with Super Mario Sunshine, which was way too hard even with a guide.

However, there are instances where a few hours alone aren’t enough to gauge a game’s overall quality, since there are many times where games start out good but decline in quality later on, or in the rare instance, vice versa. For instance, I was having a decent time with Bravely Default II, although at the twenty-three-hour mark, where I was just in the second of seven chapters, and had levels high enough so visible enemies indicating encounters ran away from the hero on the overworld and in dungeons, I still had an incredibly-difficult time with a story boss, and decided I had had enough.

On a similar note, using the internet and a detailed walkthrough isn’t anything to be shameful about, either, if reviewers note their playthroughs necessitated the use of a guide. As far as my own reviewers go, I firmly believe that needing to use a guide to at least see the standard ending of a game is not an indicator of sound design and do my best to mention that when I write my critiques. For instance, while I’ve had a positive experience with Shin Megami Tensei IV, I’ve often needed to use a walkthrough on the internet to advance the central storyline, in addition to many sidequests, and believe as well that poor direction is a strike against the narrative in addition to the gameplay.

Back to the matter of time spent on games, I believe too that reviewing and scoring a game at least necessitates a playthrough to the standard ending credits, although playing the game to absolute one-hundred-percent completion, in my opinion, is a different matter. However, there have been many cases in which “professional” reviews of games accompanied by scores had their basis in incomplete playthroughs, which would be akin to grading a college essay based on the first few paragraphs. Should I find myself unable to finish a game, I write what RPGamer termed a “deep look” that has no scores but at the end a recommendation, usually average or negative, about whether the game warrants play.

Another issue with videogame reviews, which I’ll admit I’m somewhat guilty of, is bias, with many cases in which it seems “professional” gaming news sites allow reviewers with obvious biases, positive or negative, to critique big-name titles, such as having a journalist who doesn’t care much for JRPGs review one, or a big fan of The Legend of Zelda do the same for the Nintendo franchise’s latest entry. If websites insist on letting such reviewers critique games, they should have another writer with an alternate bias write one as well, or have multiple authors collaborate on individual reviews, as RPGamer has rarely accomplished.

That videogame reviews most of the time tend to reflect one writer’s subjective opinion is one of the primary issues with mainstream game journalism, and while the average consumers would think amalgamations of scores would indicate “collective” opinion, in reality they’re collections of individual biased opinions instead of, more ideally, an assortment of group critiques. Even reviewers written by average janes and joes tend to be unreliable, as well, and RPGs that I primarily play are one of the far-more-favorably reviewed gaming genres among both “professional” critics and audiences, and the latter’s overall scores tending to experience inflation too.

A further issue with videogame reviews from both “professionals” and average gamers is the possibility of not getting one’s facts straight. For instance, I once read a review of the Gameboy Advance title Onimusha Tactics that erroneously said that it had its basis in Chinese mythology when in reality it had roots in Japanese mythos. Some may argue that such errors “don’t matter,” but they most certainly do, damage a writer’s credibility and can easily con average consumers into playing titles with game-breaking flaws. As the late Daniel Patrick Moynihan said, “Every man is entitled to his own opinions, but not his own facts.”

Other phenomena include reviewers downplaying or outright failing to mention serious flaws or conversely exaggerating trivial issues with games. For instance, most positive reviews of the strategy RPG Final Fantasy Tactics from “professional” critics and average gamers (even the Wikipedia article, and as they consider independent reviewers such as I “unreliable sources,” my attempt to mention the flaw in the text the admins reversed) don’t even mention the inability to undo movement, which was to me a serious issue, and as an autistic gamer, I tend to notice things mainstream neurotypical reviewers overlook or don’t think are big problems.

Perhaps one of the biggest hurdles in the way of negative reviews for big-name titles is the fear of online harassment from audiences, to which I can definitely attest from personal experience. Even if reviewers are civil, positively or negatively, in their opinions, many average gamers and users on gaming websites will absolutely refuse to face criticism of their beloved games, and make excuses when others politely indicate flaws in them, frequently gaslighting those with whom they disagree, which really hurt me since I’m autistic. In one case, when I posted an average review of Demon’s Souls on Amazon, it got downvote-bombed by the game’s apologists.

To repeat the question posed by my editorial’s title, whom exactly should players trust when it comes to videogame reviews and both purchasing and experiencing games old and new? The answer is themselves, and whomever reviewers, if they can find any, happen to share their particular perspectives on games. As a high-functioning autistic with unique perspectives, I have yet to find a videogame critic whose tastes align with mine, and thus I tend to trust my instincts and experiences with particular series, positive or negative, and those like-minded should form their opinions as such. As the late Hans Rosling quipped, to conclude, formulating your views based on minimal sources would be akin to judging a person based on a photograph of their foot.
theradicalchild: (White Rabbit)
Longevity is a habitual issue when it comes to videogames, whether they’re good or bad in terms of quality, and as gaming can be an expensive hobby (though somewhat less so even by inflation), one can find it difficult to decide which titles to invest their videogaming buck into, and the various issues with mainstream and independent game reviews and videogame journalism in general definitely don’t help things. However, I firmly believe in the mantra of “quality over quantity,” and think that length is only a major issue if a game isn’t very good, as I have encountered my fair share of gaming turkeys that have wasted my time, and will in this editorial analyze the topic of game length.

In recent time, I have attempted to adopt the “six-hour rule,” similar to one RPGamer writer’s “five-hour rule” (I prefer six since it’s an exact quarter of a day), where one decides after the aforementioned interval whether to continue slogging through a game. Super Mario Sunshine, as part of Super Mario 3D All-Stars on the Nintendo Switch, was one game to which I had successfully applied the rule, given the game’s difficulty even with the assistance of guides. However, there come times when one needs to play a game for more than five or six hours to gauge its potential quality, as had been the case for me when I decided after twenty-three hours of Bravely Default II, that I had enough, given that I had only come as far as two out of seven chapters.

There are many times where a game’s longevity can feel artificial, especially if they involve plentiful repetition as a result of perpetual death, or in the case of roleplaying games, the need to farm for money and items, and/or grind for various types of levels. Other things that can needlessly prolong a game include sluggish text speed like in Xenogears (inexcusable since many games from prior generations such as the original Dragon Quest allowed for it to be adjustable), not to mention poor direction on how to advance a game’s central storyline or attempt to solve dungeon puzzles without assistance from the internet.

Given that time can be far more valuable a resource than money for players such as I that work full-time, I definitely yearn for games to pack a sizeable gameplay punch without taking forever to finish their central storylines, although I do definitely appreciate long games as long as they’re actually good and don’t feel padded at all. However, since money can still be a consideration for many players, games need to accommodate both those who wish to spend a long time with them, preferably through things that can enhance lasting appeal such as multitudes of sidequests and New Game+ modes, and those who wish to get through them in the quickest time possible.

Price, admittedly, can also be a consideration whenever players are seeking their next title to purchase and play, and when a player with limited funds has completely exhausted what they had been playing, whether through completing all achievements, completing all sidequests, viewing all paths of branching narratives, and so on. Games that are fairly short and generally lack replayability, such as the mentioned first installment of the Dragon Quest series, should naturally not require a great monetary investment, whereas games that are lengthy such as Persona 5 and its enhanced rerelease can have average prices for titles of their respective generations yet still be worthwhile purchases. On the other hand, retro games that haven’t had contemporary rereleases can be expensive and generally not worth it.

Ultimately, when it comes to videogames, quality very easily trumps quantity, and I can safely say that most of my top games, such as Muramasa Rebirth and its respective DLC, not to mention Tails of Iron, which I recently finished, aren’t very lengthy games, yet pack major gameplay punches. As I’ve said before, length is only an issue if a game’s quality isn’t very high and it has the potential to waste one’s time needlessly, also money if a player has invested a sizable portion of their money into the game. When given a choice between a six-hour masterpiece or thirty-hour mediocrity, the former definitely wins hands-down.

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The Radical Child

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