Archive for the ‘Culture’ Category:

On Games Journalism – The Grindy Bit(s)

As you may have gathered from previous articles in the “On Games Journalism” series, reviewing is, despite what it appears to be, hard and largely thankless work. Today, we’re going to be talking about one of the core aspects of the job, and one that, for many of us, has actively become more painful as the field has grown: Looking for things to review. It’s a many-headed beastie, but I’m going to be focusing on those “heads” in roughly the order they appear.

First, Catch Your Hare

It’s no exaggeration to say that there are more games, and games creators, than there ever have been before. It is also, unfortunately, a statement that rivals in usefulness with a reviewer’s tools for sorting through the results of that variety… Or, more accurately, seeming variety.

*Half* of one of four pages for the 10th March. On one platform. Skim, and you’ll miss things. Explore everything, and you’ll be very sad.

The picture above represents a relatively DLC free example of what we, on the reviewing and writing end, have to look through at least once a week. A week can, on Steam alone, be anything up to 10 or 15 pages. And this is one release platform. One of several. It is, for PC reviewers, often the most used, because it’s pretty common, but when Desura was alive, there were things released on that that never made it to Steam, but were quite good. There are things on Itch.IO that are good, but never get to Steam. And then there’s games from the creator’s page, and… That’s about it.

Looking through this list can be a painful experience, because, in one form or another, Sturgeon’s Law applies even to this relatively curated release list. These five are shmups/tower defense/Insert Extremely Common Genre Here that look and sound very similar, and also look and sound very similar to the last seventeen you looked at. This one may or may not be good, but their marketing blurb is offputting, self-indulgent, self-mocking to the point of seeming not to want sales… Or just plain trash. This one is an asset flip, and a painfully obvious one. This one has a painful UI. This one’s a HOPA, which, in my book, is a “Nope, right out” 90% of the time (That’s a very small number of HOPAs that get through my personal filters, you may have realised.) That one’s a AAA game that has been around long enough to pretty much ensure people will buy it based on the name alone (And has another issue we’ll get to.)

This particular screenshot, this particular time, I found something that was definitely in my bailiwick, and definitely interesting. Most days, I am not nearly so lucky, and have to gamble, or go back to an Early Access game, to meet my self imposed quota.

But let us assume, for the sake of argument, you find things that firstly, you want to review, and secondly, people might want to read about (It’s a gamble whether they will regardless. A gamble you try and weight as best you can, but luck is a part of pretty much any enterprise involving visibility.)

The Wages Of Sin…

Now comes the hard part. The heartbreaking part. Because, if you’re like me, and want games to thrive, you also want to support the developers of games that interest you. Critique helps, sure. But cold, hard cash pays their bills. And that cold, hard cash is going from your pocket. This isn’t even going into the time budget that this is going to involve.

I’d like to pretend things are going well at TMW. But they’re not. I am, at the present time, making a loss. Some of that loss is gladly given. Some of it… Not so much, as a “bad” game, while good at honing criticism, is time you’re not going to get back, including the time spent ensuring that your mood is conducive to properly reviewing something, rather than taking out your frustrations with Shit Exploitathon or Shoddy Disappointment #253 on something that, if you’d taken that time, would have been “Okay”, rather than the “ARGH, IT’S AWFUL” you’re going to give it when reviewing in a bad mood.

Although messy, it gets across the point that… *sings* One of these things… Is not like the others!

Working with a larger publication sometimes helps offset that cost. Being offered a review code sometimes offsets that loss. Asking for a review code sometimes offsets that loss, and I add that sometimes because not everybody replies… And sometimes, if you’re waiting for them to reply, with nothing in your docket (Thankfully rare here at TMW), you’re falling behind.

But yes, games cost money, and, as we’ve established in previous On Games Journalism articles, games writers don’t get a whole lot of respect, often for reasons of “It’s not work” (The very reason I write “On Games Journalism” … Because it really, really is) or for the more petty reason of “You didn’t like this thing I like.” It doesn’t help that times are tough all over, and hey, why pay for things you read for free, huh?

Answer: So you get more of that thing, and the person doing the thing doesn’t have to worry about whether he can afford to do the thing.

So you’re going to miss things. Sometimes, it’s going to be a thing that, as it turns out, you’re glad you missed. Other times, it’s going to be whatever Next Big Thing segments of the gaming community are feverishly yelling about. But you are going to miss things, from the time constraints alone.

Now, I did mention we’d talk about AAA games here, and how they factor in. I cannot review more than one AAA game a month. And, most months, I’m faced with the choice of at least one Big Name… Or from a couple to several smaller, but potentially more creative, more nuanced, and, most of all, cheaper Smaller Names. To me, at least, this is a no-brainer, but it does provide a little bit of potential insight into the inertia of said Big Name games: Smaller outlets, for the most part, cannot afford to critique these, especially as AAA companies are, as a general rule of thumb, more picky about review copies, more likely to withhold review copies, and more likely to Greylist (The practice of blacklisting someone from review copies… But not telling them.)

There Are, Of Course, More Grindy Bits

This, unfortunately, goes without saying. If you’re freelancing, rather than trying to go fully independent as I have been, you’re going to be mailing sites which hopefully pay (A relatively small list) with review pitches, article pitches, all sorts of pitches which will, like Casey At The Bat, often be ignored. Reviewing, especially, is somewhere where you are more likely to succeed the more obscure a game is, and even then, you’re going to have to be aware of lots of factors, such as whether the site you want to write a review for (In the hope of getting paid for work, time, and the like) even accepts outside reviewers.

Regardless of whether you’re freelancing or independent, you often have a social media presence you have to keep up. There’s the book-keeping associated. Networking. Editing.

There’s a lot going on under the hood of reviewing. And at least some of it is, in many respects, just plain depressing.

Blood Bowl 2: Legendar- Yeahno, Heard *That* Before…

Huh. This looks… Familiar.

So. You can imagine my shock when I open up my PR mails this morning, to find that Cyanide are returning to form by announcing an all new edition of Blood Bowl 2, er… After saying they didn’t want to do all that edition stuff, instead selling the teams as individual DLC (Which, for all my not being able to recommend Blood Bowl 2 for precisely the reason I’m writing this now, that elephant in the room, was a sensible decision which I am not, in fact, opposed to. So long as the pattern held true.)

In fact, here’s a wee quote from a Rock Paper Shotgun interview about how, in fact, this is a sensible decision. From the project head of the time, Sylvain Sechi.

I want to draw attention to this particular segment. Because it *sounds* reasonable. Until you remember Blood Bowl 1 had eight teams out of the box. Way back when.

And yet… Staring me in the face is Blood Bowl 2: Legendary Edition. A name that sounds awfully familiar. In fact, if it weren’t for the 2, I could almost think… That name had been used before.

Oh. It had. Funny that, it was among the first games I ever reviewed. And I was positive about it because, unlike the previous edition, it included a lot of bang for its buck. So let’s talk a bit about back and forth, and editions of games already released.

Originally, there was Blood Bowl. It had less teams than the board game had at the time, but what the hell, it was a computer adaptation, and, for all its flaws, it was entertaining. And then Dark Elves were introduced as a DLC.

This was, as far as I recall, the main change of Dark Elves edition. The Dark Elves themselves.

Then… It gets a bit weird. Because that DLC then became an entirely new edition called Dark Elves Edition. The core of the game hadn’t changed immensely, there weren’t that many reworks, and, anywhere else, this might have been thought of as a content patch. A content patch that cost £15, £25 if you didn’t own the original Blood Bowl. Then there was Legendary Edition. Legendary Edition was perhaps the easiest to argue for, rather than against, as it reworked single player, added game modes, and, of course, had a silly number of teams for that £15 (£30 if you didn’t own Dark Elves) price-tag.

Already, I think you’re starting to see a pattern. Rather than large content patches, Blood Bowl was being re-released, either discounted if you owned the previous, or full price, once every couple of years. Your progress and teams, as far as I am aware, didn’t carry over. Each edition of the game was its own, separate install. Each one, eventually, was phased out in some degree or another by the next. This is, already, slightly problematic. Complicating this further is the fact that each had a different team selection, different single players campaigns, and the same base engine… Indeed, one of my criticisms of Chaos Edition was that certain bugs (The “missing player” bug, for example) had not been fixed since the original edition, and the quality had noticeably varied between editions (Chaos Edition’s campaign, for example, was worse than Legendary’s, and the League mode introduced as a new feature was… Painful, to say the least. No, I don’t want to fight Dwarf on Dwarf six or so times before facing other teams.) Multiplayer, meanwhile, largely only changed with the teams, as it should be.

And then there was DungeonBowl. Based on a relatively faithful port of what was, originally, a two page houserule set for Blood Bowl, it was cheap in many respects. £15 for a game that had extremely poor balancing, and design choices and map design that only aided and abetted the terror that was “Team with several Big Guys and a Deathroller forces you to watch as your team gets murdered for some shithead’s amusement, because the game only ends with a goal and it’s ‘perfectly within the rules’… Which is no excuse.” Oh, let’s not forget it also had the teams as DLC. Until it didn’t, reselling the game (And updating it for free for some users. Not all, but some.)

Three tiles wide goal spaces… Up to three Big Guys on certain teams. Yeah, good luck with that!

Then, there was Blood Bowl 2. I reviewed it. I tried to be as fair as I could. But deep down, it felt like Cyanide trying to have their cake and eat it, because, for all the talk of DLC, for all the upgrading, it was, effectively, resetting the clock and selling the teams as DLC afterward. Again.

Yep, that most certainly looks like Blood Bowl 2 alright!

And now, Blood Bowl 2: Legendary Edition has been announced. Hey, all the races in the previous edition! New game modes and races for you to gawk at! New… No, wait, judging from the screenshots, I highly doubt it is a new engine. It’s a return to form. A return to form I want no part of. The original Legendary Edition somewhat restored my goodwill with a company that, in the Blood Bowl franchise, had been slowly draining it and continued to do so. With Blood Bowl 2: Legendary Edition, that process is complete. You can have your new gubbins. You can have your cake and eat it. Except I’m taking my ball and going home.

I’ll remember you, Relatively Okay Times. I’ll remember you.

On Game Design – Cacklingly Evil Corporations! (CONTENT WARNINGS)

CONTENT WARNING: Cacklingly Evil Corporations do things that would be considered triggering, such as forced impregnation, human experimentation and trafficking, wilful use of deathtraps, and other creepy shit that would horrify normal people and cause them to get locked up.

Playing Stasis (a “dystopian sci-fi horror” adventure game that got no small amount of critical acclaim at the time it came out, and is apparently getting a sequel) has reminded me how much CacklinglyEvilCorps piss me off. Not because they’re so obviously evil. But because they’re stupid, badly written evil. Oh, and let’s not forget, often edgy evil too. Because, y’know, nothing says evil like [insert horrific thing because reasons here]!

We’ll come back to Cayne Corporation, and how thickly that got laid on, in a bit. But first, let’s talk about a pair of supposedly massively evil corps in movies: OCP and Weyland-Yutani. It may shock you to notice, but they’re not actually that evil. Doing bad things, yes. But in a way that makes sense. Let’s start with Weyland Yutani, as they appear in the first three Alien films.

At the beginning, they are just The Corporation. The Company Store. Sure, Ash goes murderous, and you have the directive “Crew Expendable” , but up to that point? We can tell they do mining or extraction of some kind, that they have contracts, and employees, and, at worst, they’re penny pinchers.

And then we come to the second film and… Nobody on the board knows, or claims to know, of any such thing happening. In fact, we get a little nuance, because Van Leeuwen, the CEO, mentions that Wey-Yu has quite a lucrative sideline in… Terraforming planets. Shake-And-Bake colonies. Their colonies are apparently safe enough for families to join up (With, of course, the exception of LV-426 and, y’know, all the other LV numbers that get mentioned in the media of the expanded universe), and, before Carter Burke and the assholes he works for stick their finger in? What we see is normal, everyday frontier town analogies. They do medicine. They technically own the Marine Corp… They have nuance, and are not just black and white.

Two different faces of the same corporation. Nuance!

While we’re on the subject of Carter Burke, his motivation? Profit. As it turns out, Xenomorphs have all sorts of applications, and not just in the CacklinglyEvilCorp section of Wey-Yu that is the Bioeweapons division. Wey-Yu, as a whole, isn’t really the villain, so much as an element of an otherwise normal, if penny pinching and exploitative corporation.

Alien 3, of course, throws large portions of that out the window. We never even see Wey-Yu as an organisation, except, of course, the CacklinglyEvilCorp portion toward the end. Even the folks who attract the Bioweapons crowd by alerting them to Ripley’s presence aren’t doing it because they’re cacklingly evil. They’re doing it because a) They consider Ripley a disruptive influence , and b) There’s a reward.

So… Wey-Yu: Not as cacklingly evil as you’d think. But what about OCP?

OCP are an interesting one, because they’re inept, and that’s where the dystopia comes from. They own the police, and their main reason for RoboCop programmes? Again, penny pinching. Their reason for putting all those dumb rules in RoboCop’s brain? Because what he was doing up to that point was considered Bad PR. Y’know, something an actual company would care about. But it’s not until the series hits its nadir that they relentlessly pursue and antagonise. RoboCops 1 and 2, they are, yes, an Evil Corporation. But they act in a very corporate fashion, which is why the parody works so well with them.

The head of OCP, wondering what the hell his HR department actually *does* all day.

But then we come back to Cayne Corporation. Cayne is one of many CacklinglyEvilCorps, from Armacham to Umbrella, and the main hallmark of the CacklinglyEvilCorp is that there is little, if any nuance. In the case of Cayne Corporation, let’s put together a rough timeline of the Groomlake, the setting of Stasis.

First up, way back when, the Eugenics Wars happened. This was apparently some attempt at creating Post-Humans that went horribly wrong.

Then we get the Groomlake. From the beginning, it’s involved in human trafficking and experimentation, and cloning. The head of the ship, Dr. Malan, seems to think he can do Post-Humans better than whatever idiots tried way back when, and hires as his top research staff some highly questionable folks, including a drug addicted serial killing doctor. Because, y’know, nobody bats an eyelid at such things.

The good doctor then encourages his other staff to do incredibly stupid things, including letting the serial killing doctor indulge his hobby, and mulch the experiments, which then turns into a semi-sentient fungus because reasons. This, in turn, affects the mass cloning (Which is at least partially using Dr. Malan’s hybrid babies, created by forced impregnation), and hydroponics, affecting some bees so one turns into a supermutant. Oh, and experimenting on employees, which often kills them.

He also cures and keeps hold of the protagonists’ daughter, for reasons.

Welp. I’m sure this will turn a profit for the Cayne Corporation, no two ways about it!

Nobody bats an eyelid at Cayne Corporation. Except to send a spy who will hopefully steal Dr. Malan’s research, in the name of profit.

The clones and hybrids start wearing people’s skin and taking their Personal Data Tags (Which are grafted to their spines because reasons), so as to get around the ship to murder people. The fungus starts mind controlling everyone. A nurse realises they’re involved in human trafficking, tries to get a family off ship, and is shot.

Nobody bats an eyelid. Sometime during this, the protagonist’s wife has been put into Dr. Malan’s programme. You remember, the one about trying to breed post humans, forcibly. Because reasons.

John (J) Maracheck, living Aliens reference and punching bag of Stasis, is one of the few survivors, along with Dr. Malan, Te’Ah the corporate spy, and John’s small child, who is still being cared for by Dr. Malan because reasons. After witnessing the after-effects of Dr. Malan’s fuckery, having to do horrifying things, he confronts Dr. Malan. Who then kills the child he’d been taking care of and cured, right in front of her dad, because reasons. Then everyone dies.

How much of this, do you think, could the Cayne Corporation actually call a profit on, even assuming their sole motive is profit? At what point, do you think, did anyone on any corporate board ever think “Yes, this is a good investment, and will surely not be a sinkhole of money and death?”

No, it’s villainy for the sake of villainy, stupidity pretending to be smart, and at least two fridgings because let’s hurt this guy who, against a corporation, probably wouldn’t matter in the god-damn slightest.

Meanwhile, a second game featuring the Cayne Corporation is in the works. I don’t have terribly high hopes, especially after seeing this screenshot.

Ohhh boy. I can’t wait to see how what looks like a neural whip is explained… *sigh*

Yeaaaaaahhhh… Because that makes all the fucking sense. Periodic reminder: The setpieces are in the writing, not the writing being around the setpieces. Forget this, and you have setpieces that end up being “because reasons”, and large swathes of your plot being the same.

Good Fucking Job, Zenimax. Good. Fucking. Job.

So, less than a week after the endorsement by Id software and nomination of fan Total Conversion Brutal Doom 64, Zenimax media, owners of Bethesda, Id, and thus the Doom license, decided to capitalise on that goodwill, by…

…Oh, wait, did I say capitalise? I meant fritter away. Because they decided to send a takedown notice to Kornel Kielewicz, creator of a little game from 2002 called… Doom: The Roguelike.

Legally, fair. But that's about it.

Legally, fair. But that’s about it.

So, for context, Doom 3 was released in 2004. It was basically a sparkle in the Id team’s baby blues at that point. Doom 2 was released in 1994, and is what Brutal Doom 64 will eventually be using, to my knowledge. Doom 1, the game Doom: The Roguelike is based on, was released in 1993. And DOOM, the Bethesda/Id partnership, has been wowing a lot of folks this year by being a Good Game.

So, let’s start with the legal. Honestly, even if the game had previously been endorsed, or at least tacitly ignored by Id, Zenimax are within their rights to do this. I’m sure they believe they’re setting a precedent, protecting their IP…

…But PR wise? Lot of us game journos enjoyed Doom: RL. Lot of players enjoyed DoomRL. And taking down what’s rather blatantly free, and not a threat of any actual substance to Zenimax Media’s publishing giant. Let’s face it, if lots of people shitting on Skyrim: Remastered, the original Skyrim, or Oblivion hasn’t fucked their sales over, I highly doubt a small roguelike homage or pastiche of a game published twenty odd sodding years earlier is going to be much of a threat. It also, despite the differences in case, feels like a betrayal after their subsidiaries’ PR victory in endorsing the Game Award nomination where their bigger competitor, Nintendo, had decided to screw the pooch by doing the same thing to fangames.

Keepin’ this short and sweet, the DMCA will probably go through, even with me screamin’ and yelling (And, indeed, the RTs, and condolences, and shit-talking that is being sent to Bethesda, the most public face of Zenimax Media) , and the site will most likely go down.

The game, on the other hand, is already being downloaded by fans, and I have no doubt that Zenimax Media will have lots of fun trying to enforce the public erasure of a fangame that was never a threat to them, and had very little to do with something they’d actually made themselves (Id, you did make Doom. But you’re obviously not calling the shots here, are you?)

On Games Journalism – What A Presskit Actually *Is*

So, quite recently, thanks to the “Games journos are all bribed” crowd and some games journos who drew attention to the arguments (Which are by no means new), I was reminded there was a hole in my “On Games Journalism” series (I mean, there’s a few holes, but I plug them as I go along.) Specifically, talking about Press Kits, what forms they take, and how a respectable games writer deals with them.

PRMail

Speaks for itself, really.

So, let’s begin with the absolute basic form: The PR mail. Almost invariably, any mail trying to get you interested in a PR key is going to have basic info on what’s going on, sometimes with florid language, sometimes not. This one, for Endless Space 2 (already on my docket) is an about average example. Hey, this thing is going on, here’s a youtube link, interested in a key to review it?

If the answer is yes, and you are on the list of “Folks who’re approved for keys”, then you get a steam key. Y’know, a thing you’d need to review the game. So far, so very not bribe, because you are now pretty much committed to reviewing that product, regardless of its quality (or lack thereof), and not doing so will result in an unseen black mark against you. Enough of those, and you are, at best, greylisted (Your emails are not answered, leaving the question open as to whether you’re blacklisted, which is outright told “Nope, if you want to review our products, do it out of your own pocket.”) Yeah, sure, the game could be good, but if you knew it was good beforehand, then you’re a psychic. Many’s the time I thought something looked interesting and cool, and then… NOPE.

But anyway, that’s your most basic level. Then, you have the most common form of Press Kit: The information pack. Sometimes, these physically get mailed to you, with a page of A4, maybe a steelbox, or one of those many ubiquitous “USB keys shaped to look like a thing.” More often, they’re a ZIP file with some screenshots, an info PDF, and it’s usually filled with advertising blurb.

This is what an actual press kit looks like, 60% of the time. Another 20-25% of the time, it'll be the screenshots folder and logo.

This is what an actual press kit looks like, 60% of the time. Another 20-25% of the time, it’ll be the screenshots folder and logo.

If you think a USB Dongle shaped like a car key is a bribe, I really can’t help you. For an idea of what a PR fact sheet looks like, here’s the fact sheet for Colt Express, a game that isn’t on my docket, but I got a PR mail for.

Yes, I can see myself being bribed by this. No, re- Of course not really, it's info for convenience of access. :P

Yes, I can see myself being bribed by this. No, re- Of course not really, it’s info for convenience of access. 😛

This is the unromantic, very un-bribe like reality of 95% of press kits. This, ladies, gentlefolk, and folk of nonbinary genders, is all that most reviewers will ever see. So how do reviewers deal with them? Well, it depends how informative they are. A presskit like this will most often be ignored in favour of actually playing the game. Y’know, how a good reviewer will ignore the trailers, except as a point of reference, and instead write their review based on playing the game.

At this level, which is the level most people will encounter when games writing, there’s really not a lot of reaction or thought needed. So let’s talk about bigger press packages. Let’s try the Bloodborne press kit (Youtube link), shall w-

Oh. It’s basically a shinier factsheet with a silly CD case, a notebook, and a small artbook. Yay. These are decidedly uncommon, with only the bigger companies even bothering to send them out. And I’ll let you in on a little secret…

Most games writers who’ve been in the biz for more than six months are slightly embarassed by these things. I mean, that satchel thing’s vaguely useful, the artbook’s kinda nice, but that book CD case? Worse than useless. That notebook? Yeah, I [eyes A4 notepad and, y’know, his computer, which he is writing this from] don’t really see it seeing much use. Of course, there’s bigger tat out there, but, as much as I hate to piss on the poor sods who worked very hard to put on a show? It’s tat. Most of this gets thrown out, and you can tell a reputable games outlet by the fact that they don’t let you sell this stuff either.

So… Let’s kick it up a notch. Let’s talk about the kind of swag you will see handed out if you get a press pass to an expo or con. No, really, this shit’s handed out like god-damn candy. The reality of it is… Somewhat disappointing.

Actual "swag" I have received. T-Shirts. Postcards. Candy (Not pictured because candy, it's eaten already!) ...Guess how many of these things I even covered, let alone was nice about? (Answer: Not a fucking one)

Actual “swag” I have received. T-Shirts. Postcards. Candy (Not pictured because candy, it’s eaten already!)
…Guess how many of these things I even covered, let alone was nice about? (Answer: Not a fucking one)

This is the reality of it. You will get handed postcards. Small to medium, easily ripped bags. If they’re really splashing out, you will get T-Shirts. And nearly everything except the T-Shirts… Just look pretty. The T-Shirts are the most expensive part of this “Con swag”, and a T-Shirt… Comes to around £15. Which, you’ll notice, is below the absolute low end of what I consider “significant enough to declare.” It should also be worth noting that I got an Id T-shirt at the same expo, and you can already see how that came out (The bit about Rage.)

Y’know what I consider more important? These…

...THESE actually have a POINT.

…THESE actually have a POINT.

These are contact cards. Some of these people aren’t in the biz anymore. Some I’d have to rehunt the address for. But these are the real swag. Because the more of these you have, these small contact cards, the more your options open up for who to talk to. Not just developers, but lawyers who work with games stuff, reps for engine developers like Unity. Heck, somewhere in here is the card of the director of BAFTA Wales (Although I highly doubt they’d appreciate me mailing them out of the blue without a good reason.) That’s what’s important at these cons and expos.

But still, sometimes, once in a blue moon, you get big stuff. Being but a humble independent, I’ve never even seen one of these up close. Little statues. Sometimes not so little things. And the weird thing is, most of us are embarassed by this stuff too. Any reputable outlet doesn’t allow resale of such things… They are, again, of no practical use, and a lot of the time? They’re not as hot as people like to think they are. And again, they have no real effect on whether the game’s any good. A good writer is laser focused on the product, and honestly, most of us really wish big developers would save their money and spend it on, Oh, I don’t know, maybe paying the coders better and better coding conditions so we don’t have any of the frankly disastrous Day Ones we’ve had this past two years alone? Because I can say, from experience, that the smaller studios tend not to have those.

In the vast majority of cases, how to deal with Press Kits is, er… To focus on the game rather than the shinies. The vast majority of press kits aren’t useful for anything except quick reference and a lazy source of screenshots (Most games writers prefer to take their own), and the minority with swag are, quite honestly, embarassing, impractical, and our ethical options for them are 1) Throw them in the bin or 2) have them clutter up the bloody place. I can’t show you any of those “USB keys shaped like other things” because they’ve either gotten lost, or been thrown in the bin, or both. I definitely can’t show you any statues, or serious swag beyond T-Shirts (and damn few of them at that), because most folks don’t actually get that shit.

I leave you with a simple comment that spells out my opinion on “swag” , from my twitter feed.

shinytweet

EDIT: Another, calmer perspective comes from fellow games journalist Nick Cappozzoli, who points out that another, better way of looking at the situation would be to consider the “Tchotckes” (another nickname for this kind of thing) as inherently tainted… Since he’s worded it better than I, I’ll just let this speak for itself also.

nickcomment