Cursed Mountain (Review)

Source: Cashmoneys
Price: £3.99
Where To Get It: Gamersgate

Technically, this should be a Going Back, as Cursed Mountain originally released 6 years ago, on the Wii, but the PC Port has finally arrived, courtesy of its main publisher/developer, Deep Silver, only this past month. Was it worth the wait for mountain climbing, Buddhist hungry ghost shenanigans on PC? Well, only kind of.

But what could *do* such a thing? SUSPENSE!

But what could *do* such a thing? SUSPENSE!

You see, apart from the control scheme, and adjustable resolution, it’s a straight port. So saves are strictly checkpoint only, the graphics are much as they were on the Wii (Running at around 30 frames a second, it doesn’t look bad, per se, so much as slightly dated), and there are a couple of quirks that I find a little amusing, and occasionally frustrating. For example, you always attack in the camera’s direction, so sometimes, to break a pot nearby, you have to get out of the fixed camera zones the game has.

Of course, part of the problem is that the game was designed with the Wii in mind, so there are things that you’re going to be missing out on (And I honestly couldn’t work out how to get a Wiimote connected to a PC to see if that functionality is still there.) For example, the Wiimote acts as a walkie talkie at one point, and that segment… Slightly loses out. Other features, however, become much easier. Combat, especially.

Y’see, combat in Cursed Mountain used to have some fairly janky Wiimote detection, leading to problems, as putting ghosts to rests, whereas, in the PC version, things definitely appear to be friendlier. Now, instead of having to follow lines closely, or flick your Wiimote, it’s “Mouse over these in roughly the right order, and flick your mouse in directions while doing stuff.” Much easier to deal with ghosts now. Speaking of ghosts, let’s talk story.

It can't be understated that the game maintains an oppressive feel quite well.

It can’t be understated that the game maintains an oppressive feel quite well.

The game is set in the 80s, in the vicinity of Chomo Lonzo (Bird Spirit, so named for its appearance), and you are Eric Simmonds, a scottish mountaineer searching for his brother… Who, as it turns out, has not been very respectful of local tradition, with the disastrous result of a plague of ghosts from Bardo. Buddhism is one of the main themes here, and I’m honestly not qualified to say whether it’s a respectful treatment or not (Although many folks seem to think it is), but I am qualified to talk about the pacing, how it makes you feel, and the like…

…It’s not for everybody. Survival horror generally isn’t, but the pacing in this one is slow and deliberate, although when it starts ramping up, it doesn’t screw around. Personally, though, I like it. Eric is a skeptic, and the game sort of reflects this. I say ‘sort of’, because “It’s a hallucination” is something Eric says all the way through, and you get the feeling that, as much as you’re playing along to see where things go, so is Eric… And he seems to cling to the idea of a hallucination more as a defense mechanism than any actual belief. Still, it leads to some interesting moments, like where meeting Edward Bennett doesn’t… Seem like a real thing that happened, thanks to the design of the static cutscenes. And yes, there are static cutscenes, but they’re really not that bad.

AND SUDDENLY DEATH AND BLOOD

AND SUDDENLY DEATH AND BLOOD

What I did find bad, however, was that early areas made it very hard to see some things. “They didn’t even have time to bury the bodies.” Er, what bo- Ohhhhhh, THAT body! But, otherwise, the design is pretty consistent, the game is somewhat easier as a result of the port, it has an interesting premise, and the voice acting is… Alright! There’s definitely a sense of oppression in the game, and I kinda like the religious/spiritual elements (Although, as noted, keep in mind I am not qualified to say whether it’s appropriating rather than being respectful.)

But, also as I said, it’s definitely not for everybody. Some will be put off by the slow pace. Others will be put off by what is effectively QTEs for unlocking secret doors, boss fights, and making fights go a lil’ quicker. Others still will be put off by the lack of graphical options. The price of £4, as such, doesn’t really feel like a cheat to me, because it does interesting things, in potentially interesting directions, and the pacing doesn’t put me off. But, as mentioned… Your mileage will vary on this one.

The Mad Welshman sighed as his ice pick cast another soul back into the cycle. So much pain and suffering, and for what? A man’s pride? 

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08×10: The Octo-Ber Octo-Jam 2015

It’s not often I feel compelled to cover a game jam, although their importance as a communal activity can’t be underestimated… But when you have a game jam that also involves the history of computing and games, it’s hard not to sit up and take notice. Such is the case with the Octo-Jam, which officially finished its second year with the roundup, posted just a few days ago online.

Ah, the 70s... A time of some *really bad special effects*

Ah, the 70s… A time of some *really bad special effects*

Now, because I know a few readers are new to the concepts of gaming and game design in general, let’s go through some things before we carry on. A game jam is a time limited programming event, where amateurs and professionals alike create a game within a limited time frame (In the case of the Octo-Jam, this was the month of October), and there’s always a theme, or a quirk involved. Sometimes, this theme involves languages and limitations we haven’t really had to work with for a decade or two, and such is the case with the Octo-Jam.

Why? Because it involves making a game for a dead language: CHIP-8. CHIP-8 was around near the dawn of computing (The mid-70s, to be exact), and had, for all practical intents and purposes, less than 3584 bytes of memory (512 bytes was taken up by the interpreter). There’s more information both on the wikipedia page, and Octo-Jam’s own page, but essentially, it was used on two kinds of 8 bit computer (the COSMAC VIP, and the TELMAC 1800), a few graphic calculators, and that’s… About it. If it wasn’t for computer and videogame historians, enthusiasts, and, of course, the creators of the Octo-Jam (Everdraed, JonTerp, and InternetJanitor), it would probably have faded into true obscurity.

But the Octo-Jam, in its second year, not only had quite a few entries, all doing interesting things with the CHIP-8, SUPER-CHIP-8, and the new XO-CHIP instruction sets (All using the Octo assembler) … But some of them were tested on an actual COSMAC VIP by computer historian Douglas Crawford. And all but two of the 8 programs he tested worked well.

I'm not... *sniff*... Crying a little from nostalgia... *Snuffle*... Honest!

Douglas Crawford with the COSMAC VIP, and the Octo-Jam demo loader. Greenscreen and all.

The entries can be viewed at the official Something Awful Game Jams webpage, but here are my own personal favourites.

OctoPeg

It plays very smoothly, and is just as challenging as the original. No powerups, though.

It plays very smoothly, and is just as challenging as the original. No powerups, though.

Demakes, the practice of making a game in a system much older than it was originally designed for, are fascinating things, and OctoPeg (a demake of Popcap’s Peggle) is no exception. You know, while watching it, that the older system is being pushed to its limit, and the design documentation is an excellent look into how much thought was required to make this work at anywhere near the level Peggle on modern systems would. To my mind, this is the most technically accomplished entry in the Octo-Ber Jam II.

You can find the post mortem on the game page here, and, if you’re interested in programming and design limitations, it’s a fascinating read.

Alien Hunter/HORS

Wait, whu- I... I'm sure this can be fixed. It's *got* to be able to be fixed... Doesn't it?

Wait, whu- I… I’m sure this can be fixed. It’s *got* to be able to be fixed… Doesn’t it?

These two games, both by the same creator, only show the cleverness once you get into the source code. At first, you play Alien Hunter, think it’s a bugged game (And it is), and shrug as you play its compatriot, which only differs in that it uses different sprites, and that it works.

Then you look at the source code, and you discover that Alien Hunter is a Creepypasta. It tells the tale of a programmer who is finding some increasingly buggy code, and it ends in tears.

The two games are exactly the same size, but one works, and the other doesn’t, because it uses the code to create junk instructions that make the game rapidly unplayable in different and interesting ways… Only some of which are mentioned in the code.

Eaty The Alien

Eaty Walk House...

Eaty Walk House…

ET for the Atari 2600 is an infamous game, and I shall most likely be giving InternetJanitor some fake side-eye for a while for providing a demake of this game. However, I can’t fault either his coding skill or showmanship, because not only does he provide a well made demake of that awful, awful game, he provides an amusing false history in which a company is approached by Spielberg for a game based on his hit movie, finds it wanting, and they attempt to sell it anyway, removing as much copyright infringement as they can…

You’d think this wasn’t a compelling story, but, as any video game historian knows, bootlegging has sometimes been the entire basis of games companies in the past. It’s also to his credit that, really? It plays well… Probably better than the original Atari 2600 offering. And I have to laugh at the reference to Eaty’s “Magic Neck” in the (fake) manual page. A well crafted pastiche.

OctoVore

This is one of the easier mazes. And it has variable difficulty levels.

This is one of the easier mazes. And it has variable difficulty levels.

Sometimes, all you need is an interesting variation on a previous idea, and OctoVore, by pangasaurus rex, is definitely that. Remember Snake? Sure you do… Many of you probably still play some variation of it when you need something simple and fun.

OctoVore is fun, but it’s less than simple, because you’re keeping an eye on two “snakes”, and they’re both connected to a hungry, hungry octopus. Levels are fixed, but get complicated pretty quickly, with asymmetrical mazes, less food on one side than another (leading you to keep your other arm safely occupied while the first grabs the rest), and, while the levels are pregenerated, there’s enough here to keep you going for a while. Beautiful.

Well, except for the control scheme, which is evil incarnate: 2QWE for one arm, SZXC for the other. Look at your keyboard, and tell me you can do this without being an octopus.

…Okay, I exaggerate. A little.

T8nks

This wouldn't look out of place on a C64... Which is fitting, because the XO CHIP allows 64KB, not just 4.

This wouldn’t look out of place on a C64… But the XO Chip allows such graphical wizardry.

T8nks is, like many of the XO games, not technically able to run on the original system (as the XO is an extended instruction set, and very much a modern creation), but it is interesting. Tanks, Scorched Earth, Gorillas… Some variation of this game has been on most 8 bit systems, and T8nks has a little fun. Randomly chosen special weapon pickups each level, a “Trick Shot” system, in which banking from the bottom or side of the screen will earn you extra points, and wind, adding a challenge factor that’s always enjoyable in such games.

All of the games are playable on the AwfulJam site, with links to the source code, and occasional post mortem, and you can watch the roundup on YouTube here (Complete with some 70s glitz to start things off, and some 70s hardware, as demonstrated by Doug Crawford, to end it with a bang)

I am promised by the jam’s founders that the jam will not only continue, but have some more potentially interesting wrinkles and changes for next Octo-Ber. I’m definitely looking forward to it!

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On Games Journalism: The Reviewing Process.

Last time we talked about reviewing, we talked about how much time should be put in to a review. But this is by no means the only facet of what goes into a review. So I’m going to pull the veil on my own process, and show you that yes, it is a bit complicated. This should hopefully be useful to readers (Who sometimes don’t get this) and aspiring writers (Who probably don’t know this before writing.) Keep in mind, this doesn’t cover asking for review copy, or what to do when people don’t answer (And, if you’re a freelancer, or otherwise fall under the radar, that’s perfectly possible), just the process of reviewing a game when you’ve got it.

Question The First: Is It “Day One”?

Review Copies are an interesting business, as it means that, a lot of the time, we get the game earlier than anyone else. We can even see patches coming in before the game releases. Not all “Day One” issues are actually “Day One”, but “Days -14 (and “above”) to 1.” But whether you’re reviewing the game on release or not is nonetheless an important question. Especially if you’ve both got hold of the game on release day, and are writing about it on release day. Try to avoid that wherever possible, please. You’re much more likely to be dismissed as a “Day 1” review if you do so.

However, hopefully people are now aware, thanks to Early Access, that yes, games don’t always stop developing the day before launch, and should already know that yes, sometimes, reviewers get the game earlier than you do, to give them time to review it properly.

Nonetheless, there is a kind of sweet spot, and it varies depending on the next question.

Question The Second: How Big Is It?

The majority of the time, you can tell from the genre and the PR mails you’ve gotten, but, as I mentioned in the previous article, that’s not always the case. Nonetheless, it’s an important consideration. Since we’ve already dealt with “how long”, we’ll simply note that this is an important consideration into how much playtime you put in, and how long it should take.

Question The Third: What Am I Meant To Be Looking At?

This is the meat. As much as you humanly can. For example, you start to get a feel, over time, for a “good” or “bad” UI (My general guide: If it blocks important information/controls, or takes more than three interactions to get to an option, it’s “bad”), and can spot that, and some other things, very quickly. Other things, however, you need to digest, to think about. This is why taking breaks is important. Not only are you doing a thing that’s good for you (Not staring at a monitor for hours on end), unless those breaks are completely ignoring thinking about the game, they still serve an important work function.

You want to think about the writing, how it’s paced, how it treats people, what it’s trying to say. You want to think about the visuals, and the music. You want to think about the numbers, and the gears, how you’re feeling (We’ll get back to that) versus how the game wants you to feel, and how well or badly it all fits together. A developer could have the best combat system in gaming history, but it wouldn’t count for much if you don’t know what the buttons do. Music, taken on its own, can be great, but again, if it doesn’t fit what you’re doing, and makes no sense even after consideration? It’s not so good. Disconnects between elements can vary in importance, and sometimes, they’re deliberate.

Trying to break the game is also sometimes helpful, although risky. For tips and tricks on things that potentially work, you can’t go wrong with speedruns. Speedruns past and present show that there’s often a way to leave the map.

You’ve also got to consider who it’s aimed at. Is it for someone who likes long games? Short ones? Button mashers? Who would like this, and who wouldn’t? This becomes important when you get to the writing stage, and it’s something you’ll want to think about. It’s also helpful to put yourself in the position of the new player, the person who’s never played videogames. It’s difficult, I know, but to review well, you also have to at least try to consider viewpoints that seem alien to you at times. So ignore the tutorials (if you can) the first time you play, and try to work out how easy it is to learn things without it. Because, believe me, there are players who ignore tutorials, even when it’s against their best interests to do so.

Sometimes, there will be things you’ll miss. When you’ve written a review, go back and check things. Because you’ll feel pretty bloody stupid if you missed something obvious, and it affects your review badly.

Problem The First: Oh Shit, It Crashed/Hung/I Fell Through The World!

This is a pretty common problem, especially with early copies. When this happens, you can almost guarantee you aren’t getting it out on day one (Not that you should, but some places really put the pressure on for that.) Check with other reviewers, if you know any. Put your computer through a checkup, especially in the case of a BSOD. This is only the first step, however. The second step is why you have little chance of a Day One Review.

Confirm that other people have had the problem. Confirm whether steps are being taken. If at all possible, confirm that they have been taken. I know it means slogging through pages of vitriol on Steam and official forums (When they exist), and waiting for said notes to crop up, but it can sometimes be rewarding. When I was researching problems I’d encountered playing Blur? I found people had released beta footage. And they showed many of the exact same problems I was encountering. During my re-review (More on that later), I found that, increasingly, the same replies were being posted, and talk was already underway on a sequel (Not always a sign that a game has been “put to bed”, but it can be). Together, those things didn’t exactly paint the most flattering picture, even considering that three months is not a terribly long time to be able to fix, say, connection issues (You’d think it wasn’t, but no, that sort of dev problem can often be a very thorny one.)

Besides, you’ll often get a better idea of what causes it (A thing that could be useful to mention) and what fixes it (Not guaranteed, but nice when it does happen). And you’ll have continued in the fine tradition of checking first.

Problem The Second: The Game Is Soooo Good/Bad!

You might not think this is a problem. But this can just as much be a result of not looking or not seeing as it is of no flaws or too many flaws. It’s sometimes difficult to achieve balance in a review, but it’s an ideal you should strive for. I can’t think of a single game completely without flaw. There’s always a reason someone won’t like it, even if it’s the one of certain people not liking that type of game (Which we’ll come back to in the Writing part). Similarly, I can think of few games that are completely irredeemable (Limbo of the Lost would be one of the few in this regard.) Another part of this is…

Question The Fourth: What Mood Am I In?

You are going to have a personal, subjective opinion on whatever game you’re reviewing. That’s without doubt. But if you’re in the wrong sort of mood, it’s going to affect your writing. An example in my case is that I never review when I’m depressed. I know all too well that slights will get magnified, that it’ll feed back on itself, and that I’m not going to check as well as I’d like. This doesn’t exactly do wonders for my workflow, but it ensures that I’m not going to be harder on a game than I’m meant to be. See also being drunk, being angry, or being tired. Yes, with many places there are deadlines… But your health is important, not only for you, but for your work.

Now, with all of those things considered, we come to writing the review. Take notes as you go, working them into a first draft. Most of the time, this first draft will not be useful as a review… But it’ll order your thoughts. And then, a few more questions to think about while writing. All the while, you’ll want to look for spelling errors. You won’t find them all, but the more you find, the less hassle for either you (If you self publish) or your editor (If you write on commission/contract.)

Question The Fifth: What Am I Focusing On?

It is a safe bet that, even if people didn’t hate spoilers, you’re not going to write a blow by blow analysis of the entire game from start to finish. You have, at most, 3500 words for a review (More when you’re writing later, more thoughtful articles, but reviews are generally between 500 and 2500 words. It varies by publisher.) So what are you going to focus on? Extremes are generally on the list. If something is particularly noteworthy, or particularly cringeworthy, it’s something you want to mention. But that list is, excepting big games with lots of problems or particularly praiseworthy elements, generally fairly short. Even so, you have limits to what you can say. Pick what you’re talking about wisely.

Question The Sixth: Experiences or “Mechanics”?

There’s different schools of thought on the M word, including whether it’s really a useful word at all. Is the writing a mechanical device of the game? Is the UI? Are these, individually, important to mention? Generally, the answer is “Not on their own”, which is why we have reviews that focus on the stories, the experiences. Whether readers or the writer like it or not, how you feel during a game is a factor, as many games try to make you feel a thing. The Last of Us, in terms of actual rules and numbers, is not vastly different from many other modern games. No, it’s the writing, the music, the voices, what’s being said and what you feel versus what the game’s developers want you to feel that’s notable. But purely experiential writing can, done poorly, confuse. Purely “mechanical” writing fails to take into account how things fit together, and ignore the feels and thoughts to their detriment. Ideally, you want a mix. How much of that mix is really down to your own style, and there’s no guarantee you’ll achieve the right mix for a particular game.

I wish there was… But it’s not guaranteed. Do the best you can.

Question The Seventh: Does It Flow?

Flow of writing is important. And it’s not just about rhythm, how stilted or natural it sounds. It’s about point to point to point in a conclusive, thematically linked “argument”. It’s like a debate. It’s also part of the reason I don’t like compartmentalised reviews (Even though I’ve written them many a time.) They don’t acknowledge that you can segue from the audio, to the play, to the writing, and back to the audio. Because you can. And often, you have to, if you want to explain a thing well.

The rhythm, thankfully, is an easy one to edit. Read the review out loud. Notice where you’re actually pausing, and for how long, in what you read. As you’re reading, think about whether you’re actually saying the things you want to say.

Then go back and do it again until you’re at least relatively happy. I’m rarely more than “relatively” happy with a review, but other folks do seem to consistently disagree with my own opinion on that, so “relatively” happy is good. Of course… You’re still not done.

Question The Eighth: Am I Being Fair?

Remember how I said you don’t want to review when angry, or depressed, or drunk? Yeah, the same applies at every step, and you should be questioning yourself at every step as well. Because sometimes, we Get Personal. As I’ve said before, game devs are human, and companies are not people. Nor, in fact, are games themselves. Talking about what a company or a game has done, good or bad, is okay. Framing it in terms like “[Company] are evil” or “[Company] wouldn’t be able to develop their way out of a brown paper bag” is Getting Personal. True, the folks who actually fucked up are being told they fucked up somehow. But you’re also putting folks who did the best job they could, and were not responsible for the fuckup you’re talking about, in the same sentence.

You didn’t mean it that way? Well, boo-hoo, but unfortunately, you wrote it that way. Similarly, consider scale in what you’re saying. A game constantly crashing is definitely bad, and can be described as definitely bad. But some problems really are niggles, small problems, and if you’re going to mention them, make sure you say that.

Hopefully, when you’ve considered these things, you’ll have, at the end, a fair review that tells people what they can expect. It won’t have everything. It can’t. But there’ll be enough there that people can get an idea, and hopefully look at other perspectives on the same thing.

Now, it’s important to note that this article is just about actually writing a review. It’s not about any ethical problems that might come up. It’s not about interviews, or op-eds (Although it can be useful for those, situationally). All of these words, all of these considerations, are what goes into a single review. And in the case of many of these questions, there are nuances I could go over, edge cases and specific practices for specific types of games.

Still think reviewing is easy? I sure hope not, I’ve tried pretty hard to show you otherwise. For other perspectives on this, there’s Cara Ellison’s “How To Write About A Game“, Erik Peterson’s “You Got Game, But Can You Write?” (Although I’m not sure the words “Lucky Bastards” can be applied to reviewers…), and the book “Critical Path: How To Review Games For A Living“, by Dan Amrich, among many others.

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On Games Journalism: Why Objective, Performance Based Reviews Are A Bad Idea (Reprint.)

This article was originally published on my personal blog, when I was planning to get back to games journalism.

So, one thing that I have seen people calling for is “More objective” reviewing. Sometimes, they mean “Less biased overall” (Which is good to ask for), sometimes they mean “I don’t want political viewpoint X to be represented so god-damn much” (Tough titty, writers have political viewpoints, readers have political viewpoints, and if you don’t want to deal with gender and politics, good fucking luck in life. No, really, good fucking luck.)

Sometimes, however, they really do mean “objective”, in the sense of purely representing the technical aspects, how well it runs, etc. Let’s illustrate how misleading this can easily get with two hypothetical reviewers. Let’s call them Jim and Graham, after Jim Rossignol and Graham Smith.

Jim has a computer which often meets minimum specs for AAA games, but rarely optimal specs for the newer ones. So he can play the game, but he can’t afford to get the whole experience (Because, spoilers, even guys who write full time for a mag don’t get paid a whole lot!). He experiences some slowdown at certain points in the game, but, unbeknownst to him, this isn’t because his setup isn’t top notch. It’s because he’s using an AMD graphics card, and the game was primarily coded around NVIDIA cards. Yes, that’s a thing that still happens, even to this day. So he, naturally, mentions this as part of his review. NVIDIA fans slam him.

Graham, meanwhile, has a swanky computer with all mod cons, an NVIDIA card, and… A top range anti-virus program. This causes some problems, and, because he has a top of the range setup, he makes a bigger deal out of it. A week later, it’s discovered that his particular anti-virus program fucks with the game, and he looks like a twat.

Meanwhile, both of them use different routers, and have exactly the same problems in multiplayer, problems which are widely reported. Their editor, Steve, doesn’t have these problems, and writes an apology about both pieces when the folks who didn’t experience these problems, and didn’t notice all the complaints, decided to write in to say that they shouldn’t lower the score based on this “nonexistent problem.”

…Three months later, the readers look like twats when it turns out that, yes, the netcode was shit all along, and they start experiencing problems and complaining. And nobody’s happy.

All three of these things have happened at least once. Because there are so many different components for PCs, software and hardware, and that means Your Mileage May Vary. I’ve seen windows updates, graphics driver updates, lack of graphics driver updates, all sorts of things fucking with performance in games that sometimes, it’s hard to tell what’s actually causing a problem.

“Ahhh, but consoles are different!”, I hear you say. Perhaps. But sometimes, consoles look like they’re working when they’re actually about to break, and this, too, can occasionally affect reviews. Less than PC reviewing, it’s sure, but you still have to use a router to connect, an ISP, so keep in mind that no system is free of this.

Then, we come to another issue: With only certain exceptions, older games re-released will, on a performance based scale, consistently score higher than newer ones. For example, I can play Jet Set Willy with so much less hassle than I used to have. Before, it was “pop a tape in. Is the tape clean? Is the cassette drive jammed? Do I have the cable connected?”

Now? “Put thing on hard drive, run program/emulator, fiddle with performance settings a little.” 100000/10, much god-damn better than it used to be. Sonic 1 runs far better, on my current system, than Lichdom: Battlemage, and so it scores higher.

“That’s not what we said, though! We meant as they come out!”

Ah, you’re right. But re-releases are often reviewed as new products, because some of them (Not all, but some) come with slightly swankier graphics, and a slightly improved engine, and nothing else. Oh look, that re-release, on a performance base, still runs better than brand new AAA game, because it didn’t have extra fancy gubbins.

Indie games would consistently score higher on a performance basis, because they’re less resource intensive and smaller. The simpler the game, the higher it could score on a performance basis. And then comes the real killer: You then have to consider how much performance the game needs compared to its compatriots. Is it “objectively” better because it needs less resources, or “objectively” worse because it doesn’t need to be as effective in using your computer’s resource allocation?

“But you don’t need to know these things, all you need to know is whether it’s ‘objectively’ good or bad on your system, let readers…” No. Stop right there.

“Good” and “Bad” are rarely objective statements, because they’re value judgements. You’re stepping into “Worth” territory, and if you think that’s something that can be objectively judged, I’m going to laugh. Hard. An object’s worth changes, fluidly, based on subjective factors.

Good example: The white jacket I wanted for ComicCon. It’s worth less to me now that I don’t need it for a costume, because when I tried to get it, it was for a specific purpose. That purpose has been and gone, so it’s “worth” less. If other people don’t like how I look in it, it’s worth less based on their subjective views, because it’s going to get dickheads yelling stupid shit at me, which reduces its worth because of the hassle it cost me. If I lose or gain weight, it’s going to hang differently, look differently, and so have a different worth to my self-esteem.

Then there’s all the factors you’re now leaving out, whether due to space or time constraints. Most reviews are 500-2500 words long. That’s it. Are you going to read an article that’s 2,500 words about how it performs on System X with Hardware Y,Z,A, and B, when you yourself have System X with Hardware C,D,E, and F (Not to mention that the reviewer probably won’t have even noticed that Software G, which you have, and they don’t, causes bugs in the game)?

Would you read it if it didn’t comment at all on the writing, or great moments in the game, or how a mechanic feels like it fits with the theme you think they’re trying to portray? All of these are subjective things you’ll be missing out on: The cornering on Burnout Paradise isn’t, by any means “Realistic”… Hell, describing it objectively, it would be “The lower statistic X is, the more likely it is to rotate the vehicle you are driving in a manner more consistent to ‘sliding’ than ‘turning’ , especially at higher speeds.” … But it’s fun, not to mention collisions. We like collisions in racing games, right? “The collisions are rendered using a physics engine that -” GOD STOP, PLEASE, THIS DESCRIPTION CAN GO ON FOR HALF A PAGE, AND IS NOWHERE NEAR AS EFFICIENT, FOR A READER, AS…

“The collisions, meanwhile, are sufficiently meaty, with lots of crumpling, slow motion replays, and a delicious feeling of ‘Yup, that car is fucked, and there is no consequence for this. God bless Fun’.”

Which is, you’ll note, largely subjective. Long live subjectivity, I say!

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