If critics did more championing and less obsessing over details
As noted below, Variety critic Leigh Alexander has an interesting post on her SexyVideogameLand blog
that uses her uniquely positive review of "Silent Hill: Homecoming" as a jumping off point to rant (her word, not mine) about reviews in general. I wanted to comment on it, so first, here's the important part I'm responding to:
I feel that we -- both reviewers and audiences -- get so hung up on certain minor debates with important titles that we miss their accomplishments. Most of the discussion around Metal Gear Solid 4, for example, hinged on criticizing Hideo Kojima's aggrandizing, overburdened directorial style. And it's a fair criticism, but wouldn't it be also fair to note that the late-game "microwave hallway" scene and the visceral, psychological impact it evokes deserves to be one of the most memorable moments of the year, or that the all-female, emotionally traumatized Beauty & Beast unit is one of the most interesting slates of villains we've seen in the comparatively short history of our medium?
Stuff like that is all there in any game if you want to look -- and it saddens me when I see that what we most want to do is to nitpick, make self-referential comparisons, and grab quick and easy answers on whether something is "good" or "bad," or "better than" or "worse than" what we're used to. Especially when we were all too happy to criticize "what we're used to" in the days when it was still new.
Critics should be critical; I'm not suggesting people should stop raising complaints when something doesn't strike them right. But I definitely feel that we -- again, both reviewers and audiences -- have created a culture wherein we are deliberately searching for things to dislike, issues to take up arms over. And the discussion and debate that's taken place here at SVGL in the last week just about genre definitions and combat design mechanics demonstrates, I think, that there is not always a "right answer," there is not some universal standard-meter that starts at one hundred percent and just keeps dropping for every flaw we find.
Basically, I think Leigh is right. Game critics (broadly speaking) do attribute too much to minor details, especially ones that are already present in games they love, and fail to give credit to bigger picture advances in storytelling and gameplay.
On the other hand, this sentence strikes me as very wrong: "But I definitely feel that we -- again, both reviewers and audiences -- have created a culture wherein we are deliberately searching for things to dislike, issues to take up arms over." If this were true, one would expect videogame reviews to be consistently negative. And that's obviously not the case, right? On the contrary, I would argue that videogame reviews are by and large too positive. I didn't see many critics deliberately searching for things to dislike in "Grand Theft Auto IV" or "Halo 3" or "Mass Effect" or "Super Mario Galaxy" or "Super Smash Bros. Brawl." On the contrary, these AAA, heavily marketed franchises (mostly sequels) with gameplay very similar to what the hardcore audience has seen and loved before got overwhelmingly positive reviews. Sure, many admitted, the story in "Halo 3" was inpenetrable and the the combat in "Mass Effect" was wonky and "Brawl" is barely an advance over the last installment and has major problems with online play, but those were largely brushed aside as minor considerations.
What I think (and this is of course my interpretation; I'm not trying to put words in Leigh's mouth) is that
in the case of games that are different in some way (like a new IP, or a sequel from a new developer as in the case of "Silent Hill:
Homecoming"), a lot of videogame critics obsess about the small stuff because they don't like the big picture. Here's my best example: "The Simpsons Game." Yes, it had some camera problems and yes the gameplay wasn't too fresh. But it was a parody of videogame and gamer culture and it was (at least as far as most videogames go) flat out hilarious. The gameplay wasn't supposed to original since it was, of course, a satire. People were meant to buy that game to laugh, not to enjoy the innovative controls. And what happened? By and large, critics faulted the game heavily for its camera problems and unoriginal gameplay and didn't give much credit to the humor, the rare attempt to use a videogame to satirize other videogames, or the even rarer successful infusion of the spirit of a popular Hollywood property into its videogame adaptation.
Another example: "Grand Theft Auto IV." Don't get me wrong, I liked this game. And unlike "The Simpsons Game," my positive review was largely in line with most other critics' assessments. But consider what some people said about it. IGN called it an "Oscar-caliber drama." Game Informer wrote, "Grand Theft Auto IV doesn’t just raise the bar for the storied franchise; it completely changes the landscape of gaming. Once you play it, you won’t look at video games the same way again." I'm not saying these guys are wrong. But "GTA IV" had faults, many people now agree. The story gets more ridiculous as it goes on. There's a huge disconnect between the things you can make Nico do and the way he acts and is perceived in the story. If a new game, or a sequel to a less respected franchise, had the same faults and qualities as "GTA IV," do you think most critics would have gone as craz for it? I don't.
We rave about "Gears of War" (great game; love it; play it online all the time) even though it has major wall-sticking issues and come down hard on "Kane and Lynch," which has the same problem. Sure, "Gears" does many things better, but the latter pushes videogame into a darker world of moral consequences than anything else I've seen recently, particularly in its finale. Where's the credit for that?
Basically, I think another way of saying what Leigh's getting at is that many game critics, particularly those who write for avid fans, can obsess over controls or menu design problems in titles that are doing something innovative in tone or theme, but downplay the same types of faults in games that are essentially improvements on the ones they already love.
The result is that we don't value innovation or attempts to do something big and new, like make a funny game that's thematically consistent with an all-time great TV show or create psychological impact through artful storytelling integrated with gameplay, because we obsess on the mechanical problems or the length of the cutscenes. Not that those things don't matter. But they don't matter that much, especially for an artistically immature medium in desperate need of innovation and freshness.
If we re-arranged our priorities, I think we'd have more critics "championing" certain games or developers. In the end, that's what I'm calling for and I think that's what Leigh's implying. In the film world, there were critics who championed the then-radical filmmakers of the '70s who transformed the world of cinema. Wouldn't it be great if there were more videogame critics who championed certain titles or artists, while acknowledging their imperfections, the way Leigh does "Silent Hill: Homecoming" and Hideo Kojima?
Sure it happens, like with "Braid" or the original "Guitar Hero," but even then it's a bizarrely universal championing. Where are the wildly divergent opinons? The champions and haters hashing it out over a controversial developer's new work? The innovative games that get a bunch of 20's and a bunch of 90's on Metacritic?
Of course there will always be those who just want a rundown of gameplay elements and analyses of how good they are compared to what's come before. But it's also wonderful to see critics with completely different orientations as to what matters and what doesn't when reviewing a game. If in the process they pick some fights, get a lot of hate mail, or are even (gasp!) way off of the average Metacritic score, all the better, I say. The videogame audience is maturing, and the result is that there are gamers who want to be challenged by critics to think about what they're playing, or should be playing, in a new way. The more critics who are championing what's new, challenging what we think is good, and engaging with each other and the audiences, the better off the art form of videogames will be.
(PS I very much welcome discussion of this in the comments. But if you end up ranting about how much "Kane and Lynch" sucked or why "Super Smash Bros. Brawl" is pure perfection, you have missed the point and should read the post again instead of commenting.)





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Posted by: cheap lastchaos gold | March 11, 2009 at 07:38 PM
While I am very glad you've posted this discussion here, it seems this isn't the first blog to point out the problems with the review process. I like reading your stuff, Ben. I do. But Variety is a little late to this issue: http://blog.jwhdavison.com/2008/09/do-game-reviews-help-you.html
Posted by: Jose O | October 19, 2008 at 12:28 AM
my boyfriend who loves the simpsons and only owns a wii hated the simpsons game so much he traded it in after one day.
i don't necessarily disagree with you that by and large video game reviewing misses the point, but that doesn't mean that reviewers don't point out when bad games are bad, too.
it's a buyers' guide mentality, and is largely unconcerned with the broader perspective. i actually think this makes sense from the perspective that $60 is such a lot of money to waste i've more or less stopped buying games with anything like frequency.
Posted by: christian nutt | October 17, 2008 at 01:30 PM
Something I wrote on SVGL about this:
Interesting that Mass Effect is picked out there as a game that had it's flaws glossed over. From what I read it seemed much the opposite, it's flaws accentuated and reviewers quietly buried and forgot a truly spectacular game.
I've often talked myself about how with certain franchises (GTA, MGS, Final Fantasy, any big Nintendo franchise...) there's simply no point reading reviews, because many (but not all) will hand the new game ten out of ten regardless, and there's no way to know the quality of it until some time later, when the initial brainwashing wears off. I call this 'Titanic Syndrome'.
It's not limited to sequels though, nor does it happen with every big franchise or hyped game. Assassin's Creed and Spore had massive hype, but, rightly or wrongly, had every single failing raked over and hacked apart. While Gears of War, which had no lineage whatsoever, managed it's hype so well it was already guaranteed top notch score well before release, and it was not till sometime later that the homo-erotic jokes kicked in, resulting in mediocre reviews and sales when it finally hit PC.
I honestly don't know what governs it, where it comes from, what disease it is that infects people when these names come around again. I just wish it would stop, and we could, just for once, have all games treated equally.
Posted by: Dante | October 17, 2008 at 05:51 AM
Good read, Ben. Thank you.
Video games are unique because they combine other classical forms of entertainment/mediums and allow the player to move through these mediums literally and figuratively through gameplay. Gameplay is the driving force because gameplay is what separates video games from other mediums such as television, paintings, books, etc. (Sorry for the Captain Obvious statements.)
Books can make us laugh. Movies too. So can T.V. Video games make us laugh as well, but that's just the tip of the iceberg. If our interactive medium, video games, has done its' job, we were made to laugh because we caused it to make us laugh. Our inputs resulted in an output that caused us to evoke a type of emotion. That's pretty powerful. Instead of passively watching a movie, we were in control and actually physically invested (albeit only with our hands and fingers) into the outcome of our inputs. It took some effort to reach that emotional outburst.
The point I'm trying to make is that gameplay, controls, input/output feedback, AI...the combination of these systems unique only to video games need to, at the very least, collectively be equal in quality to the theme, the art style, the story, the writing, and whatever borrowed mediums are used in shaping the game's vision. They need to be equal because the combination of these systems enhance (or detract) from the game's artistic expression/goal. If anyone of these systems isn't up to par to current systems, the suspension of disbelief will be broken. Flow is broken. Many gamers have been conditioned to sort of recognize what is established quality of any video game system. If any system is out of whack, the artistic goal of the game could be quickly dismissed by the player.
I do agree that there are way too many great scores nowadays. I attribute that to sequelitis as well as "groupthink" as Leigh mentioned in one of her blog posts. At the same time, however, I believe mechanical problems and concerns should be at the forefront of the review as well as the game's "big picture" and the developer's attempt to push the medium into a more well rounded direction. Like you mentioned, there doesn't seem to be a good balance of this as big games don't get called out for obvious, obvious sub-par systems. For example, GTA is notorious for horrible combat systems, gun or melee, but yet inundated with 9s and 9.5s.
Video games are the art of electronic interacting and without the solid mechanical/gameplay/control foundation to drive the intuitive feel of the player, I believe the game's vision is already at a disadvantage of being realized.
-J
Posted by: Jason de Heras | October 09, 2008 at 12:34 AM
Once again, great job Ben. I am so glad you brought up Kane and Lynch which for some reason became the worst game of the year and GTA4 was it's polar opposite among reviewers. When I play GTA4 I feel like it's half assed as a driving game and half assed as a fetch game. I play it but I don't love it the same way as K&L. I end up feeling depressed and sad playing K&L. It's just a sad depressed story like what you see when you watch films like Pusher or Irreversible. You don't feel 'hell yeah!' about the violence but just sad. This is where I think articles like this are very valuable. I have a lot of hope for games in the future. And it's because of strange and interesting games like K&L, or the very political Blacksite: Area 51 (which looks like a scathing look at war when considered next to COD4), or ever The Darkness (which had me sitting holding my virtual girlfriend watching a broken TV not sure if I should go or stay with her to further the story. I'm really glad you brought this up.
Posted by: Christian | October 08, 2008 at 11:00 AM
This post was exactly what I've been waiting to read for the past few months. So often the reviews I come across get bogged down in the mechanical trivialities of whatever game is being critiqued that a lot of times the overarching purpose or ethos of the game is completely missed. Case in point: The Simpsons Game. I am an aspiring games journalist and I am constantly seeking new angles from which to understand games as not just entertainment, but as an art form. And, Ben is right, if games are to be considered art then then they will have to stand up to credible criticism and credible criticism will only come when when critics are able to look beyond simple aesthetics and try to peer into the soul of gaming. I believe that games are subject to philosophical scrutiny. I believe it's okay to ponder the point and purpose of gaming and ask why we do what we do. That is the purpose of good art; it makes us question ourselves and our world through the lens of beauty or entertainment.
Thanks Ben for this well thought out treatise. I scour the web daily for musings like this, especially when they pertain to video games.
You've just earned yourself and avid reader.
Posted by: Brandon | October 07, 2008 at 08:07 PM
I think what Ben is talking about is what I would call the "codification of critical capacity" in an emergent media genre or form of art. That's when the form and those involved in develop and increase, as a community, the ability to make complex judgments about the art form, and even, perhaps, to develop principles or theories about what makes a particularly good piece of jazz, a good novel, or a good video game. Usually, I think,this is done in constant tandem with innovations in the form itself--and it is an essential part of the critic's job to identify which innovations are the most important (though of course the artists themselves--in this case game designers--may reject the importance of the critic in this regard, as will, undoubtedly, some gamers).
What will be interesting to see is in what directions this kind of development of principles and theories go. Will it consider the politics and morality of games? Or will it dedicate itself to aesthetics, and what will be the dominant principles of what makes a game aesthetically pleasing or fun? The emotional reactions of the player? The technical virtuosity of the visual design? Etc.
Posted by: Isaac | October 07, 2008 at 03:56 PM