This is a crisis moment for modern art, where the melding of consumerism and artistry has created a group of movie-goers, musicheads, and gamers who believe that art can be rated on an objective scale. The idea of applying ratings to paintings or sculptures (even modern ones) is pretty unthinkable. Though it has taken thousands of years, no one today would question the cultural validity of paintings or sculptures as a medium.
Video games are subject to the shackles of ratings more so than other arts due to a couple reasons: one is their high cost. A gamer may only be able to purchase one game every paycheck, or every month, and the difference between a 9.0 and a 9.5 suddenly becomes important. Another reason for excessive ratings in the game world is their status as software. Since they are a program that must perform certain functions, problems like a lack of polish in graphical presentation, poorly designed controls, or simple bugs and errors can all be treated as quantifiable leaps that the user should or should not have to make, in the reviewer's mind. Yet when a journalist reviews a game under our current system, he must also attempt to apply numbers to the game's artistry and his overall level of satisfaction, in the hopes of giving a solid purchase recommendation to the video game world.
Most reviewers would admit to being concerned more with the artistry of a game than with its functionality as software; these two pieces are necessary parts of a review, but by this time in gaming history, functionality should be a non-issue. Slowdown and control glitches will always be with us, but a reviewer must comment on them only insofar as they hinder the experience of playing the game. The game's goals as an aesthetic experience must be paramount in the reviewer's mind.
Yet numbers dominate our discourse; if a reviewer rates a game lower than his peers, he is seen as having an incorrect position. And though every journalist may strive to write about a game before applying a rating, the overall score that comes at the end of the review can never fully be out of his mind. It is supposed to be a reflection of where he thinks the game falls on a scale of 1 (for terrible) to 10 (for incredible). It can supposedly be compared to his other reviews: if he gave a 9.0 to a game I didn't like, then I have no reason to believe that his 6.0 for a different game is accurate.
Reviews can never be fully separated from their rating: the philosophy of numerical scales forces reviewers to give reasons why the game is better than an 8.0 but less than a 9.0. Though this may aid the purchase recommendation part of the review, it does little to encourage dialog about a game's actual merits. The score is a straw man to argue against, with the game's aesthetic qualities mere support for why it was deserved.
Even Roger Ebert (who has no doubt that movies are art and most video games aren't) claims that his stars and his thumb are worth less than his written review, yet he will only put four-star movies on his top ten list each year. Similarly, when the “Game of the Year" hype contests roll around, scores are a main part of the debate. Is it possible for a 9.0 average game to pull ahead of all the 9.5s and 10s to steal the contest? Does anyone truly believe that these year-end lists are anything more than phoned in months in advance?
Reviews without ratings are less satisfying for readers because they do not supply the tidy summary of a game's worth that is expected under the current conditions. A review without a number cannot be compared to another review instantly, and the reviewer cannot be looked down upon by the public until his words are read. Many reviewers may feel pressure to not give the “wrong" score for a beloved franchise installment, hoping instead to say things that are in line with other reviewers. If he is the standalone aberration on MetaCritic, he will be fighting consensus and dismissed.
Yet ratings never make sense. The Bit Generations titles are so simple that a rating of 8.5 doesn't mean the same thing as an 8.5 given to a Zelda game; the first may be too high for a simple game, while the second too low for a much more complex game. Does any reviewer honestly look at Tetris and Zelda and say “Zelda is better" as if the two could be compared? When Nintendo releases the next console Zelda or Mario game, is a score of 9.0 going to dissuade you from purchasing it? Do journalists ever give 10s to games outside of established franchises? Even within genres, comparing two very similar games like Okami and Zelda seems fruitless if we must conclude that one is superior over the other. The only comparison that seems appropriate is whether a new Zelda game is as good as the previous ones (in which case I may have to revise my score for Twilight Princess).
Reviewing a game's graphics, sound, or control too is a nonsensical idea: does a high polygon count within the framework of realism look better than a simple and striking fantasy design? No game is worth less for having blocky graphics if it works in context with the story; not all games can have their graphics measured in the same way.
Instead of writing about whether a game fulfills my preconceptions for what a good game looks like, sounds like, and plays like, I should be compelled as a reviewer to rate the aesthetic experience I had. Though this is a subjective statement of my opinion, it can be qualified by my appraisal of a game's graphical and aural design, as well as my opinion of how successful the game was at creating a world, delivering a feeling of suspense, showing me beautiful images, giving me a sandbox to play in, telling a story, or whatever else the game may have tried to do. No single philosophy of game design is correct, and with as many artists as there are in the game industry we ought to encourage them to take their individual ideals as far as possible. This is why games like Metal Gear Solid and Super Mario 64 can both be praised for their different visions of what video games can do.
Removing scores from reviews will not prevent us from discussing games, comparing disparate genres, or discussing objective quality. Instead, it will allow journalists the freedom to examine a game as a holistic and inclusive experience, an exercise that has been constricted for decades by universal participation in scoring. Having to quantify a game's graphics, sound, control, and fun factor are roadblocks to true discussion. The best art you will ever see cannot be summed up in an essay, or a review. To this day people are discussing the aesthetic experience known as Michaelangelo's La Pieta, or Stanley Kubrick's 2001: A Space Odyssey. As soon as we believe that we can fully know and understand these works of art, we have lost the ability to ever know anything about them. Only in the ongoing discussion of how video games affect us, and what keeps us coming back for more, can we break through the meaningless numbers and make gaming journalism into something more than just software reviews and purchase recommendations.
QuoteI couldn't disagree with this more. The problem is that most gamers (and most reviewers) don't pay much attention to games assigned less than 80/100 because they consider these games as bad. Most websites really only use 20% of the reviewing scale for any halfway decent game. The reason for this is because anything less than 80/100 is considered to be a C and therefore Average. If you start using the A-B-C-D-F scale it will only increase this notion and we'll never see anything below a B- except for licensed games on GBA and anything on a Nintendo console at 1up.
Originally posted by: Dryden
Ever go to University? Papers aren't graded out of a hundred, they're given a set of five letters with +/- modifiers. Why not use that system?
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Originally posted by: Ian Sane
I really don't like those pictures. The first two seem near identical to me. The last two both suggest a bad movie and the middle still suggests a good movie since the guy seems pleased to be watching.
...
For movies a popular rating I would give out with be "just a movie". Like there's no harm in watching it but if you never did it doesn't matter and while it didn't suck you didn't really like it or wouldn't recommend it either. Does "just a game" make a good rating. Considering the higher cost I think "just a game" is worse than "just a movie".
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Originally posted by: Ian Sane
The problem is the way I interpret those pictures I feel there are pictures missing. It's too black or white to me. Now admitingly after using this for a while I would probably just associate certain pictures a certain way. But will reviewers do this? Bob Jones' middle picture review might suggest the film is okay and worth watching while Mike Smith's middle picture review might suggest the filme is okay but not worth watching.
I have pretty much no issue with review scores but rather just inconsistency. Too often some reviewer suddenly decides a 6 is average when everyone else considers it crap and now I'm lost. Typically it's those calling for a new review standard who have been causing confusion by suddenly deciding to give good games 7's and going against the grain. Really it doesn't matter what you use provided it's consistent. I never had any problems until someone decided that not enough games were getting 4's and starting using 5 as the average point, thus f*cking everyone else up who used something more like school percentages where it doens't matter really what you get below 5, you still f*cking failed. The problem isn't that 1-5 aren't using enough in the 10 point scale but rather that we now seem to have two groups using the 10 point scale differently.
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Originally posted by: Professional 666
7.0 - Dragon Blade
7.5 - Zelda PH
GOTTA LOVE THAT 0.5 INCREMENT
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Originally posted by: IceCold
If reviews are numerical, I think there should always be a "Tilt Factor" or "X-Factor" similar to what GameSpot has, except they implement it quite poorly.
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Originally posted by: ShyGuy
I think an ice cream flavor rating system would be best. Phantom Hourglass is rated Orange Sherbert Swirl and Dragon Blade is rated Mocha Chocolate Chip. Is Orange Sherbert Swirl better than Mocha Chocolate Chip? I KNOW I PREFER THAT FLAVOR OF ICECREAM
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Originally posted by: k_bukie
Breaking down art objectively is almost impossible. Breaking down technical aspects of a game objectively is easy.
I'd almost suggest going to a "Recommended for everyone", "Recommended for fans", and "Not Recommended" review for all games, but even the VC games get criticized and compared for that simple system (lol Kid Icarus).
Maybe the best thing would be listing the pros and cons of a game, and just let the reader decide for him/herself whether it's worth it.
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Do journalists ever give 10s to games outside of established franchises?
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Reviewing a game's graphics, sound, or control too is a nonsensical idea: does a high polygon count within the framework of realism look better than a simple and striking fantasy design?
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Furthermore, other forms of media also pretty much only get ONE overall rating. Movies don't get separate ratings for acting, special effects, directing, soundtrack, stage sets, etc. That would just be silly.
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Originally posted by: Jonnyboy117
Many of you have probably heard that I did not use scores in my reviews at the Nformant, and when PGC started to discuss what would become our review format (in early 2001, before we imported the first GBA games), I was very vocal in suggesting that we avoid scores altogether. However, I was a lowly Staff Writer at the time, and although my opinion was registered and respected, other viewpoints prevailed. I think most of my superiors at that time agreed that "it would be nice" to omit scores, but they felt the practical benefits were more important.
It's funny, because now I am Reviews Editor, and I still believe review scores are a bad idea. But I'm not sure that I would want to even try to get rid of them now, because they are part of the institution of NWR. It would even be technically difficult to create a new type of review article without the scores and have the new reviews indexed along with the older ones. So I don't know if we could ever eschew scores now that we are standing so deep in them. But certainly, I agree completely with the spirit of Evan's editorial. If I had a new website and could start from scratch, I would definitely review games without scores. That's not going to happen, though.
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Originally posted by: Maverick
Haha, it also seemed that some of the sentences in this editorial were referring to the "backlash" of the Phantom Hourglass review.
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Originally posted by: thatguy
Well, what about putting a standard phrase with each score. For a 9.5 or 10, there would be this phrase, or one similar next to the score: "We think this title is a nearly flawless game, fun, and innovative for all. Do not miss out on this great experience!"
For an 8 or a 7.5, it could be, "We believe this title has substance, but not everything is of the highest quality. If you have interest in the genre or series, this game is probably for you.
For a 5, which NWR defines as the borderline, the phrase could be, "This game isn't the best or even close, but if you absolutely enjoy the genre, you may want to consider spending some time with it."
And so on. That way, there would still be numbers, but you'd have guidelines so people would understand what they're looking at, so hopefully, they won't overreact quite so much.
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Originally posted by: Kairon
Why not just add NWR's "Recommended for Everyone," "Recommended for Fans" and "Not Recommended" as an additional label for each game? It's not scarily new, it's just applying the same thinking of the VC's impressions to the game reviews. Even keep in the point score if you like, just prominently display the "label" at the top of the article, away from the score.
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look at how much hand-wringing takes place over most reviews at GameSpot, IGN, 1up, and other places where the numbers are pretty well defined.
QuoteThat's basically the industry standard, but NWR has been giving games like you just described 5s instead of 7s recently.
A 7 for me has more critical shortcomings that muck up what aspects of the game are fun, making it at least a rent-before-you-buy.
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Originally posted by: thatguyQuote
look at how much hand-wringing takes place over most reviews at GameSpot, IGN, 1up, and other places where the numbers are pretty well defined.
Really? NWR does a much better job defining their ratings numbers than any of those places. I can rarely match up the written reviews with the scores in any logical fashion at those sites. That's something I love about NWR, that the number always matched the written review. At the above sites, I feel like everything is 7.something or 8.something, just because. If it isn't in that range, it's a major license or a highly publicized game.
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Originally posted by: KDR_11k
Reviewers aren't necessarily capable of bringing the quality of the game across in a wall of text, they may need a number to do so.
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Originally posted by: Mr. Jack
I think you are touching on a really nice system S_B, but it might be extremely hard to remove yourself (as the reviewer) to the point where you can see how a game fits the needs of a crowd you are not a part of. The marketing words for describing a gamer don't help either, but I can definitely see what you're going for.
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Originally posted by: shammack
I don't have much sympathy for people who are too lazy to read a review and are only willing to look at a number when deciding what game to buy. If that's the only factor going into their decision, it's pretty much a crapshoot because the numbers are so arbitrary and meaningless anyway. If they buy a game and it's not what they expected from the 8.7 review (or whatever), they will whine. If they didn't have the 8.7, they would have had to read the review and find out what to expect from the game, and maybe put some actual thought into their decision. I don't see how creating a bunch of sub-ratings is any easier to understand than saying, "The multiplayer is a lot of fun at parties, but fans of traditional adventure games may be disappointed," or something like that.
Every game has different things that it does well or badly, and the only effective way to convey those things to the reader is to talk about them. You just can't get that information across in shorthand. Yes, you could write a review with all that stuff in it and still slap a rating on the end, but when you do that, that rating becomes the focus, and people ignore everything else and say, "This game got a 7.6 and the other game only got a 7.4! I'd better go with this game!" That should not happen.
Quote*salutes*
Originally posted by: KDR_11k
I think discussing "aesthetic experience" is kinda missing the mark. Treat games like art all you want but people treat them as entertainment, something they use when they're bored and they expect it to be FUN. This is the goal metric, how much fun does the game provide. I don't buy games for their creativity, their graphics or their game mechanics, I buy them for the fun that results out of the combination of all of these aspects. If aesthetic experience is what gives you enjoyment then by all means base your rating on it! However, don't pretend we have to be snobby about some external value like "artistic merit" and rate that over enjoyment. If you didn't enjoy it, say so, don't pretend that the art must be experienced despite being unpleasant to play.
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Originally posted by: KDR_11k Also I think S_B's five ratings are too many, few games will have such different meanings to each group to warrant a separate score but then you might find a split that you cannot express with just these. Use multiple ratings where appropriate, not because you have to fill out a form.
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Originally posted by: NewsBot
This is a crisis moment for modern art, where the melding of consumerism and artistry has created a group of movie-goers, musicheads, and gamers who believe that art can be rated on an objective scale. The idea of applying ratings to paintings or sculptures (even modern ones) is pretty unthinkable. Though it has taken thousands of years, no one today would question the cultural validity of paintings or sculptures as a medium.
Quote
Video games are subject to the shackles of ratings more so than other arts due to a couple reasons: one is their high cost. A gamer may only be able to purchase one game every paycheck, or every month, and the difference between a 9.0 and a 9.5 suddenly becomes important. Another reason for excessive ratings in the game world is their status as software. Since they are a program that must perform certain functions, problems like a lack of polish in graphical presentation, poorly designed controls, or simple bugs and errors can all be treated as quantifiable leaps that the user should or should not have to make, in the reviewer's mind. Yet when a journalist reviews a game under our current system, he must also attempt to apply numbers to the game's artistry and his overall level of satisfaction, in the hopes of giving a solid purchase recommendation to the video game world.
Quote
Most reviewers would admit to being concerned more with the artistry of a game than with its functionality as software; these two pieces are necessary parts of a review, but by this time in gaming history, functionality should be a non-issue. Slowdown and control glitches will always be with us, but a reviewer must comment on them only insofar as they hinder the experience of playing the game. The game's goals as an aesthetic experience must be paramount in the reviewer's mind.
Quote
Yet numbers dominate our discourse; if a reviewer rates a game lower than his peers, he is seen as having an incorrect position. And though every journalist may strive to write about a game before applying a rating, the overall score that comes at the end of the review can never fully be out of his mind. It is supposed to be a reflection of where he thinks the game falls on a scale of 1 (for terrible) to 10 (for incredible). It can supposedly be compared to his other reviews: if he gave a 9.0 to a game I didn't like, then I have no reason to believe that his 6.0 for a different game is accurate.
Quote
Reviews can never be fully separated from their rating: the philosophy of numerical scales forces reviewers to give reasons why the game is better than an 8.0 but less than a 9.0. Though this may aid the purchase recommendation part of the review, it does little to encourage dialog about a game's actual merits. The score is a straw man to argue against, with the game's aesthetic qualities mere support for why it was deserved.
Quote
Even Roger Ebert (who has no doubt that movies are art and most video games aren't) claims that his stars and his thumb are worth less than his written review, yet he will only put four-star movies on his top ten list each year. Similarly, when the “Game of the Year" hype contests roll around, scores are a main part of the debate. Is it possible for a 9.0 average game to pull ahead of all the 9.5s and 10s to steal the contest? Does anyone truly believe that these year-end lists are anything more than phoned in months in advance?
Quote
Reviews without ratings are less satisfying for readers because they do not supply the tidy summary of a game's worth that is expected under the current conditions. A review without a number cannot be compared to another review instantly, and the reviewer cannot be looked down upon by the public until his words are read. Many reviewers may feel pressure to not give the “wrong" score for a beloved franchise installment, hoping instead to say things that are in line with other reviewers. If he is the standalone aberration on MetaCritic, he will be fighting consensus and dismissed.
Quote
Yet ratings never make sense. The Bit Generations titles are so simple that a rating of 8.5 doesn't mean the same thing as an 8.5 given to a Zelda game; the first may be too high for a simple game, while the second too low for a much more complex game. Does any reviewer honestly look at Tetris and Zelda and say “Zelda is better" as if the two could be compared? When Nintendo releases the next console Zelda or Mario game, is a score of 9.0 going to dissuade you from purchasing it? Do journalists ever give 10s to games outside of established franchises? Even within genres, comparing two very similar games like Okami and Zelda seems fruitless if we must conclude that one is superior over the other. The only comparison that seems appropriate is whether a new Zelda game is as good as the previous ones (in which case I may have to revise my score for Twilight Princess).
Quote
Reviewing a game's graphics, sound, or control too is a nonsensical idea: does a high polygon count within the framework of realism look better than a simple and striking fantasy design? No game is worth less for having blocky graphics if it works in context with the story; not all games can have their graphics measured in the same way.
Quote
Instead of writing about whether a game fulfills my preconceptions for what a good game looks like, sounds like, and plays like, I should be compelled as a reviewer to rate the aesthetic experience I had. Though this is a subjective statement of my opinion, it can be qualified by my appraisal of a game's graphical and aural design, as well as my opinion of how successful the game was at creating a world, delivering a feeling of suspense, showing me beautiful images, giving me a sandbox to play in, telling a story, or whatever else the game may have tried to do. No single philosophy of game design is correct, and with as many artists as there are in the game industry we ought to encourage them to take their individual ideals as far as possible. This is why games like Metal Gear Solid and Super Mario 64 can both be praised for their different visions of what video games can do.
Quote
Removing scores from reviews will not prevent us from discussing games, comparing disparate genres, or discussing objective quality. Instead, it will allow journalists the freedom to examine a game as a holistic and inclusive experience, an exercise that has been constricted for decades by universal participation in scoring. Having to quantify a game's graphics, sound, control, and fun factor are roadblocks to true discussion. The best art you will ever see cannot be summed up in an essay, or a review. To this day people are discussing the aesthetic experience known as Michaelangelo's La Pieta, or Stanley Kubrick's 2001: A Space Odyssey. As soon as we believe that we can fully know and understand these works of art, we have lost the ability to ever know anything about them. Only in the ongoing discussion of how video games affect us, and what keeps us coming back for more, can we break through the meaningless numbers and make gaming journalism into something more than just software reviews and purchase recommendations.
QuoteCan I get a Hell Yeah?
Completely made up rule of thumb: The more numbers a reviewer uses, the more they are trying to authenticate their own bullshit.
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Originally posted by: vudu
Oh, I know you didn't just copy and paste the entire article in your post. That's a big no-no.
Favorite quote:QuoteCan I get a Hell Yeah?
Completely made up rule of thumb: The more numbers a reviewer uses, the more they are trying to authenticate their own bullshit.
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Originally posted by: oohhboy
Rubbish. For as long art has existed, we have applied ratings and scales to it. For things like classical art, there is no limit to that scale. An item can be brought for a million dollars or a hundred million. Is that not an arbitrary value tied to a scale we call money?
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Originally posted by: KDR_11k
Five categories for every game will just lead to arbitrary numbers. Who the hell would test an SP game for its ability to entertain a crowd of spectators?
Quote
Really, only add meaningful divisions. I've had enough situations where I was filling out a form and most of the given options didn't make a difference while the ones that would weren't on the form. Never mind that readers might be confused which one of the load of options meets them when all they know is "I play my RPGs for the story".
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Never mind that readers might be confused which one of the load of options meets them when all they know is "I play my RPGs for the story".
QuoteNo cross-posting.
Originally posted by: vudu
Because money's not an absolute value. If I have more money than you do I may be willing to part with more money for a game I enjoy just as much as you. We're not communists.
Can I get a Hell Yeah?
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Originally posted by: KDR_11k
A N/A rating leads to the question "why was this not checked".
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I've seen plenty of reviews that mentioned score modifiers you should apply if you like X or didn't play Y. Your five boxes still wouldn't solve that, there'd still not be a field for "playing RPGs for story" or "owns the previous game".
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Furthermore, some scores will be inaccurate because they lack consideration but you cannot tell which ones.
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I want meaningful divisions drawn where they make sense for the individual game, not just more arbitrary numbers. If there's a reason to distinguish between casual and hardcore play, sure, draw the line there.
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Originally posted by: KDR_11k But you still need to mention a fan of WHAT. What if there's more than one kind of fan involved? What if it's fans of strategy vs fans of story, which one gets the fan rating and which one goes into the other category?
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Because not every game has a different value to different people?
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But are these divisions meaningful? What if I want to know how e.g. a 3d Zelda stacks up for someone who's used to 2d Zeldas? The answer is badly Do we need a "fan of this series" vs "fan of series X" score?
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Use meaningful divisions, if the game warrants five scores for five groups then it warrants five scores for five groups but what you're doing is force something non-uniform into a form. Don't force people to interpret which division is closest to the one they want.
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If I, as a reviewer, say, "What would hardcore gamers think of this game? Are there difficult challenges which unlock extra content? Would they feel the desire to keep going until they got the most out of this game and is there a 'most' to get?" then god knows I'm doing a better job than if I thought, "This game is too f*cking hard. F*ck this game." and gave it a 3/10.
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Originally posted by: KDR_11k
Fan: 9.0
The game brings the world of Zelda to life in brilliant 3D for the first time ever. It should be noted that fans who cling to the 2D Zelda style may take some issue with the execution of Link's newest adventure but if the shift doesn't bother you, you'll love every minute of the game.
There, now was that so hard?
So what's the score for 2d players?
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Originally posted by: wanderingQuote
If I, as a reviewer, say, "What would hardcore gamers think of this game? Are there difficult challenges which unlock extra content? Would they feel the desire to keep going until they got the most out of this game and is there a 'most' to get?" then god knows I'm doing a better job than if I thought, "This game is too f*cking hard. F*ck this game." and gave it a 3/10.
You can't speak for other people. You might think hardcore gamers will love Xtreme Gears Bloodfest 9000, and hate Shadows and Whispers: A Tale of Lost Love, but you can't know. You can say that you think Xtreme Gears is too hard, but you can't say that hardcore gamers will think it's legitimately challenging. Maybe they'll think it's really cheap. You can say you think Shadows and Whispers is beautiful, but you can't say that hardcore gamers will think it's boring. Maybe they'll love it just as much as you do.
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Originally posted by: KDR_11k
So what's the score for 2d players?
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You can't speak for other people.