Wireframe - #23 - 2019

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n the last 20-something years of writing about
games, I’ve apparently gained something of
a reputation. I am, I’m frequently informed, a
“harsh reviewer”. I “bash games”. I interpret
it somewhat differently I take the radical approach to
games criticism of telling the truth.
The reality is, over my career, I’ve given colossally
more positive reviews than negative. I’ve celebrated
wonderful games to audiences that otherwise might
never have heard of them. I’ve championed greatness,
revered strangeness, and argued for the positive
aspects of mediocrity. And alongside that, I’ve pointed
out when something’s a big steaming pile of crap.
I want to be clear – this can be a horrible industry to
write in of late. 'issent against the collectively agreed
political opinions of any of a number of well-organised
groups of bullies and trolls, and your life can be made
hellish. Not knowing which opinions those will be until
it’s too late is causing a lot of critics to write in fear of
accidentally triggering a backlash. I get that. I’ve been
on the receiving end of it. 0ultiple times. It sucks.
It’s also not what we’re talking about here.
I’m here to argue that people need to toughen
up their reviews. To stop pulling punches. To stop
hedging bets. And I mean this in a more specific way
than the usual, “We need to use the bottom half of the
out-of- scale.ȋ Because here’s a thing it’s really not
worth getting worked up about those only marking
from five to ten, or  to . If a game’s getting a five,
it’s already half as bad as it’s good, and pretty hard to
recommend. 6cores below  are Must more firmly
underlined appeals for someone to not buy it.
Bet-hedging and punch-pulling have been a part
of games criticism for decades, in a way that Must
isn’t apparent in other fields like film, theatre, and

I


T9 reviewing. 6ure, there are bad examples in all, but
as a rule, in most other media you’ll see excoriating
reviews of dreadful movies, brutal take-downs of
horribly written novels, and goodness me, don’t even
look toward the flying viscera in the world of theatre
reviews. We need us some of this in gaming!
All too many reviews of the largest, biggest-budget
games, from the giant publishers, seem to go out of
their way to avoid reviewing games as a piece of art,
instead resorting to sTuiggly ways out, like perceiving
them as a technical accomplishment. We can find all
sorts of reasons loudly given for this, from the most
insidious and vanishingly unlikely) suggestions of
corruption, to declarations also not that realistic) of
sheer incompetence. But I believe the number one
cause of this phenomenon, most especially when
reviewing big-name games in isolation ahead of their
review embargo, is a fear of not matching the others,
of sticking out as the one negative review.
It’s a sort of pre-emptive mimesis. An assumption
that because this is the latest game in that most
popular of series, that everyone’s going to be loving it.
6o even if the critic didn’t, they must be wrong, so
they’ll skew their review toward the assumed norm.
3op in those concerns somewhere in the text, but bulk
it up with comments on the excellent graphicsability,
and give it a safe , or an inoffensive .
No This has to stop -ust say what you think
And honestly, that the billion-dollar company could
spend hundreds of millions making it look this good
is great, but that’s of side importance. Tell your
truth, critics 'on’t worry about what others think.
Because if we start getting some proper criticism of
the biggest games, maybe we’ll have some tiny hope of
them reacting to it, and improving.

JOHN WALKER
John Walker is a
lovely man who
has some opinions.
H e ’s been expressing
them about
games for the last
20-something years.

23


Why video game


critics need to stop


pulling punches

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