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Veknoid_Outcast said:
Slarvax said:

I recently saw a few videos from The Geek Critique about the 2D Metroid series. It was an excelent analysis/review of the games. He didn't just focus on what makes the games good. He didn't just explain the mechanics and atmosphere of the game. He shared what he felt, as a player, during the game. What was hard, unfair, tense and why he felt that way.

The most important part here to me is, what the developers intended the player to feel during gameplay, and if they delivered said reactions, or not, and why. A lot of reviews just ignore this aspect of games. They focus on presentation and gameplay, which is what's most easy to see and understand. I don't need to be told a game looks good or bad, I can easily tell that. When it comes to gameplay, I think reviews focus more on player actions or let's say movesets than they need to. Instead, I want them to focus on how the world/level compliments said actions correctly, or incorrectly. 

I'm not a reviewer though; I don't know exactly what goes into making these things

Every time I write this long paragraphs I wonder if the things I say make sense.

No, that totally makes sense!

I'm looking through my reviews and not finding a lot of examples of what you describe, to be honest. I cover a lot of what a game has and what it allows, but not a lot about how it feels.

I pulled a paragraph from my Infinite Warfare review. Would something like this be a good compromise? It describes what the game allows and also how it felt to play it. Check it out:

With an intriguing sci-fi storyline, huge mission variety, and light simulation/management mechanics, the campaign in Infinite Warfare is something special. Players can easily spend as many as twelve hours exploring the Milky Way and taking down SDF bases and ships. Part Mass Effect, part Battlestar Galactica, it feels truly like an ongoing war of attrition, with small skirmishes being won and lost across the stars.

Looks good to me. If you were to focus more on that "feeling" thing I'm saying, it would be something like:

Infinite Warfare is the ultimate futuristic first person shooter. Each level is a unique, rich story, with their own battles and characters, all of which may be lost in battle. These deaths truly hit you as a player, as if you were part of a war. They anger you, and help you keep playing to avenge them.

Or if it's bad:

Infinite Warfare fails to capture what it is to be at war. You can mindlessly push forward and brute force through the game without any real threats or danger. Deaths feel artificial, and losing comrades is like watching a stormtrooper die from a random laser in a pool of stormtroopers.

The main point being how the deaths and difficulty of the level make you feel as a player, and as part of a war.

I'm sure I am just hard to please, or watch the wrong reviews.

You're a good reviewer Vek. I hope you know I didn't direct any complaints at you, or any of the staff



Bet with bluedawgs: I say Switch will outsell PS4 in 2018, he says PS4 will outsell Switch. He's now permabanned, but the bet will remain in my sig.

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