Not gonna lie, tha video was amazing
Not gonna lie, tha video was amazing
| Slarvax said: I agree mostly with Dunkey. Specially the parts where the review reads like a manual, and when reviewers start getting harsh on the game but still give it an amazing score (repetitive, unimaginative soundtrack, chaotic, too easy. 9/10). The inconsistencies between staff's opinions is unavoidable, and not that big of a deal. I just want the critics to be harsher on games. I rarely read reviews this days, because I can tell what they're gonna say just from the public opinion. They're not adding a critical, different point as to why this game sucks or rocks. They just echo what everyone else, gamers or reviewers, have already said. |
And that's the thing that annoys me. If you're letting off a string of annoyances that you don't care for in the game, I think it should reflect on the final score. And I hate reviews that bunch in negative points at the end only to dismiss them. These are points to be looked at in the review alongside the rest, not just "I LOVED this game, buuuuuut...". If there are issues they have with the game, pepper them within the rest of the review, don't tack them on at the tail end. Good points should be offest with bad points too.
But, there's nothing for these game reviewers to get mad about. They know they're full of shit and this is an advertiser-run industry.

In a sea of entertainment services and products clashing against each other, it can be confusing for a consumers to choose a direction; bound to limitations such as time and funds, consumers can be overwhelmed by the wave of choices shown to them daily (advertisements). Reviews can serve as beacons to light the way, steer the consumer to a given direction, but in the end, reviews are generally just opinions, and those said opinions are ultimately subjective.
The game industries knows this, and so does every other entertainment outlet out there; hence, having some influence on the opinions/reviews of your products matters (even if its is just a little). There is commercial/monetary value in befriending the critics, as there is value for the critic to receive insider information and products. It is relationship, and people inside relationships have a tendency to become bias in order to keep said relationship.
Example: Are you as nice to strangers as you are to your friends? How about your good friends who have given you so many good times and helped you out?
Veknoid_Outcast said:
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.
NNID: Slarvax - Steam: Slarvax - Friend Code: SW 7885-0552-5988
I only saw his Zelda video and it was complete trash, so I'm not going to bother watching another one of his videos. before that never heard of him and if that video is any indication of what he does then I don't get it.






Slarvax said:
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 |
Oh don't worry about that! I'm really grateful for your comments :)
OMFG, this dude is a legend. It's about time somebody exposed similar "Journalists/Reviewers".