Examples of great reviews editing:
The beautiful art and UI design of XCOM, like a well-designed cocktail dress, obscures just enough of the complicated architecture underneath while revealing a tantalizing amount of detail at first glance. It is instantly obvious what goes where and how to make what happen. Once you start peeling away the layers, each step of the experience leads logically to the next and, ultimately, to a satisfying conclusion.
This metaphor...what? So we have a cocktail dress, which obscures the "architecture" beneath (I guess the dress is giant-sized and draped over a building rather than a woman?) yet reveals a tantalizing amount of detail beneath (like... arm pit hairs?) - huh?
Also it's instantly obvious what goes where (the arm of a woman connects to the shoulder!) and also it has a lot of layers - you know, like a cocktail dress, a dress known for having a lot of layers that you can independently remove!
But wait, there's more!
Renaissance man that I am, I've been preparing to direct the stage version of Scrooge (based on the delightful 1970 film starring Albert Finney) as I played Fable: The Journey. I mention it in the hopes you'll allow a comparison between the most popular Christmas story since the first one and Lionhead's latest.
See, as I struggled through Fable: The Journey, fighting its Kinect controls every step of the way, I couldn't shake the image of Jacob Marley. The ghostly businessman shambled through life bound by the iron chains of his wrongdoing. Fable: The Journey is similarly bogged down, unable to shake free of the shoddy motion controls that are integral to its own existence.
The difference is that Jacob Marley gives no indication that he'd be fun to be around if he were freed. As an audience, we're happy to see him suffer. Fable: The Journey, on the other hand, has a heart, is even inspired on occasion; its shackles are all the more tragic.
Holy god, this is the opening of the review! Hey guys, remember that time on Gaf someone said reviewers don't have a lot of space so they can't address stuff like mechanics and level design? Maybe this is why.
Not only is this three paragraphs of self-indulgent analogy, it's not even a good analogy - something the AUTHOR CALLS OUT.
So this game is like Marley in that both are things that would be fun if they could escape their chains, except that actually only describes Fable, as Marley was chained as punishment for not being fun.
So the common point of this analogy is...what again? Something something chains!
And you know, if you absolutely most use an analogy, is it that hard to think of something else that would be fun if not marred by execution issues? Especially when writing about, you know, motion control games? Fable seems like it could be fun but suffers from imprecise controls - oh you mean like BASICALLY EVERY NON-DANCE KINECT GAME IN EXISTENCE? Nope, gotta go with the ghost of Marley!
This is awful writing and awful editing for allowing it to go through.