He looked into his work-addled brain on the way home, and it struck him. An idea. A revolution. A way to change video game reviews for the better: The SickBoy method.
Review bashing is nothing new in these parts, and even constructive concepts sometimes sprout up in the same discussions. But a lot of people still dislike videogame reviews, and as I was driving, I realized there were certain things that consistently cropped up in reviews and generally annoyed me. It's time to go to work. Here's what they are, and here's my recipe for a good videogame review.
I'll note that while a lot of my comments have to do with tightening review copy, I'm not advocating a wham, bam, thank-you-ma'am cookie cutter review. If anything, I think that's what reviews are now (cookie cutter). Though they're not so much "wham, bam, thank-you" as they are "bore her to death with passionless, klutzy foreplay."
I have all sorts of respect for any review that commands my attention from line one and keeps me reading straight through... one that prevents me from scanning it through, which is the way I approach most reviews today.
(I randomly clicked on "big site" reviews of "big games" from Gamerankings.com to illustrate my points. The reviews are quoted within and contribute largely to the length.
They are:
IGN: Mercenaries
1UP: Gran Turismo 4
GamePro: KOTOR II
Gamespot: NFL Street 2
Gamespy: Resident Evil 4
...being chosen truly at random (never mind differing review formats) means some will exemplify my points far better than others)
PROBLEM ONE: The meandering lede: How many reviews start with a highly generalized overview of the state of the industry or the genre a game falls in (or a history lesson)? Answer: Too many. This is boring (not to mention highly extraneous to the rest of the content in far too many cases). Especially right at the beginning of a review.
Examples:
You really have to hand it to LucasArts. Look at all they've done. What does this have to do with the game? Mercenaries is strangely addicting and the latest in a list of recent compelling titles from LucasArts. Wow 16 words stretched to 85. And how important some of those 16 are is arguable... And does anyone care where LucasArts is headquartered?
Yawn... he actually does discuss RE4 in the next paragraph.
The same complaint applies in every review, with the two sequels being the most focused of the bunch:
And GT4:
Give me a brief overview of "This game was fun because" any day over this crap.
PROBLEM TWO: The Sectioning: It makes sense to discuss the pieces of games in a review. But sectioning reviews seems to suck a lot of life out of them. For some, it brings out more of PROBLEM ONE: The meandering lede:
There's actually a lot of information here, but it's produced in the same rambling form as that crappy lede. It's the sort of writing I would expect of myself writing on a videogame forum, not so much from a person paid to write a review. And is this really the most important knowledge for people wondering about the gameplay?
I think there's an inherent challenge here. It's easy to write the paint-by-numbers approach (this is on this console, it's a familiar member of this genre and you can play these characters and stuff, and blahblahblah something else I said)... but wouldn't this be far more compelling if it took you right to the heart of what the gameplay (i.e: what do you do and how is it executed?). There may be a place for all the information in this quote, but is it here, in this form? I don't think so.
So sectioning can suck the life out like that, but don't think that just because it doesn't say "graphics" at the top, it's not "sectioned." Most game reviews are. It's a logical way to do things a lot of the time. But I think it would be a worthwhile challenge to provide all that same information by mixing things up, or at least by at least providing some flow:
Wow! A transition! THat's not so hard, is it? Well, you still see a lot of this in reviews:
Sneaky, but did we really think they weren't going to talk about sound?
Alarm bells sound with any paragraph that starts off with "graphically," "aurally," "visually" or "sound wise," etc....
PROBLEM THREE: The Compare-o-Tron: Every review site has one of these crazy gizmos. And for the record, I think comparisons with other games are great. But I think they're overused and CompareTech Inc. should stop promoting them as an end-all.
Comparisons with other games in the same genre are useful, as are comparisons with prequels, but I think they're also largely a crutch. And consider that many people have not played every game out there
A valid reference, but still, does Shenmue need to be invoked in an RE4 review? Don't worry, there's worse (much worse):
1. It never tells you what elements of BF1942 it incorporates. Which basically turns the reference into name-dropping.
2. I've played a bit of BF1942 and a lot of GTA. Does this mean that the other games don't offer a distinct sense of "balance and gameplay"?
3. Name-dropping
4. I don't know what this mean, and I expect a lot of people don't given MA2's fairly recent release (and do you still have money, weapons and vehicles left over in that game?)
Thankfully, the sequel reviews tended to keep away from the random compare-osity. But I don't expect to see GT4 reviews miraculously going without comparisons to wannabe games and other new competition like Need For Speed: Underground and Burnout.
PROBLEM FOUR: We will leave no stone unturned:
This needs no explanation, and shouldn't need examples (which would be endlessly long). I'd like to know about the modes, sure... but let's not spend paragraphs upon paragraphs detailing them... talk about those of interest and get to the point, already. (Roughly half of GameSpot's Street 2 review seems to talk about the various game modes -- too much!)
....
The SickBoy Method
Here are guidelines I think would help make for better reviews:
1) Kill the history lesson: Gas anything that offers broad generalizations about the industry, genre history or what gamers like... or anything else that might fit into the category of "broad generalizations." Are they there for the "hardcore"? They already have their opinion of that thing you just said. Are they there for the casual gamer? I'll bet 70% or more couldn't care less.
2) Put the Compare-o-tron in Energy Star mode: I said earlier comparisons are useful. And so they are. But I also said they're a crutch. No comparisons except with prior versions in the main review. A "sidebar" type story with how a game measures up will benefit the body of the review and still offer that "how it measures up" look.
3) Don't be afraid to be brief: In the real world, how often are people hanging on your every word like it's being channeled directly from the heavens? This is THE INTERNET, where attention spans are even shorter (bodes poorly for this post, I'll add!).
4) Strive to avoid sections: Take a more organic approach. For example, crappy graphics or camera can screw up gameplay. Crappy gameplay makes good graphics pointless, and a great soundtrack can enhance an already-creepy survival horror game.
All the separate elements of a game exist as part of a cohesive whole. Don't strip them down like a group of thugs would an unlocked WRX... talk about how they enhance each other or detract from one another. Kill your inner zombie.
5) Get to the point: That's not to say be brief or be boring. But present the interesting stuff early. Make someone want to read your review. And keep it engaging in that same way throughout. You can't trick the reader and write a great first paragraph and then return to Dullsville.. he's still not going to stick around.
6) Don't try to be hip: I don't know about you, but I thought that WRX remark was pretty lame. If you're trying, think twice, then think once more.
7) Don't use parenthetical statements There's nothing wrong with the occasional parentheses or aside, like this one, but I'd make the leap and call them a crutch too (and a bad one... see?)... easy, common, and too likely to disrupt flow.
Well, this is the longest post ever from me. Never again.
Review bashing is nothing new in these parts, and even constructive concepts sometimes sprout up in the same discussions. But a lot of people still dislike videogame reviews, and as I was driving, I realized there were certain things that consistently cropped up in reviews and generally annoyed me. It's time to go to work. Here's what they are, and here's my recipe for a good videogame review.
I'll note that while a lot of my comments have to do with tightening review copy, I'm not advocating a wham, bam, thank-you-ma'am cookie cutter review. If anything, I think that's what reviews are now (cookie cutter). Though they're not so much "wham, bam, thank-you" as they are "bore her to death with passionless, klutzy foreplay."
I have all sorts of respect for any review that commands my attention from line one and keeps me reading straight through... one that prevents me from scanning it through, which is the way I approach most reviews today.
(I randomly clicked on "big site" reviews of "big games" from Gamerankings.com to illustrate my points. The reviews are quoted within and contribute largely to the length.
They are:
IGN: Mercenaries
1UP: Gran Turismo 4
GamePro: KOTOR II
Gamespot: NFL Street 2
Gamespy: Resident Evil 4
...being chosen truly at random (never mind differing review formats) means some will exemplify my points far better than others)
PROBLEM ONE: The meandering lede: How many reviews start with a highly generalized overview of the state of the industry or the genre a game falls in (or a history lesson)? Answer: Too many. This is boring (not to mention highly extraneous to the rest of the content in far too many cases). Especially right at the beginning of a review.
Examples:
You've got to hand it to LucasArts. As a company known for creating inconsistent quality Star Wars games and some very forgettable non-Star Wars games, the last 18 months have been a boon. With few exceptions, you can now look confidently at the Marin, Ca.-based publisher and find something compelling or downright desirable. With Knights of the Old Republic 2: The Sith Lords, the upcoming Star Wars: Republic Commando, and the strangely addicting Mercenaries, you'll be hard-pressed to resist any of them.
You really have to hand it to LucasArts. Look at all they've done. What does this have to do with the game? Mercenaries is strangely addicting and the latest in a list of recent compelling titles from LucasArts. Wow 16 words stretched to 85. And how important some of those 16 are is arguable... And does anyone care where LucasArts is headquartered?
Forget everything you know about survival horror. In fact, let's forget the tired genre completely. That lethargically-paced subset of adventure gaming has overstayed its welcome almost as much as the control-scheme that powers the titles that represent it. While the best entries in the genre still remain somewhat interesting, (the GameCube remake of the original Resident Evil is definitely a rewarding experience, for example) none have presented gamers with enough distinctive gameplay elements to distance themselves from the titles that founded the genre so long ago.
Yawn... he actually does discuss RE4 in the next paragraph.
The same complaint applies in every review, with the two sequels being the most focused of the bunch:
Less than a year after the release of EA's last venture into the arcade football genre, the prolific publisher has already produced a sequel in NFL Street 2. While NFL Street 2 is every bit as slick of a product as you'd expect from EA's sports division, it's only marginally improved over its predecessor. This iteration has only made a scant few changes to the gameplay, and it really does very little to correct any of the flaws present in last year's--er, make that this past January's game.
Released about a year and a half ago, the first Knights of the Old Republic wasn't all that revolutionary a game--as any hardcore PC dork will tell you, KOTOR's emphasis on long conversations and meandering sub-quests is standard issue on computer role-playing games. No, KOTOR was different because it took this time-consuming experience and made it palatable, even engaging, to console audiences--and KOTOR II keeps the tradition going by not fixing what ain't broke.
And GT4:
Gran Turismo 4 is in an unenviable position. It's been delayed so many times we've lost count. The online racing that was supposed to be the cornerstone of Sony's online strategy has been cut. Yet expectations remain sky high. Polyphony Digital and in particular the combination of perfectionist and auto enthusiast in its leader Kazunori Yamauchi have built a pedigree for the franchise that helps fans keep the faith while waiting for its arrival. It's still over a month away elsewhere (including North America), but that day arrived 12/28/04 in Japan. We could't wait another day to learn the fate of this legend.
Give me a brief overview of "This game was fun because" any day over this crap.
PROBLEM TWO: The Sectioning: It makes sense to discuss the pieces of games in a review. But sectioning reviews seems to suck a lot of life out of them. For some, it brings out more of PROBLEM ONE: The meandering lede:
Developed for Xbox and PlayStation 2, LucasArts' Mercenaries should feel both familiar to those who've played open-design games, and fresh, as the 20-plus hour, single-player action game stars three mercenaries who run around North Korea like it was their neighborhood stomping ground. You start with one of three characters, the swift, roguish Swede who speaks Russian, a stealthy British female from Hong Kong who is fluent in Chinese, and a tough Korean-speaking African-American. (There is supposedly a fourth, unlockable character, which LucasArts has yet to reveal.) You'll be brought up to speed on the controls, vehicles and weapons as you progress through the first mission and within minutes you'll be introduced to the factions, which are at the core of Mercenaries's unique progression scheme.
There's actually a lot of information here, but it's produced in the same rambling form as that crappy lede. It's the sort of writing I would expect of myself writing on a videogame forum, not so much from a person paid to write a review. And is this really the most important knowledge for people wondering about the gameplay?
I think there's an inherent challenge here. It's easy to write the paint-by-numbers approach (this is on this console, it's a familiar member of this genre and you can play these characters and stuff, and blahblahblah something else I said)... but wouldn't this be far more compelling if it took you right to the heart of what the gameplay (i.e: what do you do and how is it executed?). There may be a place for all the information in this quote, but is it here, in this form? I don't think so.
So sectioning can suck the life out like that, but don't think that just because it doesn't say "graphics" at the top, it's not "sectioned." Most game reviews are. It's a logical way to do things a lot of the time. But I think it would be a worthwhile challenge to provide all that same information by mixing things up, or at least by at least providing some flow:
Then the realization that this is Gran Turismo comes crashing home. Despite great discussion of artificial intelligence for the drivers things are the same as they ever were...... It's hard not to be disappointed, but a nice upgrade in the graphics department does help soothe the sting.
Wow! A transition! THat's not so hard, is it? Well, you still see a lot of this in reviews:
andAs far as presentation goes, NFL Street 2 really does nothing to differentiate itself
...and I'm not going to let them get away with:Story wise, The Sith Lords is a step up
Resident Evil 4's sound design deserves specific mention
Sneaky, but did we really think they weren't going to talk about sound?
Alarm bells sound with any paragraph that starts off with "graphically," "aurally," "visually" or "sound wise," etc....
PROBLEM THREE: The Compare-o-Tron: Every review site has one of these crazy gizmos. And for the record, I think comparisons with other games are great. But I think they're overused and CompareTech Inc. should stop promoting them as an end-all.
Comparisons with other games in the same genre are useful, as are comparisons with prequels, but I think they're also largely a crutch. And consider that many people have not played every game out there
In several instances, players will even be required to jam buttons in time with onscreen indicators during cutscenes; Sega fans may consider such sequences a nod to cult-classic Shenmue's Quick Timer Events.
A valid reference, but still, does Shenmue need to be invoked in an RE4 review? Don't worry, there's worse (much worse):
(1)Incorporating elements of Battlefield 1942 and Grand Theft Auto, LucasArts and Pandemic have created a militaristic sandbox-style tour de force.... (2)While like GTA and Battlefield 1942, Mercenaries offers a distinct sense of balance and gameplay.... (3)Unlike GTA, however, this game hands you endless military power.... (4)You can literally destroy an entire city -- similar to the way you can in MechAssault 2: Lone Wolf and still have money, weapons and vehicles left over to go on your merry way....
1. It never tells you what elements of BF1942 it incorporates. Which basically turns the reference into name-dropping.
2. I've played a bit of BF1942 and a lot of GTA. Does this mean that the other games don't offer a distinct sense of "balance and gameplay"?
3. Name-dropping
4. I don't know what this mean, and I expect a lot of people don't given MA2's fairly recent release (and do you still have money, weapons and vehicles left over in that game?)
Thankfully, the sequel reviews tended to keep away from the random compare-osity. But I don't expect to see GT4 reviews miraculously going without comparisons to wannabe games and other new competition like Need For Speed: Underground and Burnout.
PROBLEM FOUR: We will leave no stone unturned:
This needs no explanation, and shouldn't need examples (which would be endlessly long). I'd like to know about the modes, sure... but let's not spend paragraphs upon paragraphs detailing them... talk about those of interest and get to the point, already. (Roughly half of GameSpot's Street 2 review seems to talk about the various game modes -- too much!)
....
The SickBoy Method
Here are guidelines I think would help make for better reviews:
1) Kill the history lesson: Gas anything that offers broad generalizations about the industry, genre history or what gamers like... or anything else that might fit into the category of "broad generalizations." Are they there for the "hardcore"? They already have their opinion of that thing you just said. Are they there for the casual gamer? I'll bet 70% or more couldn't care less.
2) Put the Compare-o-tron in Energy Star mode: I said earlier comparisons are useful. And so they are. But I also said they're a crutch. No comparisons except with prior versions in the main review. A "sidebar" type story with how a game measures up will benefit the body of the review and still offer that "how it measures up" look.
3) Don't be afraid to be brief: In the real world, how often are people hanging on your every word like it's being channeled directly from the heavens? This is THE INTERNET, where attention spans are even shorter (bodes poorly for this post, I'll add!).
4) Strive to avoid sections: Take a more organic approach. For example, crappy graphics or camera can screw up gameplay. Crappy gameplay makes good graphics pointless, and a great soundtrack can enhance an already-creepy survival horror game.
All the separate elements of a game exist as part of a cohesive whole. Don't strip them down like a group of thugs would an unlocked WRX... talk about how they enhance each other or detract from one another. Kill your inner zombie.
5) Get to the point: That's not to say be brief or be boring. But present the interesting stuff early. Make someone want to read your review. And keep it engaging in that same way throughout. You can't trick the reader and write a great first paragraph and then return to Dullsville.. he's still not going to stick around.
6) Don't try to be hip: I don't know about you, but I thought that WRX remark was pretty lame. If you're trying, think twice, then think once more.
7) Don't use parenthetical statements There's nothing wrong with the occasional parentheses or aside, like this one, but I'd make the leap and call them a crutch too (and a bad one... see?)... easy, common, and too likely to disrupt flow.
Well, this is the longest post ever from me. Never again.