Naturally, we games journalists do not take kindly to those kinds of threats. The review copy isn't payola; we do not make a bargain with PR to help them get good press and sell their games. The job of the reviewer is to evaluate the product for consumers.
Before I go any further, a clarification is in order: I don't write "reviews" per se myself these days, although many of you have read my critical responses to or articles about certain games and called them "reviews." For the context of this discussion, "review" refers to work done by the employed games press with a score that appears on Metacritic, as those are the reviewers of primary interest to public relations.
Although in the past, I've done regular reviews for Paste, Variety and the Onion's AV Club, I don't do that kind of work anymore, for several reasons some of which would probably constitute their own blog post. However, I consider all of the professional games press to be colleagues, as we're all in the business of talking to gamers and the industry about games, and I consider us to share a common interest, although we may approach our work from different angles and for different subsets of the audience.
For the record, I didn't receive a review copy of DNF, nor did I play it or write about it after launch. In Nylon Guys I did a pre-release article about the environment around the game's launch and Gearbox's attempt to resurrect a classic, featuring an interview with Randy Pitchford. Aside from some blog-based personal editorialization that illustrates I've a negative opinion of DNF's tone and themes, I have not published any opinions on the final product itself except to direct you to coverage done by others -- colleagues whose opinions I trust as educated, and whose reviews I believe.
Okay, Now That That's Out Of The Way
Most of us, myself included, publicly bristled at Redner's implied threat. In our long-fought battle to earn credibility with our audience, it's become important to us to both demonstrate and inhabit honesty to consumers at all costs, even if game companies get angry at us. That's our job. Conversely, it's PR's job to ensure the best possible coverage for the game they are representing. If that means denying coverage to reviewers they expect will treat the game negatively, that's their right to do.
It's an uneasy dance that often gets difficult when what game journalists want (to be truthful) clashes with what PR wants (to be positive). In fact, that tension is what makes it hard for all of us, whether we write reviews or not, to do our job. In an industry where so much hinges on Metacritic, a bad score can be devastating to a development team, its publisher and its PR team alike: After two years' work and millions of dollars, a score can ruin it all. It's a lot for us to carry and to think about.
Scoring and Metacritic are problematic in and of themselves (Adam Sessler's GDC 2009 anti-Metacritic rant is an excellent illustration why). But where that tension exists, the fundamental mistrust and struggle for control between writers and PR escalates into a bigger struggle between games journalists in general and the games industry. Because so many reviewers also do other types of work, such as interviewing developers, looking inside industry process as part of a preview, or attending events, that there is so much fear and mistrust means it's often impossible to get at the truth.
Very few of us are trusted well enough to be allowed access to even a neutered on-message interview with executives who make major decisions on the industry's shape. Very few of us are allowed inside a studio for an honest look at how games are made, or at the people who make them, information that would illuminate and enrich audience experience with the medium -- and equally-importantly, as far as I'm concerned, would educate developers at different studios about one another and the business in which they work.
The games industry seems to me to be unusually secretive, and it continues to be allowed to be secretive because there's no easy solution to this vicious cycle of mistrust. The unfortunate side effect is that gamers hardly trust their games press, either, watching to see which of us are being "bought", making the wrong kinds of ethical compromises, whether we're telling them the truth.
The net effect: At least when it comes to consumer-facing stuff, we're a crippled, often powerless media contingent that feels bad even using the word "journalist" to describe ourselves even when that is absolutely what we do for a living. We hear all the time that we're "not real journalists" or that there's "no real games journalism."
Neither of those things are true, but you can't deny that there's a landscape that might often lead people to be that reductive about it. There's a poor definition of roles: My audience can't tell a consumer review from free-roaming critical thought; can't tell a news report from an opinion piece, can't tell a business article from a blog post ("great blog on Gamasutra," someone will tell me, after I publish a news interview wholly free from my own voice).
That sucks for our readers, it sucks for us, and it sucks for the game industry.
The Review In Question
Ever since Redner's self-described Twitter "brain-fart", he's said that it was one particular review that set him off -- both in today's Wired guest column and in a long email apology he sent to numerous members of the games press. He claims that this one was not a fair opinion of DNF, but a "scathing diatribe." Personally, I feel that his explication loses most of its steam when he refuses to call out which review was so egregiously possessed of "venom" that it warranted that kind of response -- how can we evaluate whether or not his position is fair unless we can weigh the review in question?
However, the offending review is widely believed to have been done by Destructoid's Jim Sterling, who gave the game a 2 out of 10 and said the game could "only endear itself to the sociopathic and mentally maladjusted." Not having played the game, I can't personally say whether his blisteringly low opinion is warranted. That it's such an outlier tone and score-wise from many other decisively negative reviews of the game seems telling to me, but either way, it's definitely a venomous writeup.
Harsh, yes, but not surprising: Jim's made a career out of his inflammatory public persona, biting language, and viewpoints that are as likely to be jaw-droppingly juvenile and offensive as they are to be crazy hilarious to some.
You may not know this, but years ago I was part of Destructoid's staff with Jim. The site was quite young then -- we would all talk amongst ourselves about how we dreamed of making it big --and I was still learning how to do this games journalism thing. Without the welcome of Niero, the site's founder, and Colette Bennett, the friend who discovered Sexy Videogameland and invited me to join the scrappy Dtoid team, I don't know whether this blog would have discovered its wider initial audience, or whether I would have become visible to those who eventually hired me for the projects on which I built my career. I owe them a great debt of thanks, and I think well of the entire staff as people.
Oddly, that includes Jim, to an extent. While I definitely don't always approve of his language, his tactics, many of his viewpoints or his method of dealing with conflicts, I respect his right to do it. He has an audience that likes his shtick and he drives massive traffic for those who employ him. It's not the way I'd do it, but there's room for all kinds. I told him as much when I saw him at E3, gave him a hug and tweeted a photograph of us together. While we'll probably clash in public many times when he insults someone or something I like, we'll probably never want to work together, and we'll probably never want to read much of what one another writes, there's no actual feud.
Whenever people ask me about this, I've always said, "The fact that Jim's out there doing his thing doesn't stop me or anyone else from doing ours."
However, an episode like this makes me wonder if that's really true.
Well, Actually, It Makes Our Lives Harder
Jim Redner did the wrong thing, of course; while he is free to send or not send review copies to whomever he wants, threatening people in the public forum is just tacky. It got him fired by 2K. Yet, what's the responsibility of a reviewer, especially in the Metacritic era where that stupid number means so much?
Jim Sterling's cult of personality commands such a large and loyal fanbase that it would be foolish for the public relations community to ignore him. More importantly, it would be foolish for his employers to stifle and censor him: He defines communities wherever he goes, and he manages to command the conversation. Here I am writing about him right now, and this happens whenever a Sterling-centric conflict flares. That's power, whether anyone likes it or not.
Maybe we don't owe anyone good press or a positive review, but do we owe the review process -- and by extension, the industry we cover -- a basic level of dignity? That's an open question for all of us to chew on, but more importantly, for now: To what extent should a cult of personality impact the way this industry relates to its press?
One thing I've always appreciated about Jim is that, at least in the conversations I've been involved in, he has never claimed to be a "games journalist." He's accepted his role as pundit and entertainer and he enjoys it, and he's been honest about not giving a damn how professional we think he is. Again, let him do his thing.
The problem is, Jim disdains the idea of being a professional, but the industry is forced to treat him like one because of the audience he governs. Imagine if a PR firm said, "no, Jim, we don't like 'that thing you do', and we're not going to send you any more review copies." Mass hysteria from the community! "Someone is blackballing Destructoid," the conversation would go; "they're quashing Jim's voice!" people would shout.
That kind of snafu would be even more destructive to a company and its brand than a bad review from Jim. So when Jim doesn't like something, PR has got no choice but to take the hit. That's as much of a vicious standoff as anything PR has ever done to the games press.
Not only does that seem a little unfair, but it does affect the rest of us. We may be able to see Jim as a single figure in a broad landscape of writers, but some of our audience doesn't. The industry doesn't. Again, we suffer from our poor definition of roles. I can't tell you how many people have told me that they think "we are all" bullshit, and they cite Jim Sterling. How many times do the rest of us have to say, "we're not like that?"
Even still, all we can do is to do our own thing, the best we can. I'm not disputing that. The issue I have is this: Why call Jim Sterling a "reviewer" and allow him to participate in the Metacritic system when his methods are so frequently aberrant from the work the rest of the product review community does?
So Hey, Jim?
I'm sure someone will point this blog post out to you, and if you're reading this, all I'd like is for you to consider framing your Destructoid work outside of the review format and to remove yourself, just your "reviews", from Metacritic. Probably achievable just by not headlining it 'review' or whatever -- no one makes Yahtzee give an "official" score. Yes, again, Metacritic sucks and is problematic, but unfortunately it's the ultimate distillation of our relationship with the industry and until we find a better solution, I believe it's best for everyone involved if we approach it with a sense of responsibility and a measured attitude.
I know you believe we cover an entertainment medium and none of us should take ourselves seriously, but you chose your own role, so let us choose ours. We can respect what you do for your readers, but we'd like you to respect what we're trying to do for ours. If you don't want to be a professional, if you don't want to be a games journalist, then leave the reviewers to their own space.
It'd be a win for everyone, I think: You'd be free to say and do whatever you want, and about whatever games you want, without busybodies like me banging on about how you should be more responsible; Destructoid will probably have an even better time working with the business once PR's less afraid of your power as a rogue variable, your audience can get whatever uncensored whimsy you feel like producing at any given time, and no one on any side of the fence will have to argue about whether the impact you're having on people's scores is fair.
Part of why I hate writing formal reviews is because of this ethical minefield and these drawn-out conversations that keep rearing their heads. Bet you hate them, too. So let's neither of us be reviewers, and hopefully the result is more fun for you and helps us journalists improve our relationship with the industry.
Please just think about it?
UPDATE: Responding via Twitter, Jim politely disagreed with me; the following is an unedited quote from his feed:
"To answer: If I wrote my reviews in the same tone that I write my satirical or rant pieces, I think there'd be a point in what Leigh says. However, I do not. I didn't write the Duke review, or any review, to be "funny." There's a significant change in tone when I write them. Even when harsh, I work VERY hard to back up my scores with solid reasoning & feel points of view similar to mind deserve a voice on MCritic.
"To answer: If I wrote my reviews in the same tone that I write my satirical or rant pieces, I think there'd be a point in what Leigh says. However, I do not. I didn't write the Duke review, or any review, to be "funny." There's a significant change in tone when I write them. Even when harsh, I work VERY hard to back up my scores with solid reasoning & feel points of view similar to mind deserve a voice on MCritic.
And as far as DNF goes? I'm not the only one and Redner may not have even been talking about me. This was harsher: http://is.gd/sXGODu Anyway, that's my response. Feel free to debate it, but don't flame Leigh or anything. I respectfully disagree - emphasis, *respectfully*."
21 comments:
Really great post. Probably won't be terribly well-received by Jim, but worth saying nonetheless.
With you and Jim being two of the most notable personalities in the games media, I'd often wondered what the dynamic was like between the two of you. Now we know :-)
Is Sterling the evil counterpart to Seth Schiesel?
I'm no fan of Sterling, but it seems problematic to view blacklisting of reviewers as something companies can do without repercussion. If a company wants to start sending review copies only to approved publications, that is their legal right, but it is also newsworthy and should be written about. It may show a problem with that particular reviewer or it may show a lack of confidence in the game itself.
It is my impression that if there is no critics' screening for a film, this will be noted in the review (which will come out later) or even in a separate piece. For example, http://goo.gl/WxViY
It seems the rationale for denying review copies (besides shaping the early critical consensus) is that there are just not enough copies to go around - like the 200-400 review copies limitation referenced by Redner. However, 200-400 copies is a number chosen by the publisher, not an inherent limitation of the universe. If a large publisher really wanted to get copies to a greater number of reviewers, they would find a way. For example, they could burn more copies of the game disc. Or, perhaps, take a few hundred more copies and stamp "for review only" on them (just don't take them from the bottom of pile or the other 3 million copies will fall down and make a big mess!). So the argument about scarce review copies justifying these decisions is highly flawed.
How would you envision the Metacritic problem going away, in the future? Film doesn't have this problem, for example. Theatres will gladly fill screens with movies that get terrible reviews. That happens because the industry understands that certain movies are critic-proof; people will go to see a big dumb blockbuster with lots of marketing no matter what its Metacritic score is.
So I think the likeliest scenario in which Metacritic dependency relaxes for the games industry is one in which there are a few high-profile game releases that turn out to be critic-proof. For example, Duke Nukem Forever. The bigger the discrepancy between reviews and sales, the more instructive these examples would be.
What you're describing here instead sounds like a really good strategy for keeping the Metacritic system around forever. If everyone tempered their reviews so that they fall within a certain range, they'd prevent these sorts of strong counterexamples that would make the Metacritic system seem outdated.
You would also get all the other negatives of tempering reviews to a certain level of "professionalism." For one thing, this does not at all sound like taking the job of reviewing seriously. I'm not really familiar with Jim Sterling's work. But as a consumer, I find a reviewer with a strong voice - even one I disagree with - a lot more helpful than one with a voice that takes the tender feelings of PR flacks into account. A strong voice means I can figure out where the reviewer is coming from and interpret their reviews in that context. If people are trying to keep their scores within an average, or aiming for a veneer of calm professionalism, I lose that information.
I don't really know much about the game journalism industry currently, I haven't browsed the reviews or subscribed to a gaming mag in years. But speaking personally, I've never much trusted reviews of media in general. Not after being burned so many times by buying into hype and artificially inflated review scores and feeling profoundly gipped by a new release.
Of course, this applies to the movie industry too, honestly. I've just given up on the whole thing and tend to wait several months and get opinions from people I trust.
That's what it comes down to, really. Trust. I don't really trust the journalism industry (well... any industry, really) to act in my best interest as a consumer.
The solution isn't to remove Jim, but to remove everyone else. Game critics aren't journalist and what you've written highlights the conflict of interest between those who report on games versus those whose job is to evaluate their quality.
Even with the system as is, I think you've unfairly singled out Jim. When it comes to aggregate averages, no single outlier should be able to bring down the overall consensus of the majority. The nature of averages, not to mention Metacritic's own weighted system, in essence minimizes the impact of outliers.
Even suggesting ANY reviewer (even one as colorful as Jim) be removed from the MC system is bollocks IMO. As long as a reviewer has actually played the game and is giving (what we can only assume) is his/her honest opinion, that's all that needs to be in place.
Jim does not do what he does because he have a "fanbase". He does not ask people to agree with him, he incites people to think by themselves, as he does.
And THIS is what I admire on him.
Having said that, I think that what should happen is the complete opposite of what you're saying: more reviewers that give their honest opinions, instead of living in an artificial "average" score.
There are various "8-10 out of 10" games that I simply can't understand why they are so high-scored, and vice-versa. So I love to find reviewers that actually match to what I think.
I don't always agree with Jim, quite on the contrary. But he is one of the few writers that have the courage to say what he really thinks, and if this is not being a great writer I don't know what it is.
And certainly being a journalist that agrees with the mainstream and "average scores" and PR is not.
I find this post problematic. I think what we've gotten out of this saga is actually brilliant. We got a PR man to actually describe the subtle form that blacklisting takes in the industry. Obviously, PR has the right to give review copies to the people who will write puffy (or heartfelt) favorable reviews, and that's what they attempt to do. They can also work embargo dates so that good reviews come out first, and they do that, too. When players know the way the review system works, they can adjust their expectations of what any one review should mean in the context of the larger game being played by publishers, the PR firms they hire, the reviewers, and the sites that host reviews.
In the current landscape, I don't like to read previews; they almost always sound like press releases, even on destructoid. I only read reviews by three or four reviewers because I feel like hype influences too many critics, whether they realize it or not. I don't even like most interviews; you can tell that marketing has control of the content almost all of the time. This has rendered large pieces of games journalism as being without value for me. The current system of PR and self-censorship by journalists (so that they get access) has enabled it. By playing nice, journalists have taken to a de facto publisher worship.
I don't always agree with Jim's reviews, but I will read them. He approaches games differently than many reviews, and our tastes in gameplay overlap. He will often point out problems that few others mention; there are several games where his initial negative (or positive) review actually captures the experience of the game if played after the honeymoon, e.g. FF13. He seems a little less taken by pretty graphics and animations, and he also rides different hype trains than the mainstream which makes a nice counterpoint some of the time. Hell, I discovered Deadly Premonition because of his review. Even though his low scores may be not in line with metacritic, they are a vital piece of the landscape of reviewers. Without a diversity of reviewers with different tastes, how are players going to get accurate information to base a purchase decision on? That's what reviews are ultimately about. Or at least that's what they were initially about.
The real problem that you're talking about is that salaries depend on metacritic. linehollis already pointed out that the unintended consequence of what you're advocating helps to cement that system into place. What I'd like to point out is that under the dev/publisher relationship, the devs are signing really, really dumb contracts. If you knew that someone like Sterling was probably going to savage your game, why would you want your bonus dependent on this system? Let's say that he grades stuff lower as a shtick. Again, why would you ever agree to be paid based on such a metric?
Devs would probably do better to realize that they have more bargaining power than they think in this day and age, and they would certainly do better to study some business and law. As long as they agree to the game as it is played now, they are extremely subject to the whim of the outsized egos doing reviewing.
I find it really disturbing that someone like yourself who got out of the review game because of self-censorship and grey payola ethics is now calling for someone else to self-censor, even if his shtick is one of an obnoxious troll much of the time. "It's be a win for everyone" isn't quite right. It'd be a win for PR and journalists in their current roles. It'd be a big loss for players, as reviews would become more meaningless than they already are as contrarians are all pressured to self-censor.
I'm not the audience for most of Jim's articles, but what he has done, in some ways, is brilliant, because he forces the publishers to come to him on his terms. That sounds like the start of journalistic independence to me.
These days when it comes to reviews I only sort of pay attention to the score. I primarily look at the last 2-3 paragraphs and based on it will either read the full thing or decide its not for me.
Honestly I find demos, other people's word of mouth, and my own personal tastes/price of the game to be far more important than Metacritic.
Take that new Magic 2012 game. It got a pretty bleh review on Destructoid yet I had already tried the demo and enjoyed it, thus purchasing it.
If I let the review guide me I would have skipped on it because according to the review I as an experienced (albeit not hardcore) Magic player since 93-94 would have nothing to enjoy.
Yet I do. Its not flawless but its a massive upgrade from the 2009 edition and in general quite a bit of fun to scratch the Magic itch without dealing with the hardcore tourney crowd and the tabletop game's neverending power creep.
But I like turn based games.
It doesn't matter how high Starcraft is rated I just don't like RTS games all that much, and modern linear health regenerating FPSes are in the same boat.
Yet clearly as I am not "with it" for modern videogaming my thoughts on reviews and such are not the same as Joe Average.
Which leads to all the encouraging of high review scores and such.
Sigh. I still say late 80s-early 90s Videogame & Computer Entertainment did it best. No scores, just nearly a page of text per review and a couple screenshots.
Yet the market at the time wanted EGM 1 review paragraphs with a number, and lots of previews of upcoming games if not games we would never see period.
The people ruined game reviews. We spoke with our dollars and wanted the wrong thing.
I've argued against Jim Sterling's yellow journalism before, where he would use the title of "blogger" to defend his use of intentionally sensational headlines, out-of-context text, and even blatantly wrong "news posts", as well as his refusal to correct his errors.
At the same time, I will defend his reviews.
A 2/10 is low for a Duke Nukem Forever review, but you must consider an important detail. Unlike others, Destructoid tries to match numbers to a meaningfully descriptive scale. Each number has a related short text description, and the description of a Destructoid "2" does match the game described in the review, as well as the game as described by some others.
Why does this matter? Other reviews mostly just appear to pick low scores out of a hat. If they feel the game has redeeming features, it will get a 5 or 6 or so. If it is utter garbage, or the review is treating it like a joke, it will get a 1-4 depending on what kind of response the reviewer wants to get.
So with DNF, you've got a case where most reviewers are saying "Yeah, its really bad. Terrible even. But they tried, it looks kind of pretty, and the code actually functions, so it is a 5-6." On the other hand, you've got Jim at Destructoid looking at a review chart and saying "It is a a disaster. Any good it has is quickly swallowed up by poor design choices or a plethora of other issues. It doesn't have promise; nor does it ever threaten to become interesting. On the other hand, it will appeal to a particular group of fans. So-- That's a 2, then." (Quoted text is adapted from the review guide descriptions for a 3, 2, and 1.)
In this situation, the problem with Jim's review being an outlier isn't with Jim. The problem is that other reviews don't have a detailed consistent system for rating poor games. (And other reviewers are less willing to put a harshly low score on certain games.)
On a related note, consider how Sega responded to Jim Sterling's negative comments about Sonic games...
They attached a picture of a troll to the review copy of the DS version of Sonic Colors. No tweeted complaints, no threats of blacklisting, and quite willing to send the next game to potentially face the same reviewer.
http://www.destructoid.com/this-is-how-sega-sees-destructoid-s-reviews-editor-187658.phtml
A week after Jim posted a negative review of the Wii version, Sega sent him a giant canvas banner for Sonic Colors.
http://www.destructoid.com/sega-officially-crosses-the-line--188123.phtml
Isn't this just another example of a person so rooted in the secret world of corporate bureaucracy that he accidentally gives the game away?
It occurs to me that Twitter proves vampires don't really exist. Because if they did, we'd surely have a screencap of some Transylvanian aristocrat outraged over his late shipment of human cattle.
Good point, Leigh, about your audience not realising the difference between, say, a blog post and a news article. It's becoming harder, i think, for writers to decide who their audience for any given piece will be before they write it. After all, on the Internet, the whole world is potentially your audience. Anyone who types "Duke Nukem Forever review" into Google, will at some point land on your opinion piece, just because it has the words Duke, Nukem, Forever and review in it.
Well said, Leigh.
I corresponded with Jim Redner last year. Initially, he was more contentious than any PR person I'd spoken with before, or since, though once he laid out his reasoning, it made sense. We ended the conversation with him complimenting my candor and I ended up withdrawing my request to review the game he was representing.
I appreciated that rather than saying "I'll put you on the list," and never getting back to me, he actually took the time to tell me what he wanted, which was a review published a couple of days after I received the game (Borderlands: GOTY Edition, btw).
I understood why he wanted wanted a review published so quickly, but not wanting to rush through such a large game while cobbling together a review -- as it wouldn't really serve my readership to do so -- I passed.
I actually feel bad for Jim Redner. His job is not an easy one and dealing with brutal press can never be a fun thing.
Regarding reviews:
I'm at the point where I think I'm done writing reviews. I'm afraid to say that I've gotten away from the type of criticism that I was aiming for when I started writing about games.
Writing reviews on a deadline is just not interesting to me anymore.
Escaping the review format and focusing on the experience without having to worry about the expectation that a reader has when they see "review" in the headline can only help to foster a more interesting conversation about games.
I disagree with the intention of removing a review.
Reviewers have a right to express their opinion, be it positive or negative. But I am not going to settle for "I'll be less harsh" because a gaming company won't send me their games because they don't have a thick skin to take the criticism like a champ.
Wouldn't this scenario represent what is causing the real problem? Is it so wrong to say "Holy hell, why did you publish a game with so many bugs?", when without a forced timeline or trying to meet some lofty expectation of a beloved series, a game could have arrived as a diamond for the world to experience instead of a cow manure?
I don't think Metacritic, Rotten Tomatoes or Game Rankings are destroying the gaming industry. Sure, they are far from perfect, we can agree on that, but I am not the one force-feeding the crowd to digest Final Fantasy 50 or Modern Warfare 3 (or Call of Duty 8, not sure anymore).
And I thought my reviews were essays. Sorry, not enough whitespace and too much use of emphasis, but I did plow through it.
If you guys have a problem with metacritic, stop posting review scores to it. Have your webguys remove that feature from your site.
I didn't read Jim's review, but he often gives me a similar feeling as a certain former reviewer over at gamespot; that bratty "I never wanted to play to begin with!" attitude. That needs to be weeded out. That isn't journalism anymore than a tabloid magazine is.
PR folks also need to learn to either, a) ignore that crap or, b) better yet, deflect it. Yeah, they have a job to do, but if there are a couple people spouting actual hate, so be it.
I buy my games, so if I lambaste anything, there's not a single thing they can do to me.
That said, yes, I think their should be a certain professional standard - both with revieweing and PR. Blackballing people because they think your product is shit is childish; you should be listening to them and then funneling that information back to the developers so that they can improve said product.
On the flipside, magazines have editors to keep reviewers in line. They should be pulling these people aside and making them grow up or get out. You can express hatred with class, that's part of what being professional is all about.
I enjoyed reading your post, but I disagree that actual reviews have scores that should hover around the Metacritic average; there are always going to be outliers, after all.
Isn't that the point of Metacritic, to _average_ out the varying scores that various people dish out? It's odd to hear you saying that Jim should be removed from that, just because his (seemingly genuine) opinions on certain games are far from the Metacritic average!
Good grief, when game X comes out, what of those poor people who are tasked with assigning a score before a Metacritic average has been established? :P How will they know what to think?! :P
Uh Leigh? I love you and all, but I think in this regard, you should kindly shut the f*** up.
Who are you to tell Jim Sterling what he should and shouldn't write? What is this 'games journalism community' that you have apparently appointed yourself moral guardian of?
I like your writing about actual games, but the continuous moralising you do about what other people write turns me the fuck off.
And yeah I did know you worked at Destructoid, i've been following you since you wrote that article for the Escapist about gaming on trains in New York. And I called it "nice, kind of RedEye light", and you were like "what is RedEye"?
I hope you know the answer to that question at this point, since you started writing for Edge.
Furthermore, I think this line:
I don't write "reviews" per se myself these days
and then going on to criticise those who do, shows enormous arrogance.
@Son et Lumiere: How can someone who doesn't write reviews anymore be arrogant in saying that a certain decorum should exist?
I don't write professional reviews, but even I believe that when you're examining someone else's product, you should be respectful about it. However, after reading Jim's Review,I have to say...he was. He wasn't swearing up and down, and he didn't seem to be making grandiose claims.
Mind you, I haven't played Duke Nukem Forever, but I have spoken to people who bought the game and beat it, and are telling me that just about everything said by all the big players is making them wonder if they played the same game, because they very much enjoyed it.
I also remember reading that review copies aren't always the same game you buy.
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