Thoughts on review criteria
I'm thinking about changing how I review games (not that I've been able to review many so far). Rather than write the review in article form, I'm thinking more about establishing certain criteria and evaluating a game based on each of those. This might help me keep from simply writing rambling reviews that are pretty much stream of consciousness (much as I like my enemies to suffer, I don't wish that on the few people who enter my lair).
I think the most important criteria is Immersion. In other words, how successfully does the game designer get you to forget the fact that you are in the real world?
Needless to say, this captures a variety of sub-criteria--graphics, sound, game mechanics, overall gameplay. The most important of these (for me at least) is game mechanics--in other words, if the controls and/or menu functions are clunky, you'll be constantly reminded of the fact that you're playing a game, not using your character as an avatar of your divine retribution (wait, what? :P).
A prime example of this is the map system in Fable II (fresh on my mind since I just finished the game a few days ago). Instead of having the wonderfully designed system in Elder Scrolls IV: Oblivion, Fable II's map is pitifully small (even on my 46" LCD). Even more clunky, you can't zoom in or set a target. And--also quite frustrating--fast travel isn't integrated into the map like in Olbivion.
At the same time, Fable II's well-done breadcrumb trail rarely had me looking at maps--except in my quest for all 50 gargoyles (which in reality was a complete wast of time, but more on that if/when I decide to write a review).
From there it's a toss up between graphics and sound design, with sound design breaking up into two further subcategories.
Another offender--though I have enjoyed the game (so far) is MGS 4. I was a huge fan of the Metal Gear Solid on PS1, so when I bought the PS3, I bought the MGS bundle, but while the cut scenes are great and really give you a cinematic experience, they're a bit too long for my tastes. Then again, perhaps it's along the lines of what Peter Jackson seemed to be wanting to do when he was going to make the infamous Halo movie/game (which I think is dead, but I doubt anyone really knows expect PJ).
An example of excellence, however, is COD4, where even the load screens are disguised as cut scenes. You remain totally immersed throughout that heart-pounding experience of a game--damn that game was awesome!
We'll see if this format actually helps my rambling, since (heh heh) I feel like I've really been rambling during this.
Anyways, some more criteria:
Replay Value: This includes multiplayer and the desire to play the main campaign again. Do you get cool perks for replaying through?--i.e. the original MGS with the stealth suit, James Bond tux, etc. Are there alternate endings to explore?
Balancing: This is closely related to replay value and involves both multiplayer and how difficult levels (if present) progress. Is normal too easy? Too hard? Is Insane actually, well, insane?
Or, in the case of Fable II--is there a difficulty level at all? Which is another of my peeves with the game--except for a few cool parts (like rescuing Garth at Brightwood Tower), the combat was awfully repetitive and way too easy.
For RPGs, I think the best system was the slider in Oblivion--especially since combat was relatively straightforward and pretty much statistical computation.
For shooters, what does the difficulty change? Does it simply require more bullets to kill enemy A, or does the AI entirely change? Do ammo drops change locations, amounts? Does the difficulty level actually change your approach?
Final Impression: Knowing what I know after playing the game, would I play it again? Am I salivating over the sequel? Or do I think I just wasting the past x number of hours of my life?
Any thoughts on the criteria I've described? Any additions to suggest? Please contribute!
I think the most important criteria is Immersion. In other words, how successfully does the game designer get you to forget the fact that you are in the real world?
Needless to say, this captures a variety of sub-criteria--graphics, sound, game mechanics, overall gameplay. The most important of these (for me at least) is game mechanics--in other words, if the controls and/or menu functions are clunky, you'll be constantly reminded of the fact that you're playing a game, not using your character as an avatar of your divine retribution (wait, what? :P).
A prime example of this is the map system in Fable II (fresh on my mind since I just finished the game a few days ago). Instead of having the wonderfully designed system in Elder Scrolls IV: Oblivion, Fable II's map is pitifully small (even on my 46" LCD). Even more clunky, you can't zoom in or set a target. And--also quite frustrating--fast travel isn't integrated into the map like in Olbivion.
At the same time, Fable II's well-done breadcrumb trail rarely had me looking at maps--except in my quest for all 50 gargoyles (which in reality was a complete wast of time, but more on that if/when I decide to write a review).
From there it's a toss up between graphics and sound design, with sound design breaking up into two further subcategories.
- graphics: for me, nice graphics are very important, with texture pop-in probably being my biggest pet peeve followed by poor character animations (both of them a major problem with Oblivion).
- sound design (effects): an integral part of sound design are effects and the overall ambient noise, something which games like Call of Duty 4 and Gears of War excelled at.
- sound design (score): a great theatrical score is one way to really suck me in. Tops on that list are all three Halo games--especially the recurring theme which I call the "almost there" theme, such as during 'Assault on the Control Room' in Halo: CE.
Another offender--though I have enjoyed the game (so far) is MGS 4. I was a huge fan of the Metal Gear Solid on PS1, so when I bought the PS3, I bought the MGS bundle, but while the cut scenes are great and really give you a cinematic experience, they're a bit too long for my tastes. Then again, perhaps it's along the lines of what Peter Jackson seemed to be wanting to do when he was going to make the infamous Halo movie/game (which I think is dead, but I doubt anyone really knows expect PJ).
An example of excellence, however, is COD4, where even the load screens are disguised as cut scenes. You remain totally immersed throughout that heart-pounding experience of a game--damn that game was awesome!
We'll see if this format actually helps my rambling, since (heh heh) I feel like I've really been rambling during this.
Anyways, some more criteria:
Replay Value: This includes multiplayer and the desire to play the main campaign again. Do you get cool perks for replaying through?--i.e. the original MGS with the stealth suit, James Bond tux, etc. Are there alternate endings to explore?
Balancing: This is closely related to replay value and involves both multiplayer and how difficult levels (if present) progress. Is normal too easy? Too hard? Is Insane actually, well, insane?
Or, in the case of Fable II--is there a difficulty level at all? Which is another of my peeves with the game--except for a few cool parts (like rescuing Garth at Brightwood Tower), the combat was awfully repetitive and way too easy.
For RPGs, I think the best system was the slider in Oblivion--especially since combat was relatively straightforward and pretty much statistical computation.
For shooters, what does the difficulty change? Does it simply require more bullets to kill enemy A, or does the AI entirely change? Do ammo drops change locations, amounts? Does the difficulty level actually change your approach?
Final Impression: Knowing what I know after playing the game, would I play it again? Am I salivating over the sequel? Or do I think I just wasting the past x number of hours of my life?
Any thoughts on the criteria I've described? Any additions to suggest? Please contribute!
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