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GameCritics.com Podcast Episode 24: Myths of Game Criticism

This week we challenge commonly held assumptions about criticism, writers, review scores, finishing games and much more. So much more, in fact, we had to split the episode in half. Plus, if you're a Borderlands fan, get ready to hate us. Our quick hit is less than flattering. Featuring Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim Spaeth.

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For your reference, the eight myths we discuss are:

  1. Critics should be required to finish games before writing a review.
  2. The goal of a "proper" game review should be to inform the reader as to whether they should or should not buy a game.
  3. Those who write about games are not journalists, rather, should be considered "enthusiast press" or simply "games writer."
  4. There is no difference between a "review" and a "critique".
  5. The explosion of blogs, podcasts, and Twitter has rendered formal game reviews obsolete.
  6. Individual game critics and review sites are under constant, unrelenting pressure from publishers to change scores.
  7. Game scores are often purposefully tweaked to either generate controversy or avoid it.
  8. A reader should not need to be familiar with the author of a review in order to derive value from it.

Topic and Game References:

X-Play's Guitar Hero: Smash Hits review explanation:

Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.

Sans ethics and damn fun? Sega's Madworld and House of the Dead Overkill

Sans ethics and damn fun? Sega's Madworld and House of the Dead Overkill

MadWorld comes closer to the kind of inherently "ethical" gameplay that Miguel Sicart (The Ethics of Computer Games) associates with the voyeuristic gorefest Manhunt. Sicart calls Manhunt an exemplary ethical title in the sense that it offers a "closed, mirroring" ethical system of gameplay that compels the player-subject to adhere to rules that become increasingly ghastly and, if fully utilized, so depraved that it causes the "virtuous" player to be self-reflective. This realization, though tied to unethical gameplay, is itself an ethical end-product of the design and the experience of the player.

Ah, to be old and fragging: Roles for the elderly in video games

Ah, to be old and fragging: Roles for the elderly in video games

Many video games are escapist in one sense or another and have to deal with the maximum agency afforded to the player, and in most cases we're talking about agency in the idealized, physical sense.  If the protagonist is not physically attractive or physically "able" (and this is to say nothing of the marginalizing of the physically handicapped or disabled in video games... perhaps a topic for future discussion), at the very least he/she is youthful... iconic of the kind of template for change and dynamic narrative-based character shifts we all look for in the classic bildungsroman that forms the basis for games ranging from Braid to Fable 2.

Cursed Mountain Second Opinion

Touch the void

Cursed Mountain Screenshot

HIGH The moody and atmospheric section in the ice caves, featuring a perfect use of the Wii remote.

LOW The meditation sequences, which feature a painfully imperfect use of the Wii remote.

WTF Am I seriously smashing pots for loot at the top of a mountain?

Muramasa: The Demon Blade Second Opinion

The blunted blade

Muramasa: The Demon Blade Screenshot

HIGH Gloriously detailed artwork.

LOW Repetitive, simplistic combat.

WTF To access the hot springs, just ask a bath monkey.

Madden NFL 10 Review

Made the playoffs, but lost in the first round

Madden NFL 10 Screenshot

HIGH Breaking through a six man gang tackle to rush for a touchdown.

LOW Having to play the fight for the fumble mini-game when I was the only one near the ball when I fell on it.

WTF Enough with the measuring, it's clearly a first down.

The Kairos of Marvel: Ultimate Alliance 2

The Kairos of Marvel: Ultimate Alliance 2 (Screenshot)

As would be expected of any comic-to-game adaptation, Marvel: Ultimate Alliance 2 does not entirely replicate the storyline, but it does a surprisingly good job of recreating the key allegorical events: the attack on New York City, the atom bomb-like explosion in Stamford, and the escalating violence between the two factions of superheroes. While the game changes much of the end of the storyline, opting to have the two sides unite against a sentient virus and removing Captain America's poignant surrender and subsequent death-by-assassination, it still conveys important truths about what it means to surrender freedom for the sake of fear, and why even the seemingly powerful are so eager to give up their rights.

Tales of Monkey Island Chapter Three: Lair of the Leviathan Review

"This should be interesting. Or fraught with peril."

Tales of Monkey Island Chapter 3 Lair of the Leviathan Screenshot

HIGH Murray's rendition of the closing credits.

LOW These games are always over too soon.

WTF Much of the game takes place inside a giant manatee.

GameCritics.com Podcast Episode 23: Aram Jabbari of Atlus on the Business of Localization, Ratings PR and Demon's Souls

With Demon's Souls nearing release, it's all things Atlus! We welcome Atlus USA's Manager of PR Aram Jabbari to the show. Localization strategies, digital distribution, aggregate sites, and much more are covered, and we take our best shot at getting you some Persona scoop! The back half of the show brings some of the most in-depth Demon's Souls discussion around. Featuring Chi Kong Lui, Brad Gallaway, Mike Bracken, and Tim "Tim Spaeth" Spaeth.

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Topic and Game References:

Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.

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