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Editorial RPG Codex Editorial: Games Journalism Scandal

hiver

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Anyway, don't think it's been a huge problem for me since my review structure tends to be informative and explaining the reasoning indepth, so readers should be able to filter out taste.
I think this here is the crux of it. Or one of big ones.
Most reviews dont do this at all. They do not present information indepth - they present feelings a reviewer had when playing the game - first and foremost. Then some details are added here and there.
So we get the "awesome!!! exciting!!! thrilling! bla, blah, blah!!" - "reviews", that usually dont say how the game actually plays at all.

Lets take VD review of FO3 for example. The dislike and personal taste were not simply there, but also explained, based on actual facts, on specific gameplay examples explained down to detail.
If Vd said "i dont like this feature or this mechanic or this dialogue or quest" then it wasnt just an empty statement presenting his feelings about it. He would explain in detail why this is so.
Give precise examples, figures, reasons, even calculations.

And then, of course, the whole review was providing exact information how everything actually works in the game.
As did yours too.

So, in that sense, i dont think dislike of specific things is a problem when reviewing.
 

Grunker

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I think the Codex reviews in general are pretty good at mainly presenting a bunch of facts about the game and how the mechanics function/don't function and then a bunch of "this is what I think" after each paragraph.

There are exceptions, of course, but they mostly consist of "snarky" Codex reviews more for infotainment than as quote-unquote "objective" reviews anyway.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
It is rather interesting of ALL the articles on this, only Kotaku got Wainwright's comments on this.....
 

Stinger

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Sorry, no one should have to click that link and give money to these hacks:

Questionable Tweets. Claims of legal threats. Edited resumes. An article that named names one day and didn't the next.
Mock reviews. Free drinks. Extravagant swag. Elaborate junkets.
These are the ingredients that are helping bring to a boil familiar suspicions about the gaming press, the work they—we—do, and whose side they're really on.
Welcome to the world of games journalism, where, at any moment, someone is certain that you suck at your job. It's not the only job of this type, but it's the one we've got here. It's the one under a more intense microscope than ever these past couple of weeks.
Let's zoom out for a moment and see where we're at.
There is a grand games journalism scandal going on

It's called Dorito-gate by some, which I think makes it games journalism's second "-gate" scandal, following 2007's Gerstmann-gate. Both are different from Watergate in a couple of very important ways.
  1. The gaming "-gates" don't involve the journalism-justifying exposure of the President of the United States as a lying criminal.
  2. The gaming "-gates" do involve problems with the press being too cozy with the powerful companies they cover—which is, embarrassingly, the reverse of Watergate. There's no justifying of the valuable role of the press here but, rather, some ammo for the argument that the gaming press is so co-opted by the establishment that it is not needed. (Of course I don't feel that way, but I'll get to that.)
Dorito-gate is complicated

Gerstmann-gate was as cut-and-dry a fiasco as it gets: beloved GameSpot critic Jeff Gerstmann pans a game, advertiser of said game is pissed, Gerstmann is fired. GameSpot's integrity, at the time, was in tatters.
Dorito-gate is, in comparison, a multi-part mess. It involves 1) criticism of GTTV host Geoff Keighley doing interviews while seated between bags of Doritos and bottles of Mountain Dew that were wrapped with ads for Halo 4, 2) a Eurogamer column by Robert "Rab" Florence about that, the occurrence of British games journalists at an awards show making promotional Tweets for a game in hopes of winning a free PlayStation 3, 3) an apparent legal threat by journalist Lauren Wainwright and/or her editors that compelled Eurogamer to remove a reference to her in the piece that quoted a Tweet in which she seemed to deem the contest as not that big a deal, 4) the removal of which quote from the article compelled Florence to quit, 5) the listing, since deleted, on Wainwright's resume, of having done work for Square Enix, a publisher whose games she's covered, and 6) from there, an avalanche of complaints and suspicion about the coziness of the gaming press with the public relations wing of the companies whose games they cover.
(Note: Before you go further, you probably should read Florence's column as it was originally published. The bolded parts were later removed by Eurogamer.)
geoffimage.png

Much of Dorito-gate was dug up by gamers on message boards, following the lead of Florence, a part-time games columnist and, more importantly, not, by trade, a games journalist.
The scandal(s) boiled down to matters of coziness, matters of the gaming press being next to those whom they would cover rather than across some line from them.
As Eurogamer's Tom Bramwell would later tell me over e-mail regarding Florence's column: "It wasn't an exposé about corruption; it was a suggestion that we should all be a bit more vigilant about the things in our professional lives that could have a malign influence on us, however subtle or seemingly innocuous. The examples Florence used included a Twitter competition for journalists that would involve promoting a game if they used a certain hashtag, and the fact most journalists are on friendly terms with the PRs and developers they see frequently. The stuff that then happened with Lauren and so forth was a sideshow, and I hope people can return to the original point now and dwell on that instead."
The charge that game journalists are too cozy with the games industry is an old one.

A games reporter who hasn't at some point in their career reported about some sort of games journalism fiasco—some moment of suspect behavior by their peers—is like a reporter in Anchorage who hasn't found an opportunity yet to mention the snow.
A games reporter who doesn't have a story to tell about the guy who showed up at the press junket wearing a swag t-shirt for the game he's covering—or who doesn't have an anecdote about some dumb trinket that a game publisher sent in the mail—just might be that guy in the shirt or might be currently too busy opening their mail.
Games reporting and games criticism (aka reviewing) has long operated at what appears to outsiders as the brink of bribery insofar as bribery equals the giving of stuff by a company to a reporter or critic in the hopes of currying favor. The gentler term for this might be "swag." Its been so common for so long that even when the game company has nothing good to send, they'll send something (how else to explain Nintendo once sending me screws and bolts to hype… was it… Custom Robo?). Somewhere beneath my desk is the mini surround sound system Capcom sent with my review copy of Resident Evil 6, the better I could hear the game, I guess. (I will never unbox it and it will be given away quietly, rest assured.) Did I really need to be sent a crazy clock to cover Dishonored? Disney wants to know if I'd like to go to Disneyland to review Epic Mickey 2. EA wanted to know if I'd like to go to Germany to play Need for Speed and, oh yeah, learn to drive a Porsche. Last spring, Ubisoft sent me and other reporters a now-notorious modified American flag to "thank" me for my efforts building awareness of the game. This stuff is perpetual and, for Kotaku is best perpetually turned down, given away, etc.
"As for swag and travel, it all sucks," Jeff Gerstmann (he of Gerstmann-gate (!) and now of Giant Bomb) told me in an e-mail. "Great, yeah, send me another T-shirt for me to toss out or leave sitting on a desk for three months, like I don't have enough crap sitting around everywhere as it is. If anyone seriously thinks that sending out, like, some pathetic, usually broken statue for an upcoming game sways an editor, they need to get their head examined."
I've gotten those broken statues too. And lots of other stuff our readers have never known about, because being sent them is a bit of a trap. Post about them, even to show how ridiculous it is that they're sending you an ostentatious clock, and you're giving the publisher a free ad. Don't post them and, well, that's better. But then what do you do with all this stuff? Give it away on your site or in your magazine? Then you've got the free ad problem again. Tell the publisher you just don't want this stuff? Sure, that's better, but stuff will show up anyway and wind up 1) piling under one's desk, 2) given away, 3) polluting our nation's landfills or, 4) occasionally—because mistakes happen—going home with one of us.
Gerstmann has a garage full of games, and he knows this is the byproduct of writing about this stuff for so long. "Most of the things I have in my garage are games, because I don't sell stuff that I received for review," he said to me over e-mail. "That would be shitty. Oh, well, I guess there's the plush Bubsy doll that I got at CES back in the early 90s and the coffee mug with a Game Informer logo on it? Please subscribe to Game Informer today, now available in digital form! Also please sign my ‘Bring Bubsy Back' petition.
Gerstmann: "If anyone seriously thinks that sending out, like, some pathetic, usually broken statue for an upcoming game sways an editor, they need to get their head examined."​
"I suspect that, one day, I will snap and donate some chunk of that crap to a video game museum. Well, except for the Game Informer cup. That's staying with me. But seriously, I hang onto that stuff because I find a lot of it pretty interesting. It's one of those accidental collections that comes from never throwing anything away. If you ever want press releases from E3 2001, I'm pretty sure I have a box full of them around here... somewhere. Weird mementos from a lifetime spent with video games. Sure, there's some sentimental value there, but most of this stuff is worthless crap to anyone else."
No one has to take an oath to be a reporter or a critic. Ethics standards can vary. You can set up your own rules, as we do at Kotaku, where we turn down paid travel, default to shoving the swag under our desks, and make sure we're not wearing game company shirts during interviews. Good ethics are, of course, not a perfect predictor of good journalism and therefore even the most righteous of games press might find themselves running what our publisher calls "fake news."
And if the games press relies too much on access from public relations people? If they depend on access to game previews and get carried away going to cocktail parties and rolling around in all their swag?
"Too many games sites present this weird view of gaming from an ‘access all areas' perspective that is alien to most of the gamers out there," Robert Florence said in an e-mail to me, as he outlined just how warped he believes games reporting currently is. Sure, talk to PR, he says. Ask EA PR about bugs in FIFA 13, he said, by way of example. Don't be afraid to offend. "[You should] report everything. That's the key thing. Report everything. They send you a giant decorative flag or a letter thanking you for encouraging sales? Report it. Stand alongside the readers. Sure, your PR access will dry up, but your readers will know why."
His implication is that the press operates in fear of losing access to publishers. That may be true for some. It's not true here, but it doesn't make the issue irrelevant. It's the smaller sites that can get pushed around, a former gaming PR rep told me. Of course, history shows that the giant GameSpot got a nudge, too.
Disdain for the gaming press isn't hard to find

I asked Florence: "What do you think went awry with games journalism to make so many people skeptical or even disdainful of it?"
Florence: "I think we're in a horrible position right now, where most games coverage is almost indistinguishable from PR."​
And he said: "I think we're in a horrible position right now, where most games coverage is almost indistinguishable from PR. The whole Pre-Order/Day One/Midnight Launch circus has turned many games writers into cheerleaders for product. Here's the thing—games PR people are doing an amazing job. The circus they've created serves the games sites well too—the exclusive previews and reviews drive traffic through the sites, and the press drives hype, and we have this whole strange symbiotic relationship that PR is in total control of. I've seen many games writers over the past week saying that they've never been influenced by PR, but PR is a subtle thing. We are all influenced by it. What we lack is an alternative games media. We need a subversive, alternative games media that completely rejects the PR relationships that we've been instructed to believe is essential to games coverage."
That first part is most damning.
To repeat, he said, "I think we're in a horrible position right now, where most games coverage is almost indistinguishable from PR."
Ouch.
True?
I read that line and was ready to dump a whole pile of links from my team at Kotaku and from the writers and reporters at Polygon, Penny Arcade Report, Eurogamer, Gamasutra, Rock Paper Shotgun and more to suggest that there's plenty of what Florence is looking for.
But if he has to have it pointed out more, well, ascribe the blame where you think it fits. Some people just aren't reading it; some people aren't publishing enough of it.
Criticism of the gaming press is so common it can become white noise. A good reporter is perpetually trying to improve anyway, but outside complaints about this story or that can be a helpful alarm if they can transcend the din. You don't just "risk" a deluge of unwanted swag while working the gaming beat; you also encounter, daily, people who say you are terrible at your job. Some of these people dedicate entire blogs to the alleged incompetence of the entire field and helpfully note that, should a particular games writer "fall down the stairs breaking his arms and legs in the process I'd have a tough time feeling sorry for him." And on the other end of the spectrum we have a fine reporter whose website's mission statement begins with "'Games Journalism' is broken." The valid complaints mix with a sea of misreadings. The shrill lies are mixed with uncomfortable truths. The most patient person can sift them apart.
Walker: "Where once [expertise] was desired, it's now considered arrogant oppression. So when a review disagrees with a reader's strong opinion, it's much more satisfying to conclude the discrepancy is the result of corruption."​
I plead guilty, however, to lurching the other way and usually skipping writing criticism about games journalism. Ever sit in a room with a bunch of games reporters? Guess what they inevitably start talking about? If you guessed "games reporting," you just won a free PlayStation.
The criticism of a lot of games reporting is nevertheless valid. There are too many rewritten press releases masquerading as news, too many developer diaries pushing some better story off the page. There are never enough great, deeply-reported stories, though that's true in any form of journalism, since those take the most time and are, therefore, the ones that by definition, there will be the fewest of. But hard questions do get asked. Corporate wrongdoing comes to light. Intolerance is exposed. Crime is covered. And often enough a critic gives a bad game a bad score.
And yet, still, a lot of people bash the games press and games critics.
"I think the desire to see conspiracies and corruption in all of the gaming press is largely based on a far wider malaise in the world, of people wishing to demolish notions of expertise or more respected opinions," John Walker of Rock Paper Shotgun said to me over e-mail. "Where once [expertise] was desired, it's now considered arrogant oppression. So when a review disagrees with a reader's strong opinion, it's much more satisfying to conclude the discrepancy is the result of corruption. This desire to bring down all who put themselves in this now-arrogant place is a strong motivating factor to find them deeply at fault. So when stories emerge that suggest an individual has acted inappropriately, this is then generalised across the entire industry to satisfy that belief."
Walker explains the disdain people might have for game critics, but it doesn't explain the dissatisfaction with games reporting expressed by the types of people who, say, see the picture of Geoff Keighley between the bags of Doritos and the bottles of soda and writes: "The picture sums up game journalism in one nice picture. They are tools to sell us things."
Ouch. Again.
The best stories on Kotaku, I'd say, should pass the test of "Would you tell your significant other about them when they asked what you did today-without putting them to sleep?"
Tom Bramwell, at Eurogamer—they of everything from a marvelous look into gaming-related deaths to their own coverage of the Dishonored clock—sees the games journalism cup half-full: "Kieron Gillen, who used to do freelance stuff for Eurogamer and writes (excellent) comics nowadays, wrote this a few weeks ago: ‘Writing on games in 2012 is better now than any time in history. The range of approaches being fruitfully explored now would have stunned my early-00s self.' I completely agree with that, and I think the people doing that work are almost universally honest, hard-working and well-meaning in what they do. I see that every day, both at Eurogamer and in other publications. I'm sure you feel the same way about a lot of your colleagues in the US and beyond."
Gerstmann: "I've since decided to stop living my life by trying to appease those unappeasable people."​
Other veterans are at the throwing-their-hands-up stage. "Some people have thought that this line of work is inherently corrupt for years," Gerstmann told me, "and whenever they see anything that even smells like impropriety, they pounce and won't let go. Those people's minds are already made up. We spent a lot of years at GameSpot trying to lay out policies and make sure we were on the up and up, totally buttoned up across the board. But that didn't change anything. Those people were still there, lashing out every single day with cries of bias and how everyone was on the take. Of course, that chapter ended with the world's greatest ironic twist, didn't it? The sad thing is that with a snap of their fingers those guys at the top [at GameSpot] blew up a level of credibility that took us over a decade to build and GameSpot's staff, whether they were there in 2007 or not, still suffers as a result. I've never been directly offered money or anything else by a publisher under the guise of ensuring a proper score. Considering how long I've been doing this, if that was a common practice, don't you think someone would have at least asked me by now?
"I've since decided to stop living my life by trying to appease those unappeasable people, and instead worry about finding the best ways to get the best content together for the people that enjoy our site. Holding ourselves accountable and maintaining an appropriate level of transparency is a big part of that, but it's not the only part."
It keeps coming back to the role of PR

Reporters and critics will say they're not swayed by freebies and the charms of public relations people. The cynic will say they're confused, naïve or actually corrupt. The optimist will say they've thickened their skin not just from insults but from the massage of open bars at gaming preview events and of free press copies of games that ensure they can get a review posted in time for a game's release (can't get that without dealing with PR unless you pirate the game).
Interactions with gaming publicists-with people whose agenda it is to paint their products in the best possible light-are therefore an inevitability of many of the preview and review-oriented stories and pieces of criticism that fill the gaming media.
In a monster NeoGAF thread about Dorito-gate and its various controversies, former games journalist and current EA/PopCap social media coordinator Jeff Green remarked that:
It's all about access. The magazines and sites want to cover the big games, the hyped games, because that's what brings in the readers/subscribers/viewers/hits/etc. The same goes for any part of the entertainment business, really. In order to GET this access, the press has to "play ball." Most game companies explicitly tell all their employees not to talk to the press under any circumstances. In many (most) cases, it's a fireable offense if they do. It's considered breaking an NDA, or violating confidentiality.​
(His full comment is worth reading.)
Green is right that a games reporter will have trouble interviewing a corporate game developer who is working on a game prior to release without some dealing with public relations people. He's also right that access might dry up for some outlets that piss off publishers. But not for us, not across the board. Kotaku's continued ability to get access to Activision, Ubisoft, Sony, Microsoft and other company's games prior to release is at least proof that an outlet can happily break news, upend marketing plans, out secrets, infuriate those and other rich companies and live to report another day.
We're not the only ones who enjoy independence. But we'd just be wrong not to heed the wisdom of Shawn Elliott, Green's former journalism colleague who is now making BioShock Infinite at Irrational Games and who in that same NeoGAF thread, wrote:
Pharmaceutical company companies extensively research physicians' hobbies and personal interests, send attractive spokespeople to "inform" said physicians about their products over three-star michelin meals and golf games. Without exception, these physicians insist that they are immune to unethical influence.
Corporations like Coca Cola spend $10 billion a year or more on advertising campaigns with messages that college undergrads — here I'm speaking from experience as a former instructor — unfailingly insist they're uniquely insusceptible to.
Either these corporations are somehow recklessly burning revenue by the billions and somehow raking in unprecedented profit despite the sheer stupidity of their business practices or people are prone to maintain flattering though entirely unrealistic images of themselves. Unfortunately for us, replicated psychology experiments point to pervasive self-deception. Fortunately for us, while it's practically impossible for us to accurately monitor our own self-interest, we're marvelous at pointing it out in others. And this is the why the appearance of impropriety matters so much.​
So let's ask some PR people, past and present, for their take.
Here's a person who has done PR for various top publishers for nearly a decade but who can't be named because he's not authorized to be talking about this kind of stuff: "Our job is to drive consumer awareness of a particular product, via various forms of media (print, online, broadcast, etc)," he said to me over e-mail. "In my opinion, a good PR person is one that knows our primary audience (e.g. media), recognizes the content that will (or will not) be compelling from a coverage perspective, has enough knowledge about a product to at least be conversant and is healthily self-aware. We are not always representing THE BEST PRODUCT EVER, though we are still required to find interesting angles for media to cover and consumers to become aware. A bad PR person confuses themselves for the story (and not the product), attempts to bully media, lacks that aforementioned self-awareness (I have seen far too much Kool-Aid consumption in this industry) and fails to see the larger context in which we all work."
And here's Marcus Beer, who used to do PR for Ubisoft, Vivendi, Novalogic and other gaming companies but now covers games for NBC in Los Angeles and on various podcasts at GameTrailers, most notably the Annoyed Gamer: "For me it was always about the pre-release hype. Getting the awareness of a title high enough to secure good pre-order numbers with the retailers. (this was before pre-order bonuses were rampant and before Amazon took a chunk out of everything.) The higher the pre-order numbers, the larger the order from retailers. It was also key to understand what systems the retailers used to track games and keep my titles high on those systems. GameRankings happened to be the system of choice at the time, so that was the target du jour.
"A good PR person in my opinion creates interest in the title in unique ways, builds the buzz to just before launch and maintains it through the launch window then steps back and lets the game stand on its own legs for review. "
Anonymous gaming PR person: "I've seen one recent launch event where media didn't actually discuss the game at all on Twitter—it became a mini-tirade about what free drinks were (or were not) available.It's certainly a beast of our own making."​
Our anonymous PR person told me that he's "never seen anyone explicitly swayed by swag/free drinks/etc" and he says that the purpose of swag is "in some small way, [to] keep the game/brand top of mind with media." That doesn't mean he hasn't noticed a sense of entitlement among some in the games press. "I've seen one recent launch event where media didn't actually discuss the game at all on Twitter—it became a mini-tirade about what free drinks were (or were not) available. It's certainly a beast of our own making, but it's an interesting consideration."
Beer thought that smaller outlets might be compelled to be more favorable to a publisher thanks to a free drink or swag gift. "Some freelancers or bloggers from smaller sites who are not used to getting attention from publishers may be swayed however." But from the bigger outlets? "I have to say that everyone I worked with from the major outlets always always acted beyond reproach. I think it helps that these outlets mostly have an internal code of conduct/editorial policy that was crystal clear when it came to what could and could not be done. None of the media I worked with ever intimated to me that they needed 'incentives' for positive coverage. Mind you, I like to think that I was pretty straightforward about the games I repped. If I saw that a game was not going to be good, I would front load the coverage with previews, then when it came to review time I would only send the game to those who asked for it. I would never ask for a score to be bumped, just that they be honest."
He added: "The smart members of the media can always smell PR bullshit a mile away."
It's a comforting narrative for someone like me to think that only the smaller, less established games reporters and critics might be susceptible to the conscious and subconscious. It can certainly happen to the big people, too, though logic implies that experience with this kind of thing can just as likely build an awareness of it as it can encourage an acquiescence to it.
At one interesting node in all this stands Casey Lynch, former PR guy and now head of editorial at IGN, one of the biggest games media outlets around. He told me he's worried that an over-reliance on PR will simply breed uninteresting coverage of games. "Having done both PR and edit, things can go wrong when either side becomes too reliant on the other. Meaning, if edit teams stop asking for individual and unique access and simply create content around what a PR team dictates, it leads to homogenized carbon copy coverage across every site and magazine. Similarly, if PR teams only rely on fixed PR-driven initiatives and don't work with editorial teams to empower the creation of original, unique content, they do the products they represent a disservice. We're here to report and tell stories, in this case, about games. Readers win when outlets like IGN or Kotaku are given the ability to tell those stories in our own way, with our own observations, and using our own presentation styles and means."
Beer: "The smart members of the media can always smell PR bullshit a mile away."​
John Walker at Rock Paper Shotgun, who has never done PR but has written some content for a game, pushes back at this reliance on PR, too. And he rejects the divvying of info by PR to promote a game. "I would like to see the role becoming more about attempting to disseminate information as far and wide as possible, surely in the interests of the games, rather than attempting to restrict and control who gets what and when. I would also very much like to see the press not playing along with the PR game."
And what exactly is that "PR game?"
"I mean fighting for exclusives, arrangements for coverage, etc. It's in the publishers' interest to have their games discussed on sites, and in the sites' interest to have info about games, so I think it's in everyone's best interest to have free and open access to a whatever developers want to show."
There Are Just So Many Issues…

Some games reporters do consulting on the side. That's one of the things that got Wainwright more in trouble-the sign that she'd done some and then struck it from an online resume when people started looking into it.
Some games reporters do mock reviews, taking a paycheck from a publisher to review their game. Gerstmann told me that he never "completed" one, but he almost did one, back after GameSpot let him go. His story: "I've always found the mock review process to be fascinating, and when I found myself out of work for a bit back in 2007, a publisher approached me about doing one. I agreed—more because I was interested in seeing this weird process from the inside than anything else—and got a contract to sign. But then ended up getting employed when we were starting Giant Bomb up. I offered to hold up my end of the bargain and complete the task, but told the publisher that I wouldn't be able to accept any money for the job. We talked back and forth about how their legal team didn't like that and joked about making it a contract for $1 (and I thought the idea of having a $1 check from a game publisher that I'd never cash was at least a little funny), but the game ended up being horribly broken and the whole thing fell apart before it ever got started. Ultimately, that's probably for the best."
Gerstmann: "If someone has to do work for both publishers and publications in order to feed their family, that's fine. I just wouldn't let them do any of that work for me or my site."​
Then there's the advertising, which was part of the original Gerstmann-GameSpot flap and still can put outlets in a bind if they're worried that pissing off Game Publisher X with a negative review might cost them advertising from Game Publisher X. Our anonymous PR person scoffed at some of the new ethics codes he saw popping up at some outlets in recent weeks. "They're cracking down on the ‘evil influence of PR,' and yet still accepting ad money from publishers? Laughable, at best." Well, maybe laughable. If an outlet divides editorial and advertising and wants to set up strict standards for the editorial side, more power to them, I say. I work for an outlet that just had State Farm insurance sponsor our emergency Tumblr, so our situation here is a bit different.
A lot of this comes down to economics. A lot of this is tied to the decisions some reporters or outlets make when facing a limited budget and seeing opportunity in working for or with a publisher. "I used to be really high and mighty about a lot of this stuff, but as I grew older and became, like, a proper adult I came down off my high horse," Gerstmann said. "I don't know what lives some of these people are leading. I don't know about their financial situations, and if someone has to do work for both publishers and publications in order to feed their family, that's fine. I just wouldn't let them do any of that work for me or my site."
Which Gets Us Back to the Doritos...

Robert Florence always wanted people to be talking about more than Lauren Wainwright or Dave Cook, the other games journalist whose name he named (and who later apologized for freaking out about it). He wanted people talking about what, in the words of one NeoGAF user, is/was a "a culture of too-close interaction between PR and journalists."
This story and all of this controversy was never, however, going to ever drift entirely from its flashpoint. There were some troubling issues there about one reporter or her media outlet threatening another and that latter outlet capitulating and changing their story. There were questions of Wainwright's prior work and what to make of a writer whose Twitter page was adorned in art for Square Enix's Tomb Raider, her resume listing Square Enix as a prior employer and her byline on articles for the British trade publication MCV sometimes about Square Enix games. MCV, which is part of the Intent Media group, even published a piece by Wainwright about the new Square Enix-published Hitman game after this whole thing flared up. It bore no disclosure of the ongoing drama.
And then there was the backlash, the nasty Tweets and harassment sent Wainwright's way by people who turned their displeasure of her ethics into verbal abuse.
There was also that image of Geoff Keighley that inspired Florence's article. Let's take that first. Keighley, who I consider a friend, isn't talking. He's declined my requests for comment on this since the whole thing started and so the best insights we can get of how he feels about sitting between the Doritos and the Mountain Dew have to be gleaned from the source material.
That still of him comes from this video or others like it. He'd done a series of these interviews that day. In the video he's talking about a Mountain Dew and Doritos-branded Halo spin-off game boosted-XP promotion. "When brands partner with gaming, it's great," he says before being asked by a reporter whether, if stranded on an island he'd prefer to have the soda or the chips.
Regarding Eurogamer's editing of Robert Florence's story, Eurogamer chief Tom Bramwell posted a note to his readers, which included this explanation of why he altered Florence's piece:
The first is that a lot of people want to know more about why I made the changes and issued an apology. The answer is that Lauren Wainwright threatened us with legal action and made it clear she would not back down, at which point we took legal advice and ultimately made the decision to remove the paragraphs. It was not a decision that I took lightly. One objection to this action that I've read online is that there was no libel. All I can really say is that the advice we received meant that removing the offending text and apologising to Lauren was the right course of action to take. We also considered the fact that the article wasn't really about her but about all of us, and I felt that the edited version did not change Rab's meaning.​
But did Wainwright really sue? Or send lawyers after Eurogamer? Florence declined to get specific. "UK libel law is a frightening thing," he told me, "and it makes every word you utter feel like a risk. I would love for Lauren to speak about it, because I feel that she is taking most of the heat herself and find it impossible to imagine that she was not supported in her actions by any other party. I don't believe for one second that Eurogamer backed down to Lauren alone." He also noted that he considers Bramwell "guilt-free in all of this. I know he fought my corner as hard as he possibly could. I am heartbroken, in truth, that our working relationship is over. I loved writing those columns, and Tom's support was a big part of the experience. He's a great guy, and I hope we work together again in the future."
Wainwright's editor at MCV, Michael French, has been on-record, on Twitter, saying that "There was no legal action taken from Intent. We asked Eurogamer to remove cruel content about a staff member. They obliged." The "we" in that Tweet suggests that it wasn't just Wainwright who asked for some sort of change, but French isn't talking. There's no sign that anyone other than Wainwright even brought it up as a legal matter, and there's certainly a difference between a legal threat and asking for a change. It seems more likely that the latter was the case here."

Which gets us to Lauren Wainwright…
"I've done two mock reviews for Square-Enix," she told me in an e-mail this morning, "One [was] in late 2011 and [one in] early '12. Neither were for Tomb Raider or Hitman products." She said this seemed common. [UPDATE: I meant to also note that she has written about other Square Enix games that she didn't do mock reviews of.] "Plenty of journalists do mock reviews and they are literally reviews that are used internally. They help publishers estimate how the game will review upon release. I've never gone on to review any products I've consulted on. As this is a normal practice among journalists far more experienced than I, I've never seen it as a conflict of interest. Myself, and many others, are currently questioning this practice."
She has regrets about how things went down. "I regret deleting Square off of my journalistsed profile. This was done in panic and I regret it." She realizes now that all that Tomb Raider stuff on her Twitter page was problematic. "I'm not paid off to say nice things about Square's products. I am a fan of Tomb Raider and many of my followers are. I'm an excited and passionate gamer but I will reflect on how I post about Tomb Raider and other games publicly from now on." She shut down many of her social media accounts because her phone number and address were on them. She says she received "abuse that spiralled out of control."
Wainwright: "I suggested it was libel and that I'd seek advice and Eurogamer spoke to their lawyers who suggested they take it down. This was again a mistake on my behalf and I'm deeply sorry."​
Wainwright wants to clarify some things. She said she "never entered the competition to win a PS3, which some outlets are suggesting. I already have one which I bought myself." And she's not on the take. "I must reiterate that I've never been paid off to write any positive content for anyone. I wouldn't be in this business if this was a normal practice."
But yes, she said, she did contact Eurogamer. She did complain, though she also regrets how far that went. "I've not spoken to any lawyers. Nor have I sought any legal advice during my short communication with Eurogamer. I suggested it was libel and that I'd seek advice and Eurogamer spoke to their lawyers who suggested they take it down. This was again a mistake on my behalf and I'm deeply sorry. The abuse started as soon as that article went up and you do and say stupid things when the Internet attacks you. I regret it. I really do."
Wainwright told me she'll keep her accounts locked down for a bit longer because she assumes her statements here will "incite more anger." She'd surely like to be done with that.
"Though it's been a messy time for all," she said, "[something] positive has come from this whole situation with many outlets looking into their ethics practises. I hope this makes us all a better press for the readers."
***
There is a lot of talk of ethics standards these days, of reporters and critics making vows to do such and such a thing or to not do such and such a thing. In my reporting of this controversy and in thinking about what we do here, I found myself drawn to many different points of view. Among the most compelling takes on ethics was Gerstmann's. "Publications need to constantly revisit their policies to make sure they make sense and help provide what's best for our readers," he told me before explaining what guides his current outlet, Giant Bomb. "My whole desire is to put enough of ourselves out there that it'd be plainly obvious if we had been corrupted, because we'd suddenly start saying things that don't fit our profile."
That seems like as good a standard as any. That's certainly a rule of thumb around here, and if we fail at it, we'll 'fess up to it, bear that unpleasantness and move on. Be transparent in one's reporting, in one's reviewing, in one's doing one's job. Do the things you'd be happy for your readers to know you were doing. Don't do the things you'd be embarrassed about.
And do good reporting. Because there's never enough of that.

Now begin raging.
 

tuluse

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I'm not going to read all that, but from what I did read it sounds like they're just trying to hand wave this away. Nothing to see here folks, don't peek at the man behind the curtain.

Edit: this is wrt the kotaku article.
 

Jaesun

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neoGaf Moderator said:
Stephen, I'm curious as to why you didn't follow up with additional questions on her glowing previews for Square products, like:

- this one for Tomb Raider and Hitman
- this one for Sleeping Dogs
- this one for Tomb Raider
- this one for Deus Ex
- this one for Parasite Eve
- this one for Dissidia 012
- or this one for Tactics Ogre?

Taken at face value, her statement seems innocuous enough. In context with everything else we know? Incredibly self-serving and deflecting from the real issue at hand.

If there's more to come, great. I look forward to reading it. If this is the extent of it, however, that's worrying.
[Kotaku responds]

I meant to note that she had written about Square Enix games but didn't have that in what was published. I added a note about that shortly after the piece ran. Her argument is that she didn't cover the games she did mock reviews of and therefore thought there wasn't a conflict of interest. That's what I was trying to convey there, not that she'd never written about Square Enix games at all, because, of course she did. It's been well-documented.

I think it goes without saying that not everyone would agree that the standard she expressed there isn't one that everyone would agree is best. But she's clearly re-thinking this stuff, so we'll see what happens.
 
Joined
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But hard questions do get asked. Corporate wrongdoing comes to light. Intolerance is exposed. Crime is covered. And often enough a critic gives a bad game a bad score.

Links or it didn't happen.
http://www.metacritic.com/game/pc/dungeon-siege-iii

Close enough.

I was more struck by the passive voice claims about crimes and corporate malfeasance being covered. I honestly have no clue what he could possibly be referring to.
 

CrustyBot

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Codex 2012
I'm not really familiar with Kotaku and it's "serious" articles. Are they all as subtly condescending and poorly written as this one?

i.e hurr durr, even though it's called Doritos-gate, it's not actually like the real Watergate, now let me explain it because I r teh smart.

And when I say poorly written, I don't mean Kotaku cannot into English. It's clearly proofread and eloquent in it's own way, but it has no semblance of structure or purpose whatsoever.

It has big fucking bolded sections that ought to inform the reader as to the general theme of what is being said, but after a couple of sentences which just repeats the bolded, but with more words; it drifts off into wtfland with anecdotes that are relevant to the subject matter, but have no value in actually demonstrating a point being made. Because there aren't any being made. It's just waffle.

Here's what I found the funniest:

Which Gets Us Back to the Doritos...

Robert Florence always wanted people to be talking about more than Lauren Wainwright or Dave Cook, the other games journalist whose name he named (and who later apologized for freaking out about it). He wanted people talking about what, in the words of one NeoGAF user, is/was a "a culture of too-close interaction between PR and journalists."

He spends the next ~1,400 words doing exactly that, talking about Ms. Wainwright and deliberately ignoring the greater point made about culture.

"Why?"

"Because... it was always going to be that way?"

"Yes, but it's your article. If accusations are being leveled at your industry which you are arguing are false or irrelevant, wouldn't you want to tackle them head on in an official Editorial instead of waffling on about shit and interviewing a person who you readily admit is merely in the periphery of the controversy?"

"..."

It's a piss poor attempt at an Editorial and a piss poor attempt at being an insight piece. Like many things about the AAA games industry, it wanted to be all things to all people and simply failed at everything.

But, I take back what I said about it being poorly written, that is not accurate. It's well written, because the entire piece is misdirection. It's an attempt to impress idiots with "inside stories" and liberal use of big words, without actually putting anything of substance out there. It implies to the audience that because Kotaku knows how to quote people and write long paragraphs, the matter should be dead and buried; that the industry and it's audience should move forward together in an orgy of swag and AAAAA+++++ gaming HEAVAN.

Plenty of people will, of course, slurp that shit up.

Everything is shit.
 

J1M

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Messages
14,739
neoGaf Moderator said:
Stephen, I'm curious as to why you didn't follow up with additional questions on her glowing previews for Square products, like:

- this one for Tomb Raider and Hitman
- this one for Sleeping Dogs
- this one for Tomb Raider
- this one for Deus Ex
- this one for Parasite Eve
- this one for Dissidia 012
- or this one for Tactics Ogre?

Taken at face value, her statement seems innocuous enough. In context with everything else we know? Incredibly self-serving and deflecting from the real issue at hand.

If there's more to come, great. I look forward to reading it. If this is the extent of it, however, that's worrying.
[Kotaku responds]

I meant to note that she had written about Square Enix games but didn't have that in what was published. I added a note about that shortly after the piece ran. Her argument is that she didn't cover the games she did mock reviews of and therefore thought there wasn't a conflict of interest. That's what I was trying to convey there, not that she'd never written about Square Enix games at all, because, of course she did. It's been well-documented.

I think it goes without saying that not everyone would agree that the standard she expressed there isn't one that everyone would agree is best. But she's clearly re-thinking this stuff, so we'll see what happens.
They must have an IQ test you have to fail to work in gaming news. Only a set of retards could not see that this is still a massive conflict of interest. It makes no difference if she reviewed a game she consulted on or another product. She is still pretending to be impartial while promoting a product made by (one of) her employer(s).
 
Repressed Homosexual
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Please stop worshipping Neogaf admins, they are even greater pathetic, self-serving scumbags than any game journalist ever was, and they have a greater army of disgusting sycophants than any Bioware Social network moderator. There has never been a more wretched and laughable faction of repelling, biased Nintendo fanboys and Japanophiles. Just the Nintendo threads are absolutely disgusting and a pain to read, I hate all the 35 years old Nintendo fanboys who revolve all their lives around it. I never posted there because it's such a quagmire and I feel queasy just reading something else than the first post containing news. There could be almost an encyclopedia over all the disgusting stuff that's been pulled over the last 15 years.

The users are such pathetic little twerps that they will literally agree with anything that their overlords say, frequently literally changing opinions right in the middle of a thread, doublethink-style. It really is traumatizing. If one of their overlords told them that it was healthy to eat their own feces they would start agreeing with him.
 

Brother None

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BN, judging by all the recent excuses and terrible apologising done by games journalists as a whole in response to this mess I think you are overestimating the integrity of these people.

They're certainly not as critical or as self-aware of their own potential biases as you've clearly demonstrated.

You may be right. This Kotaku piece seems to evince that attitude. Though I've only read it diagonally, it takes too many words to say very little, and I can't stand pieces that do that.

BN don't the outlets you freelance for provide you with copies of the games you're contracted to review? Writing reviews of games the reviewer has bought for their own private entertainment sounds like a recipe for the worst kind of fan-wank kind of fishy to me.

Oh, uh, it varies. GB always provides a copy from the publisher or out of the site's own funds, and always pays its contributors (though not a lot, none of us working for GB get paid particularly well since it's not a big site). But sometimes I'll have bought a game, played it, and think "I have stuff to say about this game" and then contact someone to see if they're willing to publish my review. When that's the case, I don't always bother to ask to be reimbursed for the game itself. If you think this leads to a fanwank, then well, uh, this is an example of a review that came about that way. "Lame".

As for phat lewts, in my opinion reviewers should send that shit back.

Probably, yes. I'm a bit leery of arguments as cited in that Kotaku article that loot is "meaningless crap". That just seems like an excuse to get to keep it. Send it back or donate it to charity, there should generally be no other options.

I'd kind of like to see reviewers not only mention their biases, but also mention how much time they've spent with the game under review and at least a couple of similar games they have experience with.

The latter seems like a good idea, looking at some of my colleague's reviews, though they'd probably just lie.

The things I always feel should be listed are "hours played", "platform played on" and "source of review copy". That's the bare minimum, though.

Mostly, I've taken to watching Let's Play videos on YouTube when I want to know about a game. At least that way, the ability and enthusiasm of the player is usually pretty evident, and really serious issues with the game are very hard to hide.

I gotta say, probably having read too many reviews when I was still newsposting for GB regularly, I have grown weary of reviews and pretty much just stick to forum post feedback and LP videos now. I like TotalBiscuit, for instance. Not because I agree with his tastes, but I know his tastes, and I'd never buy an FPS on his recommendation since he likes mindless waves of enemies-shooters like Painkiller, but I despite not agreeing with them I can still easily see from his videos if this game could be something for me or not. He's shown quite a few smaller titles I would've missed otherwise.

Now, as mentioned on NMA, the only piece of swag I ever got for free as journalist (I've bough some paraphernalia off eBay) is a Fallout 3 T-Shirt, and I don't think it colored my perspective on the game much.
The one you shoot up together with Suaside and gave as a reward in some contest on NMA?

Nope. We had two. SuA shot up his. Mine is on a shelf with other Fallout paraphernalia, including a Fallout 2 sticker that David Hendee sent me like, uh, 13 or 14 years ago. Those are my only two pieces of free gaming swag, and they are part of a collection, so y'know, that's bad!
 

PlanHex

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So this guy talks to a bunch of game journos with previous work as PR folk and PR folk with previous work as game journos, but doesn't really acknowledge the inherit problem therein.
Cool article bro 10/10
 

PrzeSzkoda

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Messages
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Location
Zork - Poland
Project: Eternity
Two general observations:

1) When a "journalist" allows him- or herself to be dragged into product placement - even blatant advertising - something is very, very wrong.

2) An actual journalsit would rather commit suicide than go work for PR - these two occupations are inherently at odds. And to many of those schmucks this seems to be their life goal since they all want to be a part of the "gaming industry" but they have no actual skills.
 

tuluse

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Brother None, I think your point about understanding biases is important. No reviewer is going to be free of biases. What's important is that the biases are as natural as they can be. They come from enjoying the things being created and not from being bought and paid for.
 

Pika-Cthulhu

Arcane
Joined
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Messages
8,140
Two general observations:

1) When a "journalist" allows him- or herself to be dragged into product placement - even blatant advertising - something is very, very wrong.

2) An actual journalsit would rather commit suicide than go work for PR - these two occupations are inherently at odds. And to many of those schmucks this seems to be their life goal since they all want to be a part of the "gaming industry" but they have no actual skills.

Public Relations - Highly skilled individuals well versed in double speak and obfuscating the truth, able to speak without saying anything and drawing peoples attention away from the undesirable problems and instead have them focus on the real, perceived or imagined benefits

Journalist - Courageous defender of truth who will move heaven and earth to uncover all the lies and get at the heart of an issue then report their findings to the public

Games Journalist - Subdivision of PR where the menial work is outsourced to.

Uh, we had a slight ethics malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?
 
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Brother None, I think your point about understanding biases is important. No reviewer is going to be free of biases. What's important is that the biases are as natural as they can be. They come from enjoying the things being created and not from being bought and paid for.

Lots of rabid fanboys on the net match that description. Natural bias can be problematic as well - it's why there's value in knowing the tastes of the particular reviewer.
 

Misconnected

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Messages
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Though I've only read it diagonally, it takes too many words to say very little, and I can't stand pieces that do that.

Considering you're a freelance reviewer you really ought to give it a close reading. Though I'd suggest listening to some nice, happy music and having a cold bear while you do it, because it's hard not to come away from it with the impression that absolutely everyone on the media side of things are smug, self-important wankers. It would piss me off if they were my peers, but I'm pretty sure I'd want to know.


Oh, uh, it varies. GB always provides a copy from the publisher or out of the site's own funds, and always pays its contributors (though not a lot, none of us working for GB get paid particularly well since it's not a big site). But sometimes I'll have bought a game, played it, and think "I have stuff to say about this game" and then contact someone to see if they're willing to publish my review. When that's the case, I don't always bother to ask to be reimbursed for the game itself. If you think this leads to a fanwank, then well, uh, this is an example of a review that came about that way. "Lame".

It's that appearance of impropriety thing again.

What if it had been a game that you didn't just want to like, but actually did like?
What if it was a game you dearly wished would get a sequel?
What if you had a massive interwebs crush on the sweet, sweet lady that drew concept art for the game's armour sets?
Never mind. The real question is: do you agree that one should avoid writing reviews when readers can get the impression - rightly or wrongly - that the reviewer has an agenda, but cannot determine what that agenda might be?

Put yourself in the shoes of your reader for a second. You're interested in a game, or your interests in games lines up with those of a reviewer you read, and you have money to spend. You check out a review, with the intention of following the reviewers recommendation on whether to buy the game. Unfortunately, the very first thing you read is: "I completely missed retro 2D beat-em-up The Asskickers, from independent French studio AGO Games. That was until The Redner PR Group did a clever bit poking fun at Duke Nukem Forever and it got coverage on various gaming sites. Checking out the game’s website, and discovering this to be an old-school, retro beat-em-up, I purchased it in a heartbeat."


Obviously this wasn't just a job for the reviewer. He flat out says as much. So what can you gather from that? Well, the review doesn't exactly heap on the praise, so it's pretty safe to assume the reviewer isn't trying to help out the developers. But doesn't tell you what the agenda is, just what it probably isn't. Maybe the reviewer felt there weren't any good reviews of the title out there, and just wanted to remedy that. Or maybe one of the devs ran over the reviewers dog. There's really no way to know. All you can know is that in some way, possibly a way that impacts the reliability of the information, this review wasn't entirely ordinary (as it happens, I apparently bought Asskickers for the same reason and around the same time as you, and if I can fault you for anything at all, it is only that you didn't hunt me down and forced me to read your review before I wasted my money on that shitty game).

Granted, you can easily go elsewhere for a second, third & fiftieth opinion. But if you have to do that, the reviewer has unjustified his continued existence to you. Because why bother checking out suspect product reviews when you don't have to?

- I'm in no way suggesting this applies to critiques. But while a good product review includes a critical opinion, critiques and product reviews are fairly different things. A critique has to be well-reasoned, well-founded and thought-provoking, but that's really all it has to be. Critiques do not have to be the least bit comprehensive or objective. The purpose of critiques are to further the understanding and evolution of the object of the critique - which in gaming typically means furthering the evolution of a genre or the medium as a whole. Critiques don't address consumer concerns, or at least, only tangentially. Critics should criticise stuff they're invested in, whether it's gaming, a genre, a title, an element of gameplay, or something else entirely. Not that critiques should be fan wank either. But bias is a far different kind of problem for a critique - and to me far easier to forgive, since critics don't try to "help" me spend my money.


Probably, yes. I'm a bit leery of arguments as cited in that Kotaku article that loot is "meaningless crap". That just seems like an excuse to get to keep it. Send it back or donate it to charity, there should generally be no other options.

You're the master of understatement, my friend. I mean, among other things the thread we're posting to contains proofs that two people don't consider it meaningless crap. One of those people is quoted in the article. The other works for the man who wrote the article. I'm sure some there's both enough swag and people involved that some specific piece will be meaningless crap in the eyes of some specific person at any given moment. But the way the article presents the situation is a couple of degrees past disingenuous, I should say.

More importantly, though, it's missing the point entirely. Or as I am more likely to assume based on the broader context, it's an attempt at obfuscating it. The hypothesis that the opinions and works of games journos in general can be extensively manipulated by giving them a free coffee cup with a logo on it, is extraordinarily far fetched. Which makes it the kind of conclusion that people aren't likely to arrive at, in the absence of extraordinarily compelling evidence.
However, while there's an abundance of evidence that games journalists in general love their swag, I haven't seen any evidence that they'll sell themselves, knowingly or otherwise, for swag. What I have noticed, is that the ones who keep trying to make this hypothesis the focus of discussion, are the very people it concerns.

The purpose of swag is partly to make the recipient feel good, and partly to reinforce the recipient's awareness that the product (or whatever - just about everyone and everything uses some type of swag) exists. The principle really isn't much different from dressing sharply for an interview, or throwing a bunch of flowers at your significant other. But then, we all know neither of those things ever work, right? :P

Kotaku, GiantBomb et al come across as trying to derail the discussion, and as attempting to set up straw men they can ignite, and very much don't come across as professionals trying to address the concerns expressed by their audiences.



The latter seems like a good idea, looking at some of my colleague's reviews, though they'd probably just lie.

Hence my increasing reliance on YouTube Let's Play's. I'm as sure as I can be that you don't and wouldn't do something like that, partly based on your past reviews and partly based on your posting history here and a couple of other places. But I've read many, many reviews by others that have somehow failed to uncover glaring late game problems and the like. Many of them at GameSpot and IGN.

*Sigh* I used to read a review or two every day, and based my purchases almost entirely on them. For several years I was rarely steered wrong, and reading the reviews was enjoyable in itself. But somewhere around the mid 2000's, reviews went from being useful consumer guides and interesting in their own right (at least for the right kind of nerd), to being a wholly uniform sales pitches. If memory serves, I really started noticing a sharp drop in quality around 2003, and since maybe 2007 or so I haven't really been able to think of professional game reviews as anything other than an unfunny joke.

Not sure if I've said so already, but your reviews are some of a very select few I still read with any kind of regularity.



The things I always feel should be listed are "hours played", "platform played on" and "source of review copy". That's the bare minimum, though.

What would the ideal be, in your opinion?
 

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