Keef, well said.
I still think the score thing might be the key log to all this trouble though...
That segways to my point about reviews. Sure reviews matter but at the end of the day it should be did the person playing the game deciding what they think without really considering what the reviewer said.
Just as you want to see more video game critics, i want to see more movie reviewers. Critics are fine and all, but sometimes i just want to say ' yes i know this latest blockbuster movie is pointless, violent, mindless bullshit with not much plot and stereotypical characters BUT is it entertaining to watch?'.
Take Wanted as an example; it was pretty terrible and probably critically panned, but it was still great fun to watch the insane action.
The reason why people will give a creative but imperfect game a higher rating than a polished run-of-the-mill game is that they want to see gaming move forward into new genres and not the same shit over and over.
I still disagree with this. The "innovation" should be acknowledged in the body of a review, but the score is a reflection of how good the game is. A flawed, innovative game shouldn't be considered as good as a near flawless game that refines aspects of other games.
Should games that build off of the ideas of other games be rated the same as the games they borrowed ideas from even if the new, innovative ideas aren't implemented nearly as well?
I'd like to think not.
I think DICE did a fantastic job with this game, I really really enjoyed the unique experience it had to bring to the table. Really fun game.
I could just as easily turn that around and say it's YOUR line of thinking that allows the Dyacks and Minters of the world to make absurd crap and then hide behind "innovation" as justification.
As for the topic, I do think innovation should be applauded and lauded as long as it is warranted.
For example, I adore Zone of the Enders: The 2nd Runner. That game took mecha-based action games to an awesome level, especially due to its speed and enemy count. While the game is most definitely not faultless, though, I can look past the issues and praise it for being a bundle of joy wrapped in bacon made from the radical pig of win.
I love that game too damn much. :3
Schindler's List, for example, isn't what you'd probably call a "fun" experience, and neither is reading "The Diary of Anne Frank" or "Number The Stars." But all three of those are excellent, powerful pieces of work. They grip you. They are not fun, but they are extremely compelling.
Why are we not allowed to have a videogame equivalent of these works? A game where it is not fun to play, but it is still a moving experience? Even games like Resident Evil are still held to the "is it fun?" scale, which really doesn't make sense when you think about it. It's supposed to be "survival horror," where you're constantly on the verge of death with zombies breaking down the door. Why would that be fun?
I guess it all comes down to the perception of what a videogame is and can be, and it seems like we've pigeonholed them all into the "entertainment" category.
Yeah, but Shindler's List was meant to be uncomfortable. Spielberg planned each frame of that movie with purpose and dedication, however Mirror's Edge, while it aspires to be innovative has incidentally fallen into its own trap of defeating the purpose of a game, to be playable. If Schindler's List had poor quality sound or bad cinematography, whatever the theme was intended would inevitably be lost...
If Mirror's Edge was created without the pressures of conventional game design and the need to sell however many millions of copies else it would be a financial failure, it would've probably ended up being a very different game than the one just released.
I'd be offended because I think that there is nothing innovative about Too Human ;)
Assassin's Creed was flawed because it was a little repetitive and the game mechanics were very game-ish (like hiding in some random out-of-place shelters placed on rooftops would make guards not know where to look for you). Mirror's Edge gets some flak because the environments are sterile and you can't always disarm the enemy AI when you want to.
Those games have some flaws but I think most of us would like to see the next iteration of those games to see where they could push those genres, and push the game industry in general.
Also, game reviewing is still in a nebulus form. We haven't reached the point in video games where we have a "Godfather" of games which is the pinnacle of game making, and a game that we can compare every game after it to. Until the industry reaches that pinnacle, we're always going to see inflated game review scores.
We give high marks for Call of Duty 4 not for being a truly innovative game, but for evolving from other gaming ideas into a game that is more interesting than the last. God of War did nothing innovative but instead they retooled some ideas and made a great game from it. Ideas that aren't perfected shouldn't be rewarded just for being progressive. They need to be analyzed as a complete product and Mirror's Edge is not as good as other first person games regardless of whether it moves the industry foward.
first off, the difference between a reviewer and a critic. The word critic does not imply a specialist position that differs from a reviewer. a critic is anyone who lays out their thoughts on games. if they weren't reviewing games how would a games critic make money, aside from occasion columns and freelance articles? a critic can review games, all reviewers are critics. there's very little sense in your separation of the two entities when they are often interchangeable.
i think Jim's impressions of innovation and different to how they are actually percieved. a lack of innovation is the mainstay of the mainstream. look at most successful media and it is almost uniformly formulaic and lacking in innovation. however, the epoch defining masterpieces of art, cinema, literature and music feature innovative techniques and changes to the norm. many summer blockbuster films and number one albums do quite well critically but do not linger in the minds of society. however, flawed masterpieces offer innovation in many ways (too numerous to mention) that might grate the mainstream audience but push the artform forward. not everyone loves these pieces of art but they undeniably progress our understanding of the piece and our relationship with the world around us.
mirrors edge is not the best game this year mechanically but it could be the most important this year in how we interact with game worlds and their visual presentation. if gaming is to take its rightful place alongside other forms of media we need to recognaise that moving forward often means embracing elements that don't fit into the regime that has gathered over the last 20 years. move on or get left behind.
But I still blame a part of that on the limitations created by what is expected of games, such as that base that every game has to conform to: "Is it fun?" I still don't understand why every game, even stuff like horror or war games, have to meet that standard.
What a lot of people are talking about is the difference between a videogame reviewer and a videogame critic - I think this is a really important point. However, I'd suggest that all contributors to the specialist games media should err on the side of criticism - they are, after all, writing for gamers, not casual onlookers who happened to have glanced a game review while looking through a newspaper. I think games writers can afford to take more risks with how they cover games, but I think they're being confined by accepted conventions of games journalism. These conventions, I believe, implicitly wok against games like Mirror's Edge, with qualities that transcend formal notions of 'good visuals' or 'good controls' and offer something else beyond.
But mostly, I'm glad people are talking about it, because it interests me and I've learned a lot!
Oh and Jim - you're spot on about Killer 7!
I believe Parish's point about Wario Land: Shake It! is that, compared to past Wario games, the gameplay and level design felt a bit phoned in. There was nothing there, for him, that felt substantially different than games he has played before (and in some ways were worse than Wario Land 4).
Megaman 9, on the other hand, is 'innovative' in the sense that Capcom took a chance and went back in time 20 years to create a game on par with one of the best platformers ever.
How often do game creators blatantly go all the way back to eras past to create such an 'old school' experience? It would have been so easy for Capcom to pump out another garbage MM title on the DS (which they have/will), but at least this one time they took a risk. For Parish, it worked wonderfully.
/End Parish Defense Force
No, it wouldn't have. For everything even remotely innovative that Nintendo actually does, there’s a large group of very vocal people who will rail it and Nintendo because it doesn't do anything for them and their "hardcore" sensibilities. So even if this game was a Wii exclusive, and it’s arguable that it may have been lauded simply for offering elitist hardcore pricks something to call their own, the matter of innovation wouldn’t come up beyond maybe offering people another opportunity to make snide, hateful comments about the Wii. Everyone else would bitch because it’s a Wii game, going on about how it could have been so much more if it were on a more powerful console. The few people who might dare call it innovative would be dismissed as Wii fan-boys, and would be met with page-long lectures about how the Wii isn’t innovative.
Innovation only seems to apply to things we like, and not at all to things we have a bug up our ass about. Mirror’s Edge is popular, and so its status as an innovative game is being defended. The Wii is reviled, and so its innovation is questioned. This is how we work as gamers. We’re all so far up our own asses that we can’t see the forest for the shit. Funny thing is, both the Wii and Mirror’s Edge meet the textbook definition of innovation pretty-much exactly, our personal bias be damned. So maybe Mirrors Edge would have been called innovative had it been released solely on the Wii after all, but not because of it. It would be innovative because…well, it is.
Of course this was an over-simplification of things, but it’s meant to prove the point that as far as we gamers are concerned, we either don’t have a clue about what truly makes something innovative, or we don’t care to apply the definition to things we dislike or have no interest in. Hell, I could say that Mirror’s Edge isn’t innovative for simply having applied the first-person concept in a new way, but that would be ignorant and dismissive. Its innovation is apparent whether or not I acknowledge it.
Sure, he may have felt that it was phoned in. But is that because it truly was, or because it didn’t innovate as much as he’d have liked. See, that’s the question here. Why does Wario get slammed almost entirely for its lack of innovation, whereas a game like Megaman 9 gets a pass?
See, even had Capcom actually innovated, rather than having simply mined our nostalgia, adopting an old design-aesthetic was a design choice borne of a business decision. It becomes far less impressive when you consider that they did it so as to avoid taking any real chances. Though if we ignore that, it’s still only a unique idea at best, and not a case of innovation. You don’t innovate by taking substantial steps backwards after all, or at least that seems to be Parish’s approach, even if most of us are so nostalgia-crazed that we eat it up like fine caviar. And even if the game’s design was legitimately innovative, it still wouldn’t be enough to explain the disparity in his approach to the two games, given that when you take the nostalgia blinders off, Megaman 9 is a game that features design concepts that originated more than twenty years ago. A unique graphical style, even if it’s innovative, isn’t enough to carry a game anyway. And while the game is fun, there’s nothing to suggest that Wario isn’t, aside from his conceit that the game is lacking innovation. And that’s the problem here.
I totally agree on that point. The issue here is that most gamers don't make the difference between a review and a critic. A review is simply pointing out the pros and the cons of a game in order to give an idea if I should or not buy the game. A critic may give a quick overview of those points but will rather look at the themes of the game's story, the different gameplay methods used and if it's relevant to the media as an whole, especially to such a young media as gaming. Games like Mirror's Edge needs reviews and critics to look at both side of the issue. One to look at "if gamers are gonna like it" and the other to look if it will leave a mark in the history of the medium which will interest more the academics than the gamers.
It's also a matter of where you're looking. If I want a deep critic of a game, I'll go to Gamasutra, not Destructoid.
Also @ Cyberxion
"Why does Wario get slammed almost entirely for its lack of innovation, whereas a game like Megaman 9 gets a pass? "
It's because Wario as the pretencion of being a new game but does little to actually do anything new. From a reviewers standpoint, it may not be a bad thing ; don't fix what isn't broken, but from a critic point of view that game isn't really relevant. Megaman 9 on the other was made to be some kind of window to an older era. It gives a glimpse to younger gamer of how it was back in the days. It's like making a movie in black and white in 2008. The style (and gameplay in the case of a game) is the same but they rely on modern technology. You may argue that gameplay evolved since then and you are right but gameplay is also a very important aspect of the medium and had to be the same for the main goal of the game from a critic standpoint "opening a window to the early NES era" to succeed.
The creative ideas will get it more points but it would knock off points if it's awkward to play. Perhaps some sort of game-art critic or whatever would give it good scores, because all that person needs to notice and base their score on, is on simply, it's art. A game reviewer bases their score on how the game plays, as well as the creativity and uniquity (is that a word?) of the game.
The comment you made about Wario having the pretense of being a new game is completely irrelevant, though honestly it doesn't even make sense. Both it and Megaman 9 were new games, despite Megaman 9 styling itself with an old-school aesthetic. Not that it matters. You still have to take the games on their own merits, and their respective developer’s intentions are largely irrelevant in the scheme of things. They don’t address how fun a game is to play, nor does harping on about innovation or a lack thereof for that matter. And that’s what I’m getting at here. If you’re going to dismiss one game almost entirely on the basis that it lacks innovation, then it’s probably not fair that you turn around and praise a new entry in a series that is nine games strong (not including spin-offs and one-off games), is built upon a formula that was established over twenty years ago, and yet does nothing substantially new with it. And when you do so as a reviewer, then it calls into question the matter of whether or not innovation is as important as we make it out to be. In essence, it’s a question of whether or not “innovation” is yet another tool we use to hide or justify our bias.
Now both games are well-made and fun to play, and that is more relevant to me than whether or not they innovated the platform genre, chiefly because innovation doesn’t always translate into quality, and a lack of it doesn’t always translate into a lack of quality. This is another point I tried to make earlier. I don’t know why a game’s fun-factor wouldn’t be just as important to a reviewer, who is paid to tell us how much fun he thought a given game is. So I certainly think that whether or not a game is fun in the absence of innovation is entirely relevant, as well it should be.
As far as the argument that Megaman 9 is an artistic window into an older era goes, games are simply another form of entertainment. They represent escapism. And while certain gamers crave the arrival of the day when the hobby is regarded as a legitimate form of art, Megaman 9 does nothing to bring us any closer to that day. Its 8-bit aesthetic simply represents a unique design choice at best, and a business-driven nostalgia-mine at worse. And for all that it does to effectively remind us of games we played twenty years ago, if the game itself wasn’t fun to play, its art-style and the feelings of nostalgia it evokes in us wouldn’t somehow make the game any better. Its developers very well have had altruistic motivations for having developed Megaman 9, but none of it elevates the game to a different standard than the next game. It's an irrelevant concern that does nothing to change the fact that Megaman9 lacks innovation just the same as Wario does, but like Wario, it’s a fun game.
So my opinion still stands. There's a disparity evident here that gets right up my ass. ;)

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