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On Games, Reviews, And Criticism -- Part 1

Patrick and BioWare senior designer Manveer Heir begin a three-part conversation about the role of criticism in today's writing about games.

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When Simon Parkin published his review of Uncharted 3: Drake’s Deception at Eurogamer, a mild firestorm erupted, launching a contentious debate about the role of criticism during the review process.

Parkin’s review took issue with the Uncharted design philosophy as a whole, but still awarded the game an 8/10 at the bottom of the page--a respectable score from an outlet as tough as Eurogamer!

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Fans, developers, and even some writers wondered aloud whether Parkin had picked the appropriate venue for his examination of Naughty Dog’s choices. I wrote my own piece about the ensuing response, which prompted a more intimate conversation about the subject with game developer Manveer Heir, who is currently a senior designer on Mass Effect 3 at BioWare Montreal.

Heir has been kicking around the industry for a while now, having landed at BioWare Montreal and the Mass Effect series after five years with Raven Software in Wisconsin, the home state of my dearest football rivals. Heir is known for his outspoken nature, and isn’t one to walk away from a controversial subject. In fact, it was Heir that proposed we start a back-and-forth letter series about game reviews and publish it.

I suggested we throw it up on Giant Bomb in its entirety, and he agreed.

If you’re not familiar with Heir, you can read his dusty blog Design Rampage (which he promises to update), follow him on Twitter, scope this Kill Screen interview about his early years, or load up a Gamasutra interview about race.

Take it away, Manveer.

Note: This exchange took place over email, and I've done minimal editing to reflect the casual style.

--

Patrick,

Heir is working on Mass Effect 3, a sequel to one of this generation's most beloved games.
Heir is working on Mass Effect 3, a sequel to one of this generation's most beloved games.

Thanks for agreeing to discuss the role of game criticism and reviews with me. It's something that has been bothering me for some time now, and I wanted to discuss it with someone who works in the field, instead of just talking to other people like myself who often bitch on Twitter. So you know where I'm coming from, I'll give you a brief background about myself before I became a game developer. I used to cover the news, write previews, reviews, and do interviews for the enthusiast press (what is now known as bloggers) for a couple sites when I was in high school and early college (late 90s, early 2000s). It was a means to an end to get connected to the game development community, instead of wanting to be a journalist, but hey, it worked. More specifically, I don't think I was particularly good at my job. I judged games on 100-point scales that broke scores down into component parts like graphics, sound, etc. (something I find abhorrent now in my life). I say this so you understand that I've actually done the job (to a novice extent) for over five years, and so I understand some of the pressures reviewers are under in today's climate, as well as how the job goes.

My issues currently stem from games criticism and games reviewing, and should they even be the same thing. I am of the mind that they should not, and here's why. I should explicitly note that all my opinions are my own and not my employer's. Games criticism is new, it's in its infancy, and it's growing with every day. Game reviews, on the other hand, have been consumed for a very long time. As a developer, I love game criticism. I love reading my issues of Kill Screen, I love reading how someone finds a game sexist or offensive due to certain elements that are engrained in our culture, when we never stop to sit and think WHY they are engrained. I love all of that, I want more criticism. As a developer, I thrive and grow off criticism. I need it from my peers and those outside to better my own sensibilities, lest my colleagues and I rest on our collective laurels in the future.

But when we give those criticisms a score, we do something else. We make the criticism the focus of the entire product. To use specific examples, let's look at Simon Parkin's Eurogamer review of Uncharted 3: Drake's Deception. Parkin is an author I greatly respect and someone whose work as a critic I find to be on point often times, and his review is recent, which is why I cite it. In his review he states "Uncharted 3 is the most exciting game in the world, but only until you deviate from the script." He goes on to expand on how the game makes you feel like nothing more than an "interactive butler" at times.

Now, this is a criticism of how linear the game is. Like Uncharted 2, Uncharted 3 is very linear. In fact, like Modern Warfare 2, it is very linear. Like Gears of War 3, it is very linear. Like countless other 90+ rated titles, it is very linear. Many blockbuster games that are coming out are very linear. This is the choice they have made. All of them have this problem. The issue I have isn't with this criticism, but rather the calling out of this criticism on Uncharted 3 as a reason for a rating. Because, if that's the case, then shouldn't Modern Warfare 2 have similar criticisms embedded in it and review score docked accordingly? Yet a review of that game by Parkin doesn't mention, in-depth, the linearity issues like it does with Uncharted 3.

If a sequel is just following the path established by the other games, is that a knock against it?
If a sequel is just following the path established by the other games, is that a knock against it?

The issue does not lie with the criticism. The issue lies with what the game is. I do not judge a pie poorly because it is not cake. Both are delicious desserts, and there is a time and a place for both (the place, specifically, is in my belly). So when talking about player agency regarding linear vs. open-world games, I find these to be drastically different styles that are like comparing pies to cakes. I have a strong preference to see more player agency, and I, too, get frustrated when it is stripped away from me in games. But how do we reconcile this when all of our games that are linear have the same base problem? Do they all just get judged down a point because they are linear? Do we make sure all reviewers from a publication know that when they have different reviewers judge a game?

It seems difficult to handle things this way. I think making pointed criticisms about Uncharted 3's linearity, and then potentially tying it in into the entire industry's reliance on scripted narrative, Parkin could have made a wonderful piece that wasn't overshadowed by the 8/10 score he gave that sent fans into an uproar. The existence of the score took the piece away from criticism of the work and into a review of the work, and sadly, to me, it took away Parkin's ability to actually make a wonderful point because people got too up in arms about a number. To me, a review serves a different purpose. Criticism exists absolutely. Reviews exist relatively. What I mean is, I don't rate Iron Man the movie the same way I may rate Crash. However, if you asked me what I thought of both pieces I would say, in a word, "must see." But clearly their goals are different; one is a well-done piece of Hollywood blockbuster and the other is a poignant piece about race relations in contemporary society. Sometimes I'm in the mood for Iron Man. Sometimes I'm in the mood for Crash. Sometimes I'm in the mood for pie. Ok, I'm almost always in the mood for pie. But I think you get the point.

Shouldn't we then review our games in the same light? Shouldn't a game that is trying to be a linear piece of Hollywood blockbuster be rated against how those types of games typically play and the expectation of the audience? Shouldn't a review tell me if this piece of work is worth my time or not? Is that not a different question than "does this piece of work have flaws"? Trying to relate Uncharted 2 to something like Dark Souls is very hard to do, and I think we go down a bad path when we try to do it.

Let's keep criticizing games. Let's do it louder than ever. The development community needs it! But let's not mix our critique with our reviews. To me one is about recommendations to an audience, and the other is about the state of the art. The latter is far more useful than the former in my world. I'm all for the abolishment of reviews, but I think sites like yours may take a readership hit if that happens. So, without that happening, I think we should separate the two. Am I crazy? Do I have the wrong expectations for what the function of the two are? Or are my opinions just colored too darkly from my life as a developer who has to live with the score of reviews? Let me know your thoughts.

Sincerely,

Manveer

--

Manveer,

Skyward Sword is a terrific Zelda game, but it's also a very familiar game for many reasons.
Skyward Sword is a terrific Zelda game, but it's also a very familiar game for many reasons.

One of the things I love about the video games industry is our collective commitment to self-reflection, a willingness to open ourselves up in the pursuit of becoming better players, creators or writers. In my case, I'm a journalist first and a critic second, a path I started walking down in high school, when an English teacher suggested the best way to ensure I could make a buck putting words on a page was journalism. I'd been writing about video games earlier than that, however, having attended my first E3 back in 1998. If memory serves me right, I was 14 back then, and I've been writing about games in some form since then, attending college for print journalism and rotating between news posts at various outlets.

And while reporting is my daily bread and butter, I'm also a reviewer, having recently endured the trial-by-fire that was reviewing a new Zelda game--The Legend of Zelda: Skyward Sword. My experience giving the latest Zelda a less-than-perfect score fits right in to this conversation, as it was the first review I'd written after reading Simon's review of Uncharted 3 and writing a follow-up editorial that criticized the hyperbolic response from fans.

Before I launch into my own process, perhaps we should back up and examine the purpose of a review. Until only recently, reviews have had more in common with what you'd read in Consumer Reports than a serious critical analysis, an attempt to explain what a game is, isn't and whether it's worth spending any money on. That alone is useful to a great many people, and part of the reason reviews are so important to video games in particular is because, individually, they cost more money than other mediums. You don't feel as burned about wasting $10 on the latest bucket of CGI from Michael Bay compared to shelling out $60 at GameStop, realizing the marketing mislead you, and having nothing but a set of achievements to show for it. There is a very real, important role for reviews that intends to accomplish no more than answering the question of yes or no.

But is that all we should expect from our reviews? Often times, we already know if we're going to buy a game or not, and a review is just a way to read about the game in some opinionated specificity before the game unlocks on Steam. For that audience, of which I'd argue there's a very large one visiting most enthusiast publications, a typical review doesn't provide any real service. As publications evolve, game companies have only themselves to blame for the predicament we're now in. Metacritic has its own issues, but the importance publishers have placed upon Metacritic is the bigger problem, and it's clear publications are beginning to understand the power of Metacritic to varying degrees. For some, it's a recognition that reviews may not impact video game sales in any meaningful way, but the reviews (and the scores attached) are, in fact, meaningful, as publishers have made them important, and the words that appear in those reviews suddenly take on a different weight.

Few took issue with the script-driven design in Uncharted and Uncharted 2, but Uncharted 3 took heat.
Few took issue with the script-driven design in Uncharted and Uncharted 2, but Uncharted 3 took heat.

I don't want this to become yet another conversation about Metacritic, as it's only part of the issue, and the evolution of the review seems more encouraged by the homogeneous nature of so many of them. Unless I'm seeking out the opinions of a specific author, I'm not interested in reading a dozen glowing reviews of The Elder Scrolls V: Skyrim. I want to read the review from the one guy that fucking hated it, the guy who wants to make the argument about why it's actually terrible. Maybe I don't end up agreeing with this hypothetical guy, but I don't need my opinions validated, I need my opinions challenged.

You do point to one real problem with game reviews that publications deal with in different ways. Edge does not specify who actually reviewed a game. Edge is known for being tough, so when Edge proclaims your game is worthy of a 10 (which, for the record, does not mean perfect!), that actually means something. Most publications, however, have a byline in the review, and when it comes to games that don't receive 10/10 or 5/5, the comparative analysis begins. "Well," so the argument goes, "they gave Skyward Sword and Fruit Ninja Kinect a 4/5, so they're both of equal quality." This isn't fair to either game or the reviewer. I'm not of the mind a publication should find itself beholden to making sure its reviews are wholly consistent against everything that has come before it, as games are good, bad and weird for entirely individual reasons that aren't comparable.

What a 4/5 means for Fruit Ninja is a bit different than what 4/5 means for Skyward Sword.
What a 4/5 means for Fruit Ninja is a bit different than what 4/5 means for Skyward Sword.

And here's how I'll circle back to my Skyward Sword review. The Zelda series has existed for more than 20 years, essentially becoming a genre unto itself. This happens to many longtime franchises, and it's happening before our eyes with Call of Duty. The reviews for Modern Warfare 3 almost universally ding the game for being more of the game, but the game's sales suggest that doesn't mean very much to the fans--they want more of the same. The struggle for the reviewer, then, is the audience he's writing to. Haven't most Call of Duty fans made up their mind about whether they are buying the new Call of Duty? Is there anyone who is really "on the fence" about buying Modern Warfare 3? Knowing that, a review that's targeted directly at Call of Duty fans isn't much use to anybody at all, and launching into a larger criticism of this subgenre could be useful to someone like myself, who isn't really interested in yet another on-rails shooter. Parkin didn't review Modern Warfare 3, so we can't predict what he would have said about that one, but the Uncharted series falls into the same boat, and writing 1,000 words about how "Did you like Uncharted 2? Let me tell you why you would like Uncharted 3!" isn't much use, and a grand critique of the foundational philosophy of the series' game design is only possible with the perspective of three games.

With Skyward Sword, I found myself as someone who was no longer satisfied with many of the tropes that had come to define the Zelda series, even if Skyward Sword is a game that works within them very well. The review I wrote, if successful, will read like a five to someone who doesn't have the same hangups, but I'm not that person and I can't write a review for that person. I can only hope to string together a series of words and sentences that allow them to see why I came to my conclusion, and how they might draw another one. But writing a review of Skyward Sword that ignored everything around it would be purposeful ignorance, and a disservice to the same amount of lavish, immaculate detail Nintendo spent crafting the game.

The easy way out would be to drop scores, but let's not kid ourselves, as that won't happen. What's the middle ground?

Good luck finishing Mass Effect,

Patrick

Look for the next installment of our three-part conversation on Monday. Want more pieces like this? Let me know.

Patrick Klepek on Google+

409 Comments

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FrenchClub

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Edited By FrenchClub

I really enjoyed reading this article. It seems like pieces like this are a good way of exploring new aspects of videogames that aren't talk about much right now.

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thatpinguino

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Edited By thatpinguino  Moderator

Please keep pieces like this coming!

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tebbit

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Edited By tebbit

I take issue with the reaction Manveer had towards Parkin's UC3 critique. In the same way that he claims UC3 is being singled out for genre critique, he is singling out UC3 as if it doesn't deserve that criticism more than other games in the genre. For me, the reason Uncharted 3's linearity deserves that ding is that it doesn't make good on that linearity with fun combat scenarios or a compelling story. Uncharted 2 was something altogether more propulsive as an experience, and as things like level design, combat and story are peeled away from that central linear concept, the more glaring the limitations of the format become.
Linearity is not inherently fun. If a game consisted of "begin at box A, travel along this straight path to box B" and then ended, it would be obviously flawed as a piece of interactive entertainment. At that stage, the question should become "what have developers done to protect the player from linearity", rather than "why is Box Game X getting dinged when the entire Box genre has these inherent flaws". To me, that defeats the purpose of a review, because if reviews start to take fatal genre conventions for granted, they lose their relevance as a criticism of a product.
All 3D movies are dimmer because of of the glasses, should not the one that masks this the best be acclaimed for it, and the one that makes it abundantly clear be called out?

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kosayn

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Edited By kosayn

The publications I respect most DID criticize Uncharted 2 heavily for being so linear.

Our pastime has become 90% Pie, and only 10% delicious Cake, and we're fed up with it. Don't get me wrong, I like Pie. Portal 2 is great. But even the Cake of the Year 2011 now has more Pie in it than I want. I have to carefully turn off the quest markers in Skyrim if I want to actually navigate based on what the quest giver says. But often the quests don't even say "over in that ruined fort on the far side of the lake." They just say "at the such and such fort" and give you the quest marker. I would prefer characters to talk about the rich world they occupy and add to my immersion, rather than just be lead by the developer's leash from thrill to thrill.

As much as that's a problem, games fully committed to the rollercoaster model are even worse. In many games of this generation, the only player agency is firing the gun. When things are this unbalanced, I think it's OK for critics to target the most prominent examples of a lazy trend in game design. It's not good for anyone; developers, reviewers, or fans, it disappoints all of them ultimately.

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TheHBK

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Edited By TheHBK

I think the real thing to look at is what Parkin says, that Uncharted 3 is a great game until it deviates from the script. I don't think that is a knock against linearity. It is a knock against the execution which when you are doing a linear game, has to be perfect. What the hell was that whole pirate ship crap? Set pieces but while linear, it was a detour, that was the problem. The story was not as strong as it could have been.

Oh and don't get me started about the absurdity of another lost city, hidden in plain sight, only to get destroy as well... you open the doors and the fucking city is out in the open? You are telling me google earth couldn't see that shit when the skies are fucking clear?

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Duffman10

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Edited By Duffman10

I would love to see a lot more pieces like this on Giant Bomb. More specifically, I would love to read more "criticism" pieces from Patrick and the other guys. I love reading long form Internet articles and pieces like this are great. Please more!

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MormonWarrior

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Edited By MormonWarrior

"Skyward Sword is a terrific Zelda game"

Nah, Skyward Sword is a poorly designed, boring Zelda game. But that's beside the point. Abolishing reviews would be idiotic. I need to know, as a consumer, what games are worth my time and which others I should probably avoid until I've played the better games. I can't tell you how disappointed and even angry I was as a kid or young teen when there weren't sufficient sources out there pointing me or my parents toward good games and I'd end up with total trash.

I could make an argument for an 8/10 for Uncharted but it would have nothing to do with the linearity or the structure, rather the lackluster shooting, horrible enemy scenarios and ho-hum story that drag down the rest of the amazing experience. The other argument makes no sense to me. It would be like faulting Mario Galaxy because it's fun until you keep missing the same jump. In a platformer. Which is the point. To challenge you to time your jumps correctly.

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indure

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Edited By indure

Great article Patrick,

In my personal opinion, a solid review for a game should entail:

1. An overview of all the game's features and how they function.

2. An understanding of the game developer's goals and a critique on if or how well they fulfilled those goals. It should also be noted that the developer's goals need to also reflect the expectations of the audience they are designing the game for.

3. A look at how the game compares to related competitors (if applicable) or fits within the game industry. This is important to understand if the game is worth the price and to better understand how the primary audience will receive the game.

4. A clear overview of who will like the game and why. And conversely who will hate the game and why.

____________________________________________________

In regards to Parkin's review of Uncharted 3, I would only take offense with his review if he deducted substantial points from his review base off the fact the game is so linear, since the tightly scripted gameplay is one of Naughty Dog's main goals. But after reading the review I don't think his score reflected his criticisms. I'm glad his review went into detail about how strict and linear the game is, because I was on the fence about the game and his review cemented in my mind that even if this game is 10/10, I still wouldn't enjoy it because of the linear structure. On in other words, even the best apple pie in the world is going to taste horrible if you don't like apple pie.

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MormonWarrior

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Edited By MormonWarrior

@DeF said:

Remember that whole Abbie Heppe/Metroid: Other M debacle from 2010? She made the review into a piece about Other M basically being sexist because there seemed to be only one chance to talk about the game and thus we got the criticism part mixed into the "purchasing advice" a.k.a. review which, I believe, resulted in a 2/5 score (as comparison, GB's own Brad Shoemaker gave the game a 4/5, leaving out any criticism of character portrayal beyond "did like/did not like"). If I didn't know better (or only looked at the score), this would imply to my eyes as a consumer that the game itself is poorly made. Had there been two separate articles, one detailing the game as a game and how the play experience feels and the other examining and analyzing it similar to literary criticism, then that would probably have gone down much smoother - and also without much "drama" and page views because controversial reviews of traditionally beloved franchises get much attention while merely controversial articles hardly ever do.

Although I'd have to point out that Other M deserves a 2/5 and not a 4/5 because it's a horrible game, but yeah I agree with your assessment of the WHY.

Seriously, that game really, really sucked. I love Metroid (and Ninja Gaiden) and was open to something new and I almost can't believe how horrible that game was. I like to ignore that it ever existed and that I ever played it.

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Gregomasta

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Edited By Gregomasta

Good read, I enjoyed and read it all. I look forward to part 2 and Maveer's response.

As to your question about whether I want more of these. I do, but what I really want is more real talk and less snarkyness(even though snarkyness has its place) which is exactly what this piece of has.

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ZenaxPure

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Edited By ZenaxPure

I'm glad someone else out there actually understands reviews are mostly useless for purchasing advice for people who actually visit the website. I mean you see it all the time in review comments where people are like "great review I guess but I already have the game preordered" and stuff like that. Reviews as a whole confuse me.

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Forkstik

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Edited By Forkstik

Great article, can't wait for part 2!

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yourfavritehero

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Edited By yourfavritehero

There is a definite gray area between review and criticism. One review cannot possibly address the tastes of every reader; they have not all played the same games. Skyward Sword is a perfect example because it belongs to a well revered franchise that many people grew up playing, but not everyone. Skyward Sword is the first game in the infamous Nintendo franchise that I have completed. I have not fully explored the other Hyrules, so my expectations are much different than those well versed in Link's adventures. That being said, I thoroughly enjoyed the game. To others it may seem boring because it relies heavily on the same structure that Zelda fans are all too familiar with.

These separate perspectives create a fascinating discourse between what is a review and what is considered criticism. But if you approach this game with intense knowledge of past installments, as Patrick stated: "ignor[ing] everything around it would be purposeful ignorance." Reviewers cannot blindly fawn over the recent Call of Duty when it overtly duplicates the core concepts with each new iteration; however, critiquing the copy and paste attitude of CoD does not fit within the constraints of an objective review. It deals much more with the medium as a whole, and not each Call of Duty as a single entity. Should the reviewer ignore the redundancies, in an attempt to create a review akin to a checklist, therefore ignoring lack of creativity, or should they relate the game to past franchise installments, which involves considering the medium as a whole? I vote for the later. The former assumes that each game does not belong to a larger picture. How can the reviewer conceive what is "good" or "bad" without considering what other games have done? In short, they can't. Other games in the same genre, or games that rely on similar mechanics, set standards, and a reviewer measures a game's quality against those standards.

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liako21

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Edited By liako21

"I want to read the review from the one guy that fucking hated it, the guy who wants to make the argument about why it's actually terrible. Maybe I don't end up agreeing with this hypothetical guy, but I don't need my opinions validated, I need my opinions challenged."

Thank You!!!

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wumbo3000

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Edited By wumbo3000

I agree with Manveer that games criticism and reviews need to be separated, but wholly disagree that reviews should be abolished. Reviews are there so that people can see whether a game is worth their hard-earned money. Reviews of anything will always have a place no matter what. The reason reviews seem to spew nothing but negativity out of the community is because there are always be douches that want their opinion validated and then lash out at someone who's voicing their opinion of a product.

Both criticism and reviews can exist together, and personally, the criticism pieces are the ones that are most interesting to me. But reviews will always be as, if not more, important.

Can't wait for part 2!

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robinottens

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Edited By robinottens

Awesome. Yes, I would like more pieces like this. ^^ 

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Trilogy

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Edited By Trilogy

I was in partial agreement with Manveer until he said "I'm all for the abolishment of reviews." That line pretty much contradicted everything else he said before it. I'm iffy on the idea of scores attached to reviews so I could see where he was coming from with the over importance on scores. But that's just the problem that Patrick points out in his response. It's the developers and publishers that put the most importance on scores. Even more so that the consumer and that's really saying something. Yea, people may get upset if uncharted 3 gets an 8.0 or if skyward sword gets a 4/5 but developer's livelihoods are on the line here. Their ability to put food on the tables of their families is on the line with reviews and it SHOULDN'T be like that.

That's why I roll my eyes when developers want to abolish review scores or reviews all together like Mr. Manveer. He's too close to the project. Developers put blood sweat and tears into these games and they don't like seeing their babies being criticized. I completely understand but that's the way it has to be as long as games are 60 bucks a pop. I can't take a blind risk.

P.S. Patrick, amazing work here. I can't wait for part 2. Bravo, sir.

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AngstOverlord

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Edited By AngstOverlord

It puzzles me to no end why people can object so staunchly to criticism over the things they love. Sometimes it's irritating but often it leads to improvements. If not for being aware of the flaws, how can they be either resolved or avoided in the future? Other times it's just fun to see what can be dredged up which might have been missed by a more sympathetic or forgiving eye. Weird models, broken AI or just terrible writing can result in some serious comedy that could go unnoticed by an individual who isn't actively looking for trouble.

I'm looking forward to seeing where this exchange goes, in any case. Adventure, yaaaaay!

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Cory_and_Trevor

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Edited By Cory_and_Trevor

Fantastic! I definitely want more articles like this.

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CottonWolf

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Edited By CottonWolf

Fantastic article! Definitely more of this kind of thing please, Patrick.

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deactivated-5ca25b1c8f18a

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Great article, Patrick. Thanks, and really interesting. I do agree that the best way of criticism is to do as Armond White has done and abolish any sort of star or number ratings.

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Edited By Masha2932

I understand the need to differentiate between reviews and criticism but a feature on a game most likely receives far less traffic than a review for the same game. Simon Parkin could have easily explained his issues with uncharted 3 on a feature on Eurogamer but it would have received fewer views and most readers would dismiss it as some dude nitpicking on a franchise they love. However, outlining his views in a review gives him a greater soapbox to outline the failings of the franchise so far and express this opinion to a greater audience. Users looking for buying advice on the game would understand that Uncharted 3 is still as good but its linearity and scripted nature may hamper their enjoyment.

I believe his review was balanced well, It still read like a review but the criticisms of he franchise stood out to me.

So should reviewers use their reviews as a soapbox to highlight failings in the industry if reviews give them a wider audience compared to features?

Also I agree with other user sentiments that this should be a recurring feature, with Patrick speaking to developers on various issues affecting the industry. Given the time it takes for correspondence and editing a single issue per month would be feasible. For example in January 2012 Patrick discusses reviews with one or two developers. In February Patrick could talk about DLC and its future, in March....and so on and so forth. This would ensure a steady stream of features throughout the year on the site. Video supplements would be helpful as well.

On the issue of naming the feature, I'm partial to 'Kicking it with Klepek' but I guess it doesn't reflect the seriousness of the features. 'Klepek's Korner' or 'Pat's chats' seem like better fits given they emphasise the casual nature of the features.

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shotgunsullivan

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Edited By shotgunsullivan

well written and insightful, keep it up!

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MrRoboto

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Edited By MrRoboto

Keep em coming!

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Jeffsekai

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Edited By Jeffsekai

Patrick why are you so amazing? Keep up the good work.

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TheMasterDS

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Edited By TheMasterDS

Having just finished Uncharted 2 a few weeks ago (Just got a PS3), the words "Uncharted 3 is the most exciting game in the world, but only until you deviate from the script" strike me as the perfect way to describe the experience. It's a fantastically cinematic game with a lot of incredible moments in it, but there are a lot of design decisions that felt like they broke up the flow of the game. For instance gun fights are long, tedious and unforgiving, and it was quite easy to do 90% of one perfectly than die unfairly and have to start over, refighting the same gun fight in, largely, the same way. I felt as if had I been able to do it in go it'd be really satisfying, but since I had to redo it dozens of times it just wasn't fun, and I feel that's a huge issue with the game. 
 
I didn't believe Gary Whitta when he said he was just going to play the 3rd game on Very Easy, I didn't understand why he'd do such a thing. Now I understand. It's just not fun to be thrown against the rocks in Uncharted games, and eventually I became disillusioned with the game and began to call into question the plot as I rued every gun fight with implausible numbers of henchmen considering that I've killed hundreds of them. It needed shorter fights and it needed more frequent checkpointing. The fact that it didn't have that was, frankly, a major shortcoming in my book.

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cyraxible

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Edited By cyraxible

@thatpinguino said:

Please keep pieces like this coming!

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Undeadpool

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Edited By Undeadpool

More. Like. This.

I am absolutely enthralled by the notion of Criticism VS Review (a notion I hadn't even thought about until this very article) and would absolutely love to hear the rest of this AND more ideas LIKE this. This is how we'll move forward as an art form: not by cleaving to what's comfortable and "acceptable," but challenging notions like those and actually being accountable for the things we say and write.

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Edited By BoG

First of all, <3 Patrick

This was a great read. I can honestly say that I agree with both parties. It's a shame to see inconsistency in reviews, and it's a shame that we focus too much on scores. Like Heir, I much prefer reading a critique. I love Kill Screen for the reviews they write. On the other hand, as Patrick argued, I value the basic score. I was on the fence about Rage, and the reviews convinced me to save my money. As Patrick said, it's not like $10 at the movies. Additionally, there are games that I will play without caring the score it gets. Mass Effect 3 is a great example considering the co-author of this article: I'm going to buy it, regardless of review scores.

Looking forward to the next installment.

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thenexus

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Edited By thenexus

One of the things that always stands out from outcry's and often over reaction with game reviews people disagree with often stem around the score. There can be both praise and valid critical analytical digression of a review but to many then get hooked up on the score. People have tried and failed to come up with a rating score system that reflects the many aspects, positives ad negatives of a game.

The Giantbomb team themselves have been involved with not just one incident that seemed to be final score for many in terms of reviewing games and rating at Gamespot.

I like the simplistic and honest review score on Giantbomb but I also hate the score rating. It is an at a glance thing and far to many people (wrongly) look at that and compare that to their own opinion be it a valid one or one based on a fandom nature and the web being the web lash out.

The review is the guts of the thing and can express many positives and negatives for a game/movie/product.

There has been three things that I hold to heart when reading a review.

1. The person

Respect for the person, their writing, their knowledge and who they are. Geff I respect greatly for everything he says. He is very clear on the types of games he likes, his nature of playing games and what he writes is always consistent. He has my respect as a result.

has come to Giantbomb and been very open, he has delved deep into what this industry is and reported with an open heart. Couple of times based on the information he has been wrong (not his fault) but everything he has posted feels a sense of knowing who the average gamer is and what are feelings are and will be in regard to a peace of news, announcement etc.

The varied tastes and styles of play are very clear with the giantbomb team and they mix things up with reviews and who reviews them and never hide aware from making it clear everything is of their taste and opinion in terms of what they say.

2. The summary paragraph. Pretty much the first thing I read when I do not want to read a full review. Often I do but even still I read the summary at the end. I do not count this as if I was reading the end of a book first. though.

I often feel peoples reactions to a review, positive or negative are based on their already formed opinion of the game.

People form opinions of a game from a 30 second reveal trailer, and a LOT do.

We all form an opinion on something no matter what it is or how early or how little we have seen of it. Good people keep an open mind and allow their decision to change based on the facts in front of them.

Unfortunately many people don't and why you have the whole fanboy concept for example.

For me the summary gives a proper insight into the review's feelings of the game, the key highlights of what this game is and why it fails or successes in making the review feel positive or negative about that game.

3. The good, The Bad.

I have became a big fan of reading a review of a product that has no overall score rating. It has a great review, break down of what it has and the opinions of the reviewer. The bullet list positives they walked away with and what they did not like will differ from person to person but there will also be a lot of coalition. A glitch nature of the game will be a negative even though overall it could be a great game! I have grown to prefer this over a score rating.

===============================

In terms of what has been said in the emails I really have to disagree with calling out that "Uncharted 3 is the most exciting game in the world, but only until you deviate from the script." meant a complaint about the linear basis of the game.

For me this is totally untrue. Scripting for me is not the same as meaning it is linear. There are great games and bad games that are linear but when you play you do not feel that while it is linear your not overall forced down a narrow corridor.

Scripting too is a means of unfolding the story of the game and how tight that is to you playing.

MW for example through every version has took away you playing and offered up more of a view roller-coaster to follow you through the story the developers want to show you. Some games have little or no scripting.

Now I have not said that is a bad thing or a good thing, that is not a critical point, that is stating just the facts. people read this sort of statement and conclude someone hates or loves something which is wrong.

Uncharted has some positives and negatives in terms of the linear aspect and the scripting of the game.

I think there are some fantastic moments in the Uncharted game that are heavily scripted and linear but offer a huge wow factor, like the train ride for example or the sinking ship.

I think Naughty dog are the best at the small 10 second, 5 second, 30 second scripted even where they take control of the character off you to offer up a fluid transition between moments, new parts of the environment or new event. It makes the game flow very very well and many other companies who do similar do not do it as well. (MW)

The term quicktime event has come from these transitions and how many companies offer a button bashing moment to give some form of interaction o that event.

Uncharted 3 for me falls in the very common trap of being great but doing to much of what makes it great. These scripted moments, these events and the fact that this is a linear game to help drive the story and game for the player are great BUT because those elements are what makes the game great, me like many others see how apparent these are because they are used to much.

You have fish and chips - You poor on some ketchup and its bloody YUM! Poor to much on your fish and chips and you have ruined the whole thing. The person that made the chips, did a good job, they are nice, ketchup is nice, the fish is nice but you get that balance wrong and it is not a good thing.

Uncharted still has those high quality scripted aspects and drives you down a path but with every sequel you have to up the anty or do something different.

You do make improvements over the negatives but when you make a number 2 of anything you can either fail or it be a massive success. You have ramped up the aspects people have liked and worked on what people did not like.

With a number 3 you have to go further or be drastically different and most of the time you will fail in terms of how people react to it. Even if you have made a good game.

Change it up to much, even if good the fans will hate you for changing because you changed it. Even if it is good, you changed it and that is bad in their eyes.

You do much of he same;

Now this makes things more apparent, the scripting is more obvious and the linear nature stands out more, its still cool but it feels to much. Fanboys will love you for it but a more critical person - Like someone reviewing the game will see that and point that out and feel more negative about it.

And in that that is absolutely fair. Still a great game but its done, to much of a good thing can lead to a bad thing. And any comments of Uncharted being too scripted and thus making you see the linear aspect of the game to much and thus feel more constrained and as if you have less control is correct in this case. But it still a great game 8/10 is very good in terms of a score. It is not a 9 because all of the same thing, 2 often tends to be that perfect moment.

The next Mass effect will come out, it will look great, have a great story and will have many improvements. BUT it is a number 3 and while most will love it and it could be a game of the year contender it wont be as well received as number 2 just because it is a number 3.

I could be wrong here but for any developer that is what they are having to work with when they make a 3rd game in a series. They now have to up the anti on what they did in two to make it more compelling, try and improve on what people did not like in 2 but then also have to try and add something new.

Fans wont like the changes, some wont mind, some will hate you for it and others like someone who is forming a review will note anything that you have done to much as something that is a bit to much.

IF anyone one bothers to read this stupidly long rant, thanks for your time. I hope Patrick, you have and I hope you agree on some of this.

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bio595

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Edited By bio595

I agree with the point that most people know whether they are going to purchase a game or not before reviews are out. My decision usually only changes if a review indicates a huge difference from my perception of the game's quality.

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TadThuggish

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Edited By TadThuggish

Sounds like damage control for the potentially-disastrous ME3!

Paid reviewers needn't be held in any sort of high regard. They're people with opinions, just like everyone else, just as smart and dumb as everyone else. If I agree with one, great, and if not, too bad. If one goes into a tangent about sexism, fine, and if you don't like it, go somewhere else. That's not trying to kick people off websites I enjoy, but this idea that "Reviews can only be purchasing advice for others!" is completely missing the point of opinion.

I don't agree with Eurogamer's Uncharted 3 review, but it does something great and rather untouched in the games criticism industry: An author being himself, offering his voice, with no qualms of "What will the reader think?" G4's Metroid: Other M review does the same. I don't stomp my feet and whine into nothingness because a game got an eight out of ten or a two out of five, because they aren't my reviews, nor are they my thoughts, nor are they my beliefs. They're the author's, and we need to gravitate towards the authors we enjoy and find insightful.

What Manveer requests is a removal of honest, heartfelt belief from reviews so that he'll get the "right" royalty checks from his MetaCritic score. He offers a compromise, however: Make our official reviews say "This game has high production values!", and leave artistic criticisms on our whiny little blogs. In a lot of game creator's minds, it would be best had there never been a sigh of disappointment over Dragon Age II. They just want us to shut up and drink the kool-aid.

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TadThuggish

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Edited By TadThuggish

p.s., It's also worth nothing that Manveer has convinced himself that "critiques" and "reviews" are two different things. They don't have to be and shouldn't.

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clayton_bomb

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Edited By clayton_bomb

Good work. A very interesting read. I'm looking forward to the next part. Keep it up.

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mondeblue

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Edited By mondeblue

I want more of this, Patrick!

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mewarmo990

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Edited By mewarmo990

Definitely interested in seeing more articles like this. There's a certain difference between the way that consumers, content creators, and journalists themselves view reviews/criticism, to me.

I don't think that criticism has to necessarily be separated from a written review, but fact that there exist so many different types of reviews (some just look at what the game is, some have criticism, some are buying advice) makes me wish that there was a clearer line between them. Unfortunately, that's going to differ by writer and publication, and I don't think most people would go through the trouble to separate them.

Working in the industry myself, it does sting when a popular publication pans your finished product, whether it sells or not, and this has influenced my view of gaming press to some extent. I think I understand (and agree with) Patrick's opinion, but I am still looking forward to future installments. Thanks for the read,

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ScrambledGregs

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Edited By ScrambledGregs

This is one of those reasons why i signed up for a membership and why I love what Patrick has brought to Giant Bomb besides more interesting news stuff.

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wsowen02

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Edited By wsowen02

So maybe I'm just REALLY jaded, but saying "hey maybe you guys should keep your criticisms out of game reviews" just before ME3 comes out only makes me more nervous about ME3 and BioWare.

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MySpaghet

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Edited By MySpaghet

A quality read with both people raising valid points, I'd like more articles of this calibre.

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Tan

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Edited By Tan

Great read, look forward to the next installments and more stuff like this. Always good to hear a developer speak every now and then.

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tourgen

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Edited By tourgen

I guess I'm confused. Is he equating linearity with heavily-scirpted events? Because it seems I've played plenty of games with one but not the other. Uncharted is a bummer because it's heavily scripted and linear. The tiny little confined box is beautiful, but it's still a tiny little box of possible gameplay outcomes.

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antivanti

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Edited By antivanti

For as much as I love the half serious half shenanigans of Giantbomb I think this kind of stuff is an awesome addition to the site. More of this!

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lclay

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Edited By lclay

tl;dr

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Olqavtoras

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Edited By Olqavtoras

More articles like this one Patrick, good job!

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deactivated-62a53d0b0bec8

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spectacular opening! consider me hooked!

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DarthB

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Edited By DarthB

Great stuff. Any time we get an intelligent perspective from someone in development I'm always interested. More please!

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BitterAlmond

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Edited By BitterAlmond

The thing about Uncharted 3 was that it was like 2, except it was the same. 2 took a lot of what was wrong with 1 and fixed it, then added more things. Uncharted 3 was Uncharted 2, except with (what many considered to be) "broken" aiming. They later fixed the aiming with the help of fans, but you get the point. The fact that the game didn't improve very much compared to the leap from 1 to 2 leads reviewers to point out its flaws, even through the incredible polish and shine. Because people will say "Uncharted 2 was better than Uncharted 3," UC3 should receive a lower score, even if that score is lower than that of a "worse" game.

Also, to deal with the "complaining about a pie for not being a cake" argument, it's still totally valid to complain if a pie has too many apples and not enough sugar, or if the blend of fruit in a hypothetically multi-fruited pie is weird and unpalatable.

Great series, I'm eagerly awaiting Monday's instalment.

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gringbot

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Edited By gringbot

I get it... basically he wants criticism and reviews to be separate because that would, by default, give every single high budget game a higher score. I mean, reviews as is already cater to this too much, and I actually point to that uncharted 3 review as proof of that.

Obviously, the reviewer didn't enjoy it very much but because its so "professional" and high budget, it ends up with a high score regardless of how much they enjoyed it, and yes 8/10 is a HIGH SCORE. And then there's the other side of the problem, which is that number scores always bring out pointless debates like the whole craze of "my favorite game deserves a HIGHER SCORE" that I've seen way too much of lately. Why do these people invest so much emotion into OTHER PEOPLES review scores? It's so damn silly I agree, but it comes naturally from the system in place (in other words, I don't blame people for this mentality, I blame the systems).

But the real problems about traditional reviewing are that they don't give the player ANY REAL SENSE of the game. EVER.

Read about a game all you want, you wont ever understand it as much as if you were to actually play it. This is why reviews should really be minor, and demos and things like GB's quicklooks should take over. I learn more about games from just 10 minutes of a quicklook/demo then if I were to read 1000 reviews.

Look at advertising for games even. When was the last time you saw a video game commercial with actual gameplay being shown from a players perspective? Even steam trailers with gameplay footage still dont convey the gameplay properly enough.

Games shouldn't be reduced to numbers anyways, because its an art form, everything is completely in the eye of the beholder therefore completely subjective. There are people who adore 3/10's, there are people who hate 10/10's, so why haven't we figured out that putting numbers on games is actually harmful to the industry.

What Developers should be focusing on is 1. Figure out what you're trying to accomplish with your game 2. Figure out how to do that thing as well as you can 3. Find as many ways to get people to try your game HANDS ON first, which gives them everything they need to make the decision of whether or not they want to buy it. Developers that actually do this are becoming the most successful, because PEOPLE DONT TRUST REVIEWS anymore. Not because they are directly deceitful (at least some of them) but because every single person has a different interpretation of what 8/10 or 9/10 or 5/10 is, and that's generally all we look at.

Games need to be able to speak for themselves, we don't entirely need review scores speaking for them.

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vikingdeath1

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Edited By vikingdeath1

Yes more pieces like this please!

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Capstan

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Edited By Capstan

My Illinois G representin'! Nice article, Patrick. Now, if you could solve the problem of the Bears' offense, you'd be a greater hero than Link has ever been.