Underneath my yellow skin

Tag Archives: ratings

The art of the review, part five

Let’s talk reviews some more. In the last post, I touched upon how I have different standards when I review indie games, especially those that are made by devs with less than twenty-five people. I know I put a lower number on it yesterday, but I do think anything up to twenty-five is very small. Even more so when it’s less that five. The game I was discussing at the end of the post was Galaxy Burgers (Galaxy Workshop) which is made by two people. Two people! So of course I’m going to be way more generous with this game than with, say, Red Dead 2 (Rockstar Games)–or even Lies of P (Round8 Studio/NEOWIZ). That’s not to say that I won’t point out my issues with it, but it is to say that I will keep in mind that there are only two people making the game.

Just like the Cook, Serve, Delicious! series is only one guy–David Galindo (chubigans). This is really impressive given the scope of the games–especially for the first one. The food he designed looked absolutely mouth-watering, and I wanted to eat it as I was making the recipes. Each recipe included ingredients in which you had to tap a letter for each ingredient as quickly as you could. It’s hard as nails as evidenced in the trailer before. I only heard about it beacuse a content creator I was watching at the time, Northernlion, gave it a shot and quickly fell in love with it. So did Ryan Davis of Giant Bomb. In fact, the latter touted it so much, chubigans named a burger after him in the game–and Ryan Davis died roughly eight months after that.

The first Cook, Serve, Delicious! became a cult hit, and chubigans has always given credit to Ryan Davis. Chubigans went on to make two sequels and is now working on Cook, Serve, Forever! which is a more casual version of the formula. It’s still in Early Access, and while it’s not my thing, I’m still glad it exists. (I bought it and tried it out. I will keep trying it out. And I’m not mad at it.)

I love that I can play a game that is about cats and cafes/coffee shops/etc. There are a ton of games about cats and cafes these days, which pleases me. Even the ones that are the most basic don’t get me mad Like I said, I am not expecting AAA quality from a small indie game. I am incredibly generous/patient with small devs because I know that game development is hard, and I know that it’s even harder for small/indie devs.


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The art of the review, part four

I’m writing even more about how I review things, specifically games. Here is the post I wrote about it yesterday. Today, I want to talk about how I have different criteria for different games. I don’t think that’s controversial, but what do I know? I’m sure there are plenty of people who think you should review all games in exactly the same way. Those people would be wrong.

I mean, honestly, you would not be as harsh on a game that had two people working on it as you would a triple A game, would you? I would not be, for sure. That’s not gonig easy on the small indies, but being realistic. Two people doing it on a tight budget do not have the same resources as, say, an EA. That’s just life, yo. Expecting the former to make a game in the manner of the latter is folly and not fair.

This is why I have different unofficial tiers of review. One is for AAA games, which, to be completely honest, I rarely play. Then, there are mid-tier games such as the aforementioned (and much maligned by me) Lies of P. Then there are the cozy and/or indie games that I play when I’m not playing FromSoft games, and, of course, we have to talk about From games. They are in a class by themselves and I rate them basically in accordance with each other. I assume that they will be at least a 9, and then I just judge them mostly with each other.

In other words, they are a class in and of themselves. I review them on their own without relating them to anything else. In other words, they are a class in and of themself. They are beyond compare, and I refuse to countenance that they are on par with any other game. That is just me, of course, and not something I would hold other reviewers to. Then again, many From fans are sickos like me and probably feel the same way about the games.

This is one of the problems with reviewing the games. Most sites give those reviews to the biggest From fan in the office. It makes sense, but it also becomes a self-fulfilling prophecy. Those of us who are From fans have become versed in the language and worlds of FromSoft (duh). This is how fandom works, but it’s especially true for From games. People are rabid about the games to the point that when Elden Ring was delayed beacuse of the pandemic and From went radio silent about it (oh, the dark, dark days), the community started making the game on their own.

I don’t mean the actual game, mind, but, well, let me put it like this. There was a Reddit thread in which they created different areas in the game, replete with enemies, NPCs, environments, and bosses. In a community that can be toxic and unwelcoming at times, it was a breath of fresh air to see people come together in this way. It was actually heart-warming, and I loved every moment of it. However, it’s indicative as to how beloved these games are to the community and to what lengths members will go for them.


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The art of a review, part three

I’m still talking about reviews because I can. And because I find it an interesting topic. I detoured into what I disliked about Lies of P (Round8 Studio/NEOWIZ)  in yesterday’s post. It wasn’t completely on topic, but it wasn’t completely off it, either. The part that wasn’t off topic was that reviewing is so subjctive. I think most people would agree that Lies of P was a really good first game for a developer. I also think most people would agree that it’s pretty iterative, though it did bring a few new things to the table. I would go further to say that many people were questioning if it’s too much like Bloodborne with a Sekiro mechanic tossed in for good measure.

I knew that most people loved the game, but the question of accessibility is still pretty woeful. That’s not just for the game, but also in general. The thing is, though, that even aside from the combat, I found this game seriously lacking in several areas. I will say that it’s stylish and looks really good. The designs are slick, but they fell falt for me for several reasons.

This is not a review of that game, though, so I will tear myself away from it with difficulty. My point with hapring on that game is that reviews are objective to a certain point, but it’s more subjective than objective. Yes, there are things that can be ojectively judged, but at least to me, they are not nearly as important as the subjective criteria.

One of the debates that raged about Elden Ring when it came out was whether it was innovative enough or not. Many people, even those who really enjoyed the game, said it wsa basically an open world Dark Souls. By the way, I never understood why that was a bad thing even if that really was all the game turned out to be (which it wasn’t). Even that in and of itself is new and ecxting. Yes, some people have gotten a bit bored with the Dark Souls formula, but marrying it almost seamlessly with an open world setting is incredible. I think people don’t give it enough credit because they did it with relative ease.

One thing that I don’t think they got enough kudos for is the map. I have heard that Breath of the Wild had a similar map, but I never played that game. I was so skeptical of tnhe map before the game came out. FromSoft did not do maps except the joke map in Sekiro which was worse than meaningless. My theory on that based on nothing was that Activison was insistent on a map so FromSoft threw in a shitty one to get Activision off their back.


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The art of a review, part deux

This is the second post on how I review things. Here is the first post I wrote about it yesterday. I really want to make it clear that when I review something, it’s more with the eye of what I like and don1’t like than what I think is objectively ‘good’. One of the funniest things I can remember (when it comes to reviewing) was in an RKG chat once for a livestream. Can’t remember the game, but the chat started talking about the best soulslike game. Almost everyone was in agreement that it was Nioh (Team Ninja). I very carefully stated that I had the most fun with Junkyard Souls, er, The Surge (Deck13).

I will be honest. I knew what I was doing. I knew that I would cause a kerfuffle, even though I stated it the way I did (and did not say that The Surge was the best soulslike). I didn’t realize how big a stir I would casue, but I also wouldn’t have cared if I had known in advance. I played roughly a third of Nioh, and I struggled every step of the way. One of the things I love about the Dark Souls series and Elden Ring is that you can play them is so many different ways. You can’t say the same about Sekiro at all, and Bloodborne is somewhere in the middle (but closer to Sekiro than the others).

When I played Lies of P (Round8 Studio/NEOWIZ), I felt a disconnect with other FromSoft fans. Almost everyone else gushed about it as if it was the second coming whereas the game left me cold. The deflect (or whatever it’s called in the game) was front and center in the combat, and I could not get the hang of it. I never can, and I usually give up fairly early in any of these games because it’s just not worth it for me. In the first Dark Souls game, I practiced on the Silver Knights of Anor Londo until I could get it roughly 75% of the time. Which, fine for them, but every enemy has a different parry window.

Each Dark Souls game has its own parry window as well, which doesn’t help. I didn’t even bother trying for the second or third game.

In Elden Ring, I skipped over the parry again. FromSoft added two things that greatly mitigated the need for a parry. Or rather, one thing that mitigated the need to parry and another to augment the lack of need for parrying. The former is the guard counter–which is a godsend. You block an attack and then hit the enemy with an RT. You get the ‘ching’ sound and break the enemy’s poise, then if you quickly follow up with an RB, you can do huge damage. In other words, it’s very much like a parry/riposte.


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