MerinTB wrote...
Honestly, I pay little attention to reviews on things until after I've experienced them myself. For movies, for example, I check out how certain reviewers have critiqued movies I've liked and loathed, and I tend to only trust reviewers who hold as similar as possible tastes to my own.
Years ago I stopped caring about video game review magazines as it seemed the majority of them, regardless of end-score they'd give a game, would just rip on the game endlessly like a bunch of 13-year-old immature-for-their-age macho-boys who think it makes them cool to hate on everything even the things they like. That's how
I felt about Game Informer exactly, to give an example.
Right now I like hearing what Adam Sessler has to say on his Soapbox podcast - and that's about it for me, personally. But if there is a game out there I like, I'll take comfort in as many positive reviews it can get as possible and try and dissect the negative reviews to see if I think they are wrong or missing something.
Thank you, i do the same but Edge is the only magazine that talks bare bone facts. What seems absurd to you for us Europeans its exactly what we think and what the magazine says and i will explain better in your next piece.
MerinTB wrote...
These statements, while all of them hedge things with opinionated wording so it is hard to argue with someone saying something "feels like X" when you cannot disprove that, to the reviewer, it didn't "feel" that way - but you can still point out how unusually or disconnected such comparisions can be.
like -
Meanwhile, combat results in mostly linear dungeon crawls which often outstay their welcome.
For the first ten hours it feels like every other step triggers an inept cutscene, and the crimes against writing here are many and severe.
The dreadful dialogue, however, jettisons interest in the promising complexity of diplomacy and conversation trees, and the game struggles to make you care.
- honestly. Combat is not dungeon crawling - combat are encounters that take place during exploring rendered areas, the same as any other RPG of this kind. Linear in that there's an entrance and exit (sometimes multiple unless you are looking at random encounters), but what order you travel across that area, or if you even
explore it entirely or not, or if you just sneak past things instead of fighting them, all make it far from linear. Linear doesn't give you options Is it more linear than wide-open world maps of Oblivion? Sure.
Every step triggering a cutscene is hyperbolic.
Outstay their welcome, crimes against writing, dreadful dialogue, struggles to make you care
- Sam -stone- serious, these are melodramatic statements of personal opinion on the quality of these elements of the game, not unbiased critiques of a game's design shortcomings. The quotes given (all of them) are riddled with the incendiary, abusive, antagonistic tone that makes me avoid reading game review magazines entirely. You call this magazine the one with reviewers who are "professional", that they give "harsh but truthful" reviews - but what I am rejected isn't them being harsh if the harshness was just holding the game to a higher standard -
it's the juvenile jabs and histrionics of the excessive and sensationalized rhetoric the reviewer used.
Anytime a reviewer speaks as if his or her personal reactions to elements of some piece of media are de facto the reactions of the majority of people, relating personal opinions as if facts, that reviewer has immediately lost most credibility with me.
You find the writing and and dialogue good in DAO? To me, as a European, sounds funny at best. With the exception of a couple of voices the rest are forced, unnatural and in the end it breaks the experience. Combat that outstays its welcome. I have said so in another thread concerning the games shortcomings but i will give you an example as to why i find what Edge says is true and i felt so way before i had even read the review. In Orzammar you go into some cave with coccons and a queen spider falls down. You start the fighting and at 1/10 of her HP she webs the whole team and ascends back at the ceiling while 5 of her goons drop down that must be killed in order for the queen to come back down and do the same "strategy" 10 times before she is dead. The game is full of such moments but i will not say more of this.
As for the exploration and freedom part of the game. I didnt expect the game to be Oblivion. I expected it though to be like the Witcher or baldurs gate or any game that leaves you some basic freedoms and the joy of exploration that is not there in DAO. This is not subjective either, this is objective. The game is "free" of exploration and all it has is 5x5, 10x10 and 15x15 rooms linked via narrow passages that lead from one battle to the next. Point of interest into point of interest. Nothing to discover for youself. No surprises. No items that affect the gameworld and your place in it (witcher and baldurs gate style).
And yes by the 10nth hour in the game i indeed stoped caring about the lore, characters, everything. It didnt really matter. Bear in mind that my brother who bought the game unistalled it within 3 hours because he couldnt stop laughing with the characters voices. Same as my wife who was wondering how could i play a game for 77 hours and be as tragic in its voice acting.
Did i mention that the magazine is European and the reviewers are europeans as well and therefore write mostly for a european crowd?




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