Publishing: Trip the Ark Fantastic

Trip the Ark Fantastic – an immersive story-driven scientific adventure set in the Animal Kingdom on the verge of industrial and social revolution.

5 December 2019, Zagreb – Gamechuck has just released the first trailer for their upcoming role-playing adventure game Trip the Ark Fantastic, the first Croatian game co-funded by the European Union’s MEDIA sub-programme.

Trip the Ark Fantastic is planned for release in 2022 on PC/Mac/Linux and consoles, and until then Gamechuck is inviting all interested gamers to follow them via their newsletter, Discord channel, or other social media at arkfantastic.com.

SUMMARY

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Under our homes and under our hearths, civilization itself stands on a story. Words tied us all together, and they could unravel the world. 

Find it, Charles; uphold the Myth!”

Trip the Ark Fantastic will have:

  • A deep and immersive secondary world set in the Animal Kingdom on the verge of industrial and social revolution, content-rich and filled with intrigue, side-quests, and flavor at every step.
  • Completely original gameplay mechanics based on the scientific method: research, discuss, experiment, and finally publish arguments in the Animal Kingdom’s papers.
  • An exploration of how myths, science, and philosophy can influence society, and how monarchies, democracies, and anarchies view power, authority, and legitimacy of rule.
  • Gorgeous art including frame-by-frame animation and vibrant landscapes inspired by the golden age of animation, as well as music inspired by the works of R. Wagner
  • A gesamtkunstwerk approach in which the art, music, and gameplay all tie closely to the story of scientific discovery and the role of myths in different types of societies.
  • The entire development completely is done in open-source technologies, including Godot Engine, Krita, Ink, and MuseScore, among others.

STORY

Trip the Ark Fantastic is a story-driven role-playing adventure set in the Animal Kingdom on the verge of both industrial and social revolution. The story follows Charles, a hedgehog scholar on a mission by the lion king to save the monarchy, but his decisions could end up helping reformists or even to bring about anarchy.

The story revolves around an ancient myth that forms the basis of the Animal Kingdom’s caste system – the myth of the Ark Fantastic. As the myth goes, the ark was built by lions millennia ago to save all animals from a great flood. The king’s gambit is that, amidst whispers of reform and revolution, a reputable scholar such as Charles proving the existence of the mythical ark might sway animals toward a royalist stance, and thus uphold the monarchy.

Charles is accompanied by the king’s trusted advisor Philippe the Fox and the captain of the royal guard – Andre the Boar. Their task will lead them to the fringes of the Kingdom and beyond, in search of elusive truth.

GAMEPLAY

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The player progresses through the game by solving the Kingdom’s various problems and mysteries, but his method of solving them is a scientific one – he publishes compelling arguments in the Animal Kingdom’s scientific papers to prove his theories and disprove those of others. Only arguments with sound logic and solid evidence will have the power to sway public opinion and change the course of history. 

The evidence itself can be found by talking to the local denizens (after learning their language, such as squirrels), by using scientific equipment (a microscope, or a chemist kit), or, as a true scholar, by “standing on the shoulders of giants” and using evidence from the works of other scholars found in libraries across the Kingdom.

The player’s main challenge will be finding all the relevant evidence and then choosing the right conclusions, which are then published and reviewed by his peers, potentially resulting in a boost to his scholarly reputation.

Additionally, since Charles’ scientific conclusions can have large-scale consequences on the Animal Kingdom and the monarchy, in particular, there is a looming moral dilemma over whether the player should publish a certain argument or not.

THEMES AND INSPIRATIONS

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We draw inspiration for the game from modern fables of classic literature, such as Animal Farm or Watership Down, as well as deep story-driven games from the roleplaying and adventure game genres, and games with unique and experimental gameplay mechanics.

Our goal is to use the game to explore various types of society (monarchy, democracy, anarchy) and to tackle questions such as how the rule is legitimized, what role myths play in the shaping of society, and so on.

The animation is drawn frame-by-frame to be reminiscent of early animated classics, and the music takes cues from 19th-century romanticism with the use of leitmotifs inspired by Wagner and gesamtkunstwerk opera.

The game is developed using open-source software, such as the painting tool Krita and the Godot game engine. Gamechuck studio is also a sponsor to both Krita and Godot Engine and, in the case of Godot Engine, actively contributes to its development.

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CONTACT

Lucija Pilić – PR and Marketing

Press mail: press@game-chuck.com

Trip the Ark Fantastic web page: www.tripthearkfantastic.com

Gamechuck web page: www.game-chuck.com

Link to Trailer: https://www.youtube.com/watch?v=OxxCXc1ade4

Press kit: http://tripthearkfantastic.com/presskit

Discord: https://game-chuck.com/discord

Facebook: https://www.facebook.com/tripthearkfantastic/

Twitter: https://twitter.com/ark_fantastic

Instagram: https://www.instagram.com/tripthearkfantastic/

About Gamechuck

Gamechuck is a Croatian game development company founded in 2017 and based in Zagreb. Gamechuck secured EUR 149,400 from European Union’s MEDIA sub-program Creative Europe for the development of the “Trip the Ark Fantastic,” thus becoming the first game development studio from Croatia that received funding from the EU. Gamechuck has also been nominated for the Best Game Idea at the AzPlay Bilbao, the Best Transmedia Project at the Filmteractive Warsaw and Best Game Idea at the Casual Connect London for its debut game “All You Can Eat,” while its second game “vApe Escape” was featured in the Humble Monthly Originals selection in November 2018.ark_fantastic_presskit_header-1024x204

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Gamer’s Thoughts: Difficulty in games

downloadToday I want to talk about something extremely objective subjective. Something not a lot of people agrees on. That subject is the difficulty in games. This isn’t unique to video gaming since other entertainment mediums can be difficult to understand, analyze or appreciate. But, the difficulty is one of the most important factors in gaming. In order to write this article, I have asked in various groups what their opinions about game difficulty are. Are games today too easy? Are difficult games fun to play? Are old school games too difficult? I got some extremely interesting replies. Now, if you have your own opinion on this subject, I would love to talk about it in the comment section down below. Of course, keep it civil down there, everybody has a different opinion.

My own views on game difficulty.

Keep in mind that the following thoughts and opinions are mine. It’s quite possible that you think in a different way due to your different experiences in gaming and/or life. Like I said in the introduction of this article, feel free to leave a comment with your thoughts and opinions on the content of this article and or the subject. With that out of the way, on with the show.

Now, with such a broad subject as game difficulty, it’s quite tricky to give a full opinion. In the introduction alone, I gave a few different angles I could take this article. In addition to that, this subject is extremely subjective. For example, I’m not rhythmic at all. When I talk about the DS, a lot of people talk about games like Elite Beat Agents, a rhythm game. I have to admit that I find this game too difficult.

pokemon goFirst of all, let’s talk about a sentence you often hear us older players say: “Games today are too easy.” Are they really too easy? Well, they became easier in one way but more challenging too. For example, take the Pokémon games. When Game Freak remade the 3rd generation on Nintendo 3DS, one of the biggest complaints was that the game was too easy. And yes, I finished the game without losing 3 battles during the whole playthrough and 2 of these loses were because I wasn’t paying attention during the battle and forgot to heal my Pokémon and the other loss was because I forgot that grass was weak to flying and I most had grass Pokémon in a flying gym. Whoops.

photoNow, why do I think that games can be too easy nowadays? That’s has two reasons. The first reason is that games just got more accessible. Because of the growth of the hobby, a lot more people play video games. So, there need to be ways for every style of player to play video games, even the youngest ones. Thankfully, you have difficulty options that can provide the other players with some additional challenges. Sadly enough, not all games do this. In most games, the difficulty settings have a small explanation of what each level means.

And this brings me to the second reason why games are too easy nowadays and that’s a skill. I have been playing games since I was a young lad. I started playing games give or take 21 years ago. During these years, I have played a TON of games and got a TON of different experiences. That means I have seen quite a lot and the chances of a puzzle stumping me or a fight being too difficult to get slimmer with every game I play.

Is this a bad thing? It depends on what you are looking for in a game. Do you want a game that challenges your strategizing skills or the ability to solve puzzles than the lower difficulty can be a problem? If you are looking for a game to play to pass the time, in that case, the drop in difficulty shouldn’t matter that much.

resident evil 4It’s always a difficult balancing act in how difficult you make your game. Since if a game is too difficult, people will stop playing. A great example for me is Resident Evil 4. There is a section in that game where during an already hectic fight, two chainsaw enemies spawn that kill you instantly when they come to close. There were three times that one of those enemies actually spawned right behind me, giving me no time nor room to turn around and defend myself. These moments I actually rage quitted the game. Another example is Atelier Rorona. The amount of depth in this game is just insane. You have to think about so many things like the freshness of ingredients, how long it takes to collect them and get them home, the amount of MP you have to fight and or craft… It was quite challenging to balance all of these things.

EuropaUniversalisIV_Packshot_editedThat brings me to the question, what makes a game difficult and how difficult should a game be? It speaks for itself that how more layers of gameplay and mechanics you add, the more difficult a game becomes. Take Europa Universalis 4 for example. In this grand strategy game, there are so many mechanics; it’s not even funny anymore. The complexity of a game can turn some people off. I would love to play Europe Universalis 4 with more people but most of my friends don’t understand how the game works or get too scared when they hear how many things they need to think about while playing the game.

In a way, the difficulty of a game can limit your audience. I would love to play a game like Cuphead, but from what I have seen and tried, the game is a bit too much for me. I don’t really like games that depend on memorization or trying over and over again. This makes the game boring and repetitive in my eyes. For me personally, I want to have a great time while I’m playing games. I want some parts to be challenging and test the skills I learned during the game and I want some sections to be easy to play through so I can relax and enjoy the game.

SI_NDS_NewSuperMarioBrosDS_image1600wA game series that nailed difficulty, in my opinion, is the Super Mario World games. In these games, you learn by playing the game. You might have heard this explanation in various other videos or articles but if you haven’t heard it yet, allow me to explain. At the start of the level, you are able to experiment with a new level mechanic in a safe area. One where you can easily avoid the enemies and you don’t have death pits. And the further you go in the level, the more challenging the mechanic or level gimmick becomes. And during the later and last stages of the game, all the challenges are combined into one big final set of levels that test your skills and what you learned through the game. In a way, you can compare it to school. The early levels and sections are the classes while the later levels and finale of the game are the final test/exam.

Now, should games become “NES-hard” again? To be honest, I think we shouldn’t do that. In the current gaming climate, we get a lot of games inspired by the more challenging nature of older games and we also get easier games. That means we have options. Now, we’re all old school games difficult? Were games more challenging in the past? Well, that’s a tricky question to answer.

Tomb Raider LegendFor example, I grew up with the original Tomb Raider games. When I play these games today, I don’t have a lot of trouble with jumping from platform to platform. Of course, due to the limitations of the systems at the time, it wasn’t always clear to which ledge you should jump and how you should make that jump. In more recent games, a better visual presentation helps out with that problem a lot. This “issue” became clear when I did the Tomb Raider project. Some people in that collaboration had never played an old school Tomb Raider game and gave it a try for the first time. And because they were more used to the newer style of the series or the newer style of play in more modern games, they had trouble during the game.

Something I often got during my search for writers in the Tomb Raider project was: “Also the old Tomb Raider games that aged poorly?” or something similar. I completely agree that the original Tomb Raider games aged poorly. The newer Tomb Raider games, and not per se the more modern games, play better because the developers improved their craft and learned a lot from developing the previous entries in the series.

I don’t find all retro-inspired games that difficult. I was able to beat some without much trouble like Blossom Tales or Retro Game Challenge. While I did had some trouble in Shovel Knight because I haven’t played a lot of games similar to that.

When I was researching and brainstorming for this article, I came to the conclusion that there are 4 types of difficulty in my eyes.

The first type is the intended difficulty. This is planned by the developers to challenge you during the game. Think about a Zelda dungeon where you get a new item in a dungeon and you have to learn to use it or remember the places where you were unable to progress and needed to use the item.

The second type is an unintended difficulty. This was an unplanned difficulty due to bugs, randomness (like RNG or random generation) or just plain bad game design. Or it can be because of things like certain mechanics. For example, a lot of people complained when Super Mario 64 DS came out. While it’s a good remake, the controls weren’t loved by various reviews because the original game was designed with a joystick in mind while the DS didn’t have a joystick.

The first two types can be mixed with the other two types.

The third type is a fair difficulty. With this I mean, the game provides you with a challenging and rewarding experience. Like, you finally figured out how to beat that one puzzle or beat that one boss.

The fourth type of difficulty is, you guessed it, unfair difficulty. Now, this can be because of bad and or lazy game design but this can also be a huge spike in difficulty. A great example is Suikoden Tierkreis for me. Overall, the game is somewhat easy. If you don’t skip too many battles and pay attention to what you are doing, the game isn’t all too challenging. I rarely to never saw the game over screen. Until I came to the final boss. This annoying battle gets such a difficulty spike that made me not fully finish the game and actually look up the ending online. Now, while writing this article, I actually restarted playing the game and I’m hell-bent in finally beating the game this time.

The more difficulty of type 2 and 4 you have, the worse it becomes for your game. One time a developer asked me to review an Android game. In this game, you had to feed various foods to some customers. The issue was, all of the dishes were based on Asian dishes and I’m European. I barely know anything about Asian cuisine. The unfair difficulty in this game is that almost nothing was explained in the game about the foods themselves. So, I was unable to figure out which food was what, so it became a guessing game.

Another example of unfair difficulty is more recent. A developer asked me to review a Switch game they just released. The game is a twin-stick shooter and in the shooting tutorial, there were two spawners in the room that spawned so many enemies so quickly, it became overwhelming. You shouldn’t put so many enemies in the first level of your game while the player is still learning the basic mechanics of the game. That’s unfair.

headerDoes a game like Dark Souls have unfair difficulty? Well no, the game is quite balanced in my opinion. There is a lot of risk and reward gameplay, the punishment is just a bit too harsh in my opinion. But the game becomes beatable when you learn the finer details of the game and get used to the inner workings of the game.

The line and difference between the four types are really thin and make it still personal. Speaking of personal, some people talk proudly when they were able to beat a certain game on the highest difficulty. While that is impressive, you shouldn’t look down upon people having trouble on the lower difficulties. While my gaming buddy MiseryLC can beat the AI in Europe Universalis IV on hard, I feel that the normal difficulty provides just enough challenge for me.

I think it would be a great development if all games have difficulty sliders. The more you can adjust the difficulty, the better. Something I really loved in the Etrian Odyssey series is that you can change the difficulty setting when you are in the town without any other punishments. This is great because when I was unable to beat a certain boss and almost stopped playing, I was able to lower the difficulty a bit so I was able to beat the boss and move on. After I had beaten the boss, I set the difficulty back on normal. This is a perfect system since people can choose how easy or hard you want the game to be.

Now, I have said quite a lot about the topic now. To avoid this article becoming a bit too long or having too much rambling, I think it’s time to let some of my friends talk. I want to thank everybody for their input since they helped me quite a lot while putting my thoughts together for this article.

How others think about difficulty.

Now, I asked around on various groups on Discord and Facebook on their opinions on game difficulty. Here is what they have to say. Note, some quotes I translated from Dutch to English. Some quotes had minor edits since sometimes contained an answer to another topic in the conversation or something in those lines.

The following quotes come from a Facebook group where Belgian retro game collectors gather.

Ward: “Some games are pretty challenging due to their difficulty like Slain and Cuphead. But other games hold your hand, but that doesn’t always take away from the fun of the game. It really depends on the game and how enjoyable the story is.”

Hakim: “Sometimes a too difficult game can be really frustrating. And out of this frustration, the game can go on my shelves to be never played again.”

Kenny: “Personally, I think that the player should have a choice how difficult the game should be. Some games I play personally for the story and not for an extreme challenge.”

Mayu: “For me, a game can never be too difficult. I’ll play until the end as long as the difficulty, challenge, story and such are fun. It already happened that I was disappointed when I bought a new game and I finished it without issue. The solution for this is lately, collection or completion rewards. Some of them are really letdowns. In the past, gaming was a very niche hobby. When a game was too difficult, you just had to try and try again. But, now that gaming isn’t a niche hobby anymore, the difficult games don’t sell that well anymore. And with companies trying to make as much profit as possible…”

Koen: “Making a game extremely difficult is no issue for me. As long as all the elements of the game are fun, it doesn’t matter to me. I really enjoy the rewarding feeling of finally being able to beat a game at the highest difficult setting after trying on it for weeks and seeing the real/true ending. But, when the story is garbage and I have to replay the game on a harder difficulty setting, I won’t be spending my time on a new playthrough.”

Niels: “As long as a game stays fair, it’s worth my time. Nowadays, there are a lot of games that are too easy for everybody to play. From endless tutorial sections to special power-ups when you die a lot and sometimes even a skip button, these are just a few things that you find more and more in modern games. Now, there is nothing wrong with that, as long as they are optional or are disabled by higher difficulty settings. Something I really want to stress, a game that is too difficult thanks to bad enemy placement, terrible controls or bad decisions is a bad game.”

Xavier: “I prefer easier games. There are a lot of games that are quite enjoyable to play. It doesn’t matter to me if games are shorter, I usually buy them at a lower price after they have been released for a while. It’s better then having to play a game where you have to retry a section 20 times to finish it.”

Dennis: “I usually start a game on normal mode. Depending on my experience, I raise or lower the difficulty. So, this means that I play some games on easy, some on normal and some on the hardest difficulty. I don’t really enjoy games where you respawn a thousand times before you can continue and especially when you have the same issue 10 minutes later in the next section. If I enjoyed the game enough, I might replay it on a higher difficulty setting. Most of the games interest me for somewhere between 10 to 20 hours. But, this is absolutely not the case for me with Final Fantasy games.”

The following opinions are from fellow bloggers or friends in the blogging world.

Aiphafemaie: “A couple thoughts – I think games felt more difficult in the past because you had to rely more on yourself to figure out how to pass levels or quests. Or printing out walkthroughs from GameFaqs.com lmao.  Now when you’re stuck, you can just to YouTube and see how it’s done. I don’t think games were more difficult in the past, but “difficult” is a subjective word.  Today’s games do have varying difficulty modes, in comparison to the past. Before most games could only be played on default.”

TwoTall4uFool: “I think there was a lot of trial and error with games back in the 80’s and 90’s. Even in the 2000’s. Aiphafemaie you bring up a great point about GameFaqs but there are some games out there that I would’ve never beaten if it wasn’t for Game Genie/Gameshark. Today in games you have tutorials and of course there is YouTube. And even with plug and plays such as the SNES Classic you can rewind and try a part again if you fail. And plus suspend you point. So emulating older games have made them easier ….. sort of.”

ReaperInteractive: “I agree with @aiphafemaie . Games in the past had no clear instructions or clear, “Go here to pass to the next level.” Games nowadays are a lot more direct and I feel that developers intentianally make these instructions extremely clear as to make the game as playable and prevent people from giving up midway. A little more on the note. There have been games where the instructions were so unclear that I literally had no clue what to do and ended up giving up. Another reason I feel that games nowadays are a lot easier is because we’ve played the same basic mechanic over and over again as to games in the past, there were hundreds of different mechanics. Most games nowadays can be grouped into a couple dozen genres with the same mechanic and controls. Contrary to this, I feel that games in the past are composed of hundreds of different genres, some completely new to the people hence why I feel that why games in the past are a tad more difficult than those of our age.”

The Well Red Mage: “I think that games can still pretty hard now, some of them, but there are new varieties of games now. There are brutal platformers as a subgenre now that are built on difficulty, but then there are also walking simulators and interactive movies now that eschew difficulty almost entirely. I think some would say that the difficulty of retro games was such that it was unfair, but I think that the lives systems and the memorization of patterns (two very retro-centric ideas of difficulty) are perfectly valid; we maybe just don’t have the toleration for them that we used to. Those games were still demanding something of the player (memory or timing). So I think this is a conversation that benefits from specifics like specific games and specific features in those games that bring difficulty into the equation (memorization, level design, limited options or limited chances to complete a challenge, longer periods without save features, increasing speed, item management, enemy AI… all those things are specific features that games then and now used and use to create difficulty).”

The Badly Backlogged Mage/MrBacklog: “I think the obvious-but-unhelpful answer is “as difficult as they need to be to convey the desired experience”. Dark Souls, the Walking Dead and Mario Party are all different in terms of difficulty because they’re going for different experiences.”

OverThinkerY: “I think there are different ways of adding difficulty – Backlogged makes a good point about those games being difficult in different ways as part of the experience. There’s perhaps the most classic sort of difficulty, which is reacting and executing the right series of inputs quickly enough to proceed, and then there are things more dependent on memory, ingenuity, or sheer emotional fortitude. I think there are more examples these days of different sorts of difficulty other than simply pressing buttons accurately, which might be down to better tech or just natural progression, but it enables different kinds of experiences to be made effective in that way.”

Mail Order Ninja Mage/Daniel Flatt: “Difficulty is the hardest thing to get right in video games. If you push back too hard you lose all but your most dedicated player, if you don’t present any challenge then moderately skilled players become bored. Like everyone said above it is drastically different depending on the game and furthermore the individual playing.

That being said games aren’t necessarily easier than they were before, but they have become better at not wasting our time. Games previously were artificially hard, first because checkpoints and saves weren’t a thing, and then because many NES games are a handful of hours long without constantly starting over. They had to have that difficulty to make the game worth it, can’t have Billy coming to you after an hour and asking for a new game. I dare anyone to play B side levels of Celeste and say games are easier, but the difference is you don’t have to play through the same 30 minutes over and over to finally get through something and die 20 seconds later to start all over.

The best games have difficulty determined by the player, Nintendo excels at this, but one of the best examples is Ori. It has a function where you basically create your own checkpoints or don’t, depending on your preference. It could be brutally hard, but if I get to try again right away for a certain section it wasn’t wasting my time making me play the same section a hundred times.”

Now, as you can read, the opinions are extremely diverse when it comes to difficulty. This brainstorm was extremely interesting to do. I honestly think that I’ll return to this topic in the future. Before I close this article, I want to point you to an article created by Rob “I Played The Game” Covell that he wrote in 2017 about the same subject. “A Difficult Conversation”.

Closing off

Like I said in the previous paragraph, the conversation of how difficult a game could be or if games are too easy nowadays gets quite diverse opinions. While this topic could be discussed for hours and the opinions will go in various directions, I think I’ll close off this article here. I’m quite curious about what everybody thinks. Maybe I’ll revisit this topic at a later date.

If you have written or talked about this subject in the past or know a great resource like another article or video, feel free to send me a message with the link. Maybe I’ll include it in the next article. And with that said, I think I’ll really end off this article. Thank you, everybody, for helping me put this article together. It was a blast. Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Gamer’s Thoughts: Gaming Style & Reviewing

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The question I’m asking today is: “Does the gaming style influences the reviews of the games a reviewer played?” and more importantly, should that influence the review? How subjective or objective do you have to be to write a good review? Let’s have a chat about this topic. While I won’t be able to cover everything, I invite you to a discussion down in the comment section and who knows, a part 2 of this article might be written. So, let’s try and answer these questions. 

Gaming style & reviewing

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I recently finished Super Mario Odyssey. While it’s on my “write about” list, I haven’t written a review about it yet. Because I do have a big problem with it and that is the jumping controls.  Don’t get me wrong, they work amazingly, but I can’t for the life of me do those jumps using Cappy to go over further distances.

I have always been terrible at platforming. For my birthday, my best friend gifted me a copy of the game Celeste on Steam. A sort of Super Meat Boy inspired game where you climb a mountain while doing tricky jumping.

I didn’t get too far into the game before I got too frustrated with the game. I did enjoy myself and had a great time, but I haven’t played it too much since I closed it.

Now, how would I describe my gaming style? Well, I’m a jack of all trades. Since I’m a retro game collector, I play puzzle, racing, fighting, adventure, action, shooter… But, I don’t have a lot of genres I excel at. The genres I struggle the least with are puzzle & adventure games.

I also rarely to never play a game on hard mode. I can’t explain why, but I like to play games on normal mode and if I want more challenges, I play the game on hard mode. I think this is because I don’t want to get stuck in the game. I’m always afraid that when I play hard, I get stuck on a part that I have to do over and over again. I know that’s the point I’ll get frustrated and stop playing the game.

These are things that influence my review. Now, before we break open the whole Cuphead Demo thing again, where a reviewer was so bad at controlling the game; he was unable to get past the tutorial, I’ll always do research. For example, I wouldn’t criticize the Super Mario Odyssey controls too harshly because I wasn’t able to do the Cappy jump while almost every other reviewer was able to do it without an issue.

The gaming style influences the review for sure. That’s why I dislike reviewing games of the genres I rarely play. I only review games in genres I know I enjoy playing. Now, do I think that you need to be good at the game to review it? Well, that’s a tricky question. A very tricky question. More on that later in this article.

Objective vs subjective

maxresdefault.jpgShould you be objective or subjective in a game review? To be honest, I think you should be both. At least, that’s what I do in my reviews.

If I would be writing the Super Mario Odyssey review now, I would say something along the lines of: “While the jumping controls are excellent and work well, I wasn’t able to figure out how you do the dive and/or double jump with Cappy. Maybe I should look through the excellent list of tutorials again. Since I feel like I’m the only one who is unable to do that jump.”

If you stay 100% objective in a review, I dislike reading it. These reviews are playing it safe and don’t have any personality. I love reading and watching reviews because I want to know how somebody felt about a game.

Now, when does a review become a bad review? Well, I think I can explain my point with this example. What if I wrote this about the Cappy jump in Super Mario Odyssey: “The Cappy jump is too difficult to execute if you aren’t a master with the controls of the game. So, if you want to get these moons, you will have to make some frustrating jumps or grind for coins and buy them in the shops.” This is something nearing the edge of being a bad review.

I always recommend that you look up other reviews when you are creating your own. You can agree or disagree with what the masses are saying, but don’t assume things like: “you need to have mastered the controls of game X to execute Y.”

Now, does a reviewer need to be good at a game in order to be able to review it? Here are my two cents: sort of. I have seen various reviewers make the mistake of saying: “A game is easy or you can do X and Y to make things happen.” if they are very skilled with the game. This is a mistake because of one simple reason, not everyone has the same skill set as you.

256px-Indiana_Jones_and_the_Infernal_MachineToday I have been comforted by a perfect example. I showed my godchild how 3D adventure games work like Indiana Jones and the Infernal Machine. An amazing game that I know inside and out. A game I even dare speedrun here and there. Something that comes extremely naturally to me is running around in a 3D space and using Aa running start to jump over big pits. My godchild wasn’t able to make that jumps and had to try several times. Yet, she still enjoyed playing the game and wanted to see more of the adventure. And before you ask, I was 11 (or something like that) when I had beaten this game for the first time and my godchild is 15 at the moment of writing.

Now, would my godchild write a bad review of this game? Well, yes and no. She would complain about how strange the controls feel and how the enemies scare her in a 3D-space. I think those kinds of reviews aren’t bad reviews per se, to be honest. I don’t think that a reviewer needs to be able to be one of the best players to review the game but they shouldn’t be one of the worst players. I have actually declined a few review requests because I wasn’t able to even beat the first levels. I didn’t want to review those games since I felt I couldn’t do the game justice.

You should at least be able to perform all the basic mechanics of the game before you should review it. Otherwise, I think you shouldn’t review the game. Even when you write the review based on the input of other people who are good at the game or know more about the genre, you can have a malformed article, since the soul of the review isn’t there.

You can still enjoy a game even when you aren’t good at playing the game. Another perfect example is Pokémon. I just catch the Pokémon I like and use the same six throughout the whole adventure. I rarely swap my Pokémon for another one. When I have a water type in my party to beat the ground and fire, I’m happy. Even when it’s the weakest water type. This isn’t the best strategy and I always have a lot of trouble defeating the elite 4 or my friends in battle. Yet, I still enjoy Pokémon quite a lot. That much, that I still play it to this day. Pokémon Ruby & Sapphire and Gold & Silver are my favorite Pokémon games ever.

There is one huge thing that I haven’t mentioned throughout this whole thought exercise and that’s the goal of the review. In my opinion, you have two main types of reviews. One is the review to entertain and the other is the review to inform. Some people read reviews of games because they want to know if a game is good or not and/or if it’s something they want to play. Others read reviews because they enjoy reading them. I mostly fall in the latter category and I try to write for both categories.

Does the goal change the fact you need to be subjective and objective? No, not at all. The balance of the two changes. If you write a review to entertain, I feel like you can be more subjective. If you write a review to inform, you should be more objective.

Now, what’s a review to entertain and what’s a review to inform? That depends on the reader and which audience the writer is aiming at. I like people reading my content and coming back for other articles, so I try to make it as entertaining as possible. While I have seen reviews in the newspaper which are written to inform parents if the game is too violent or something of that nature. And the reader’s taste plays an important role here as well. I think that is self-explanatory.

Now, this was an interesting thought exercise. Should reviewers be good at a game? Well, the shouldn’t be the best player in the game but they shouldn’t be the worst. Should you stay 100% objective? No, some subjectivity in the article is good. So, what do you think? Let me know down in the comments. I’m rather curious about what you think and what you think about my opinion.

Thank you for reading my article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.