Matt’s Somewhat Serious Bit
Arguably one of the biggest problems that face games writers and journalists is the industry standard template that we all seem to follow – a lot of the content really sounds the same, regardless of who the writer is. Perhaps the most annoying thing to me is the preview. Many have spoken in the past about how previews are merely regurgitated press releases (early on here at PALGN, we did have a hands-on only policy, but we’ve been guilty of this in the past), so we’re not going to go into that.
It’s the hapless optimism in previews that gets me. The common line “we’re sure _____ will be fixed/looking better/etc. when it releases in ____.” makes me die a little inside each time I read it. How do you know this? How many previews call a spade a spade, and say a game looks like crap and probably won’t get better before its release? Heck, how many of them say anything looks bad at all? In all honesty, I’m generally guilty of this too, but in the past I’ve really ripped into games in previews. I think it would generally better to be honest with our readers and call it how it is.
I can already hear people screaming “But what about the PR people? Surely pissing them off isn’t good?” This is business. Positive press shouldn’t be free – make them work for it. I’m sure it might hurt the developer when a build is shown and it’s not their call, just take a look at Denis Dyack crying about the negative press from Too Human – but don’t you think that Silicon Knights feels a little more inspired to put their all into the game? Previews need to be utilised as a method of feedback to a developer, rather than a bit of cheap press for the publisher. Sure, take the fact that the game is not complete into consideration, but games do not magically get better overnight – nor within 3 months before release. Generally, once a game is playable, it’s probably not going to significantly change.
Like everything in life, there are exceptions.

The above picture is Metroid Prime in March of 2002. Looks pretty terrible, doesn’t it? Negative press from early looks at Metroid Prime caused a big shake-up at Retro Studios; all of their other projects were cancelled or put on hold, and several Nintendo bigwigs from Japan were sent in to set things straight. Just 10 weeks later, the game debuted at E3 to a far more positive response, and eventually became the highest rated game in the GameCube’s library.
Midway faced an uncertain future in 2003, having had only one breakout hit in the previous year with the revamped Mortal Kombat: Deadly Alliance. Their Christmas line-up consisted of The Suffering and ESPionage (later renamed to Psi Ops: The Mindgate Conspiracy), which were announced to indifference from the gaming community. Later in the year, Midway went through a reshuffle, and it was decided that these two titles would be delayed for at least six months for significant polishing. Lo and behold, both The Suffering and Psi Ops came out to much more positive reviews and higher sales than expected.
GSC Gameworld’s S.T.A.L.K.E.R.: Shadows of Chernobyl (originally Oblivion Lost) was first announced in 2001, with a view to release in 2003. Initial impressions were quite positive, but as time passed, the game began to look decidedly less appealing, and continual delays resulted in the game becoming something of a joke. It was even rumoured at one point that publisher THQ had taken the game off GSC, and brought it in house to be polished. It even made an appearance in Wired’s Vapourware ’06 Awards list. S.T.A.L.K.E.R. was released late last month to positive reviews across the board.
It’s a good feeling when you get to play a game you thought would be a hunk of crap, and it turns out to be good. It’s time readers learnt what writers really think, rather than regurgitating press releases and towing the company line.
Quote of the Month
“The chief difference between American and Japanese game publishers: In the United States, publishers are very successful – they're run by professional management. They focus on money, not making great games. On our side, we always operate under the assumption that there's a high possibility of losing money, but that's just our style. American publishers make games so everyone can play. The Japanese – especially Capcom – favour the hardcore gamer.” – Kenzo Tsujimoto, Capcom of Japan.
Yes, Mr Tsujimoto, you focus on great games over money? So why is it that I was unable to complete my Mega Man Franchise Mode, despite having spent over a year on it? 20 years, over one hundred games – if that’s not focusing on money-making, I don’t know what is.
On the flipside, can you think of the last time someone on the forums was complaining about a Japanese developed title causing their system to malfunction, or be unplayable due to bugs? Perhaps some western studios could adopt Japan’s more rigorous quality assurance approach.
From the Bowels of the Internet
The hardest, and possibly wackiest game you will ever play. It’s a good contender for the old “Things that make you go ‘WTF’” bit.
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Thoughts and opinions expressed in Easy Mode remain those of the author and are not intended to represent those of PALGN, it's affiliates, advertisers and any other associated parties.

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