Category Archives: Reviews

Scoring Sentimentality

When it comes to entertainment media, I generally think objectivity is a ridiculous notion. We can accept this in most kinds of art — i.e, “I don’t like this” is not thought to be analogous to “this isn’t good.” We can like things that are bad, and we can feel alienated or repelled by things that are well-crafted if they’re not our taste.

It seems more difficult for gamers to accept this, and by “gamers” I mean the kind that are “hardcore” enough to be overly invested in what other people think of something they like. I maintain that probably the biggest reason people read reviews is not “to find out if a game is good,” but to help them crystallize their own opinion — or to make them feel validated in that opinion.
But there’s still the assumption that a review can be generally correct or not, vs. something one agrees or disagrees with; certainly it doesn’t help that as a technology product there are aspects of a game that are governed by quality rules, that have a right and a wrong way they can be executed.
I hate that. I think for the most part the most interesting work in gaming culture gets done when we let go of this distant idea of games as only product; they are so personal, so subjective, so experiential.
There are people out there who think that Ocarina of Time is the greatest video game ever made. It isn’t[*], but I know why a lot of people think so. Read the latest of my Edge columns to come online and see what I mean.
Speaking of products and reviews and stuff, I had a thought-provoking question posed to me the other day, and it spawned an entire editorial: Why doesn’t the games press review Facebook games? Would having them on Metacritic or something offer a useful baseline for the space so that it can actually evolve?
All I’m doing right now is replaying MGS 3 in HD. Yep, still my favorite video game.

*”Ocarina of Time is the greatest ocarina-themed videogame of all time.” — Ian Bogost

A Tale Of Two Jims

On Wired now is a long public apology of sorts from Jim Redner, the one-man PR team that 2K Games had contracted to deliver Duke Nukem Forever to reviewers. You may have already heard what went down: In a now-infamous Tweet (since deleted, but now screencapped on the Wired site), Redner implicitly threatened to withhold future review copies from those in the press whose tone he didn’t like.

Naturally, we games journalists do not take kindly to those kinds of threats. The review copy isn’t payola; we do not make a bargain with PR to help them get good press and sell their games. The job of the reviewer is to evaluate the product for consumers.
Before I go any further, a clarification is in order: I don’t write “reviews” per se myself these days, although many of you have read my critical responses to or articles about certain games and called them “reviews.” For the context of this discussion, “review” refers to work done by the employed games press with a score that appears on Metacritic, as those are the reviewers of primary interest to public relations.
Although in the past, I’ve done regular reviews for Paste, Variety and the Onion’s AV Club, I don’t do that kind of work anymore, for several reasons some of which would probably constitute their own blog post. However, I consider all of the professional games press to be colleagues, as we’re all in the business of talking to gamers and the industry about games, and I consider us to share a common interest, although we may approach our work from different angles and for different subsets of the audience.
For the record, I didn’t receive a review copy of DNF, nor did I play it or write about it after launch. In Nylon Guys I did a pre-release article about the environment around the game’s launch and Gearbox’s attempt to resurrect a classic, featuring an interview with Randy Pitchford. Aside from some blog-based personal editorialization that illustrates I’ve a negative opinion of DNF’s tone and themes, I have not published any opinions on the final product itself except to direct you to coverage done by others — colleagues whose opinions I trust as educated, and whose reviews I believe.
Okay, Now That That’s Out Of The Way
Most of us, myself included, publicly bristled at Redner’s implied threat. In our long-fought battle to earn credibility with our audience, it’s become important to us to both demonstrate and inhabit honesty to consumers at all costs, even if game companies get angry at us. That’s our job. Conversely, it’s PR’s job to ensure the best possible coverage for the game they are representing. If that means denying coverage to reviewers they expect will treat the game negatively, that’s their right to do.
It’s an uneasy dance that often gets difficult when what game journalists want (to be truthful) clashes with what PR wants (to be positive). In fact, that tension is what makes it hard for all of us, whether we write reviews or not, to do our job. In an industry where so much hinges on Metacritic, a bad score can be devastating to a development team, its publisher and its PR team alike: After two years’ work and millions of dollars, a score can ruin it all. It’s a lot for us to carry and to think about.
Scoring and Metacritic are problematic in and of themselves (Adam Sessler’s GDC 2009 anti-Metacritic rant is an excellent illustration why). But where that tension exists, the fundamental mistrust and struggle for control between writers and PR escalates into a bigger struggle between games journalists in general and the games industry. Because so many reviewers also do other types of work, such as interviewing developers, looking inside industry process as part of a preview, or attending events, that there is so much fear and mistrust means it’s often impossible to get at the truth.
Very few of us are trusted well enough to be allowed access to even a neutered on-message interview with executives who make major decisions on the industry’s shape. Very few of us are allowed inside a studio for an honest look at how games are made, or at the people who make them, information that would illuminate and enrich audience experience with the medium — and equally-importantly, as far as I’m concerned, would educate developers at different studios about one another and the business in which they work.
The games industry seems to me to be unusually secretive, and it continues to be allowed to be secretive because there’s no easy solution to this vicious cycle of mistrust. The unfortunate side effect is that gamers hardly trust their games press, either, watching to see which of us are being “bought”, making the wrong kinds of ethical compromises, whether we’re telling them the truth.
The net effect: At least when it comes to consumer-facing stuff, we’re a crippled, often powerless media contingent that feels bad even using the word “journalist” to describe ourselves even when that is absolutely what we do for a living. We hear all the time that we’re “not real journalists” or that there’s “no real games journalism.”
Neither of those things are true, but you can’t deny that there’s a landscape that might often lead people to be that reductive about it. There’s a poor definition of roles: My audience can’t tell a consumer review from free-roaming critical thought; can’t tell a news report from an opinion piece, can’t tell a business article from a blog post (“great blog on Gamasutra,” someone will tell me, after I publish a news interview wholly free from my own voice).
That sucks for our readers, it sucks for us, and it sucks for the game industry.
The Review In Question
Ever since Redner’s self-described Twitter “brain-fart”, he’s said that it was one particular review that set him off — both in today’s Wired guest column and in a long email apology he sent to numerous members of the games press. He claims that this one was not a fair opinion of DNF, but a “scathing diatribe.” Personally, I feel that his explication loses most of its steam when he refuses to call out which review was so egregiously possessed of “venom” that it warranted that kind of response — how can we evaluate whether or not his position is fair unless we can weigh the review in question?
However, the offending review is widely believed to have been done by Destructoid’s Jim Sterling, who gave the game a 2 out of 10 and said the game could “only endear itself to the sociopathic and mentally maladjusted.” Not having played the game, I can’t personally say whether his blisteringly low opinion is warranted. That it’s such an outlier tone and score-wise from many other decisively negative reviews of the game seems telling to me, but either way, it’s definitely a venomous writeup.
Harsh, yes, but not surprising: Jim’s made a career out of his inflammatory public persona, biting language, and viewpoints that are as likely to be jaw-droppingly juvenile and offensive as they are to be crazy hilarious to some.
You may not know this, but years ago I was part of Destructoid’s staff with Jim. The site was quite young then — we would all talk amongst ourselves about how we dreamed of making it big –and I was still learning how to do this games journalism thing. Without the welcome of Niero, the site’s founder, and Colette Bennett, the friend who discovered Sexy Videogameland and invited me to join the scrappy Dtoid team, I don’t know whether this blog would have discovered its wider initial audience, or whether I would have become visible to those who eventually hired me for the projects on which I built my career. I owe them a great debt of thanks, and I think well of the entire staff as people.
Oddly, that includes Jim, to an extent. While I definitely don’t always approve of his language, his tactics, many of his viewpoints or his method of dealing with conflicts, I respect his right to do it. He has an audience that likes his shtick and he drives massive traffic for those who employ him. It’s not the way I’d do it, but there’s room for all kinds. I told him as much when I saw him at E3, gave him a hug and tweeted a photograph of us together. While we’ll probably clash in public many times when he insults someone or something I like, we’ll probably never want to work together, and we’ll probably never want to read much of what one another writes, there’s no actual feud.
Whenever people ask me about this, I’ve always said, “The fact that Jim’s out there doing his thing doesn’t stop me or anyone else from doing ours.”
However, an episode like this makes me wonder if that’s really true.
Well, Actually, It Makes Our Lives Harder
Jim Redner did the wrong thing, of course; while he is free to send or not send review copies to whomever he wants, threatening people in the public forum is just tacky. It got him fired by 2K. Yet, what’s the responsibility of a reviewer, especially in the Metacritic era where that stupid number means so much?
Jim Sterling’s cult of personality commands such a large and loyal fanbase that it would be foolish for the public relations community to ignore him. More importantly, it would be foolish for his employers to stifle and censor him: He defines communities wherever he goes, and he manages to command the conversation. Here I am writing about him right now, and this happens whenever a Sterling-centric conflict flares. That’s power, whether anyone likes it or not.
Maybe we don’t owe anyone good press or a positive review, but do we owe the review process — and by extension, the industry we cover — a basic level of dignity? That’s an open question for all of us to chew on, but more importantly, for now: To what extent should a cult of personality impact the way this industry relates to its press?
One thing I’ve always appreciated about Jim is that, at least in the conversations I’ve been involved in, he has never claimed to be a “games journalist.” He’s accepted his role as pundit and entertainer and he enjoys it, and he’s been honest about not giving a damn how professional we think he is. Again, let him do his thing.
The problem is, Jim disdains the idea of being a professional, but the industry is forced to treat him like one because of the audience he governs. Imagine if a PR firm said, “no, Jim, we don’t like ‘that thing you do’, and we’re not going to send you any more review copies.” Mass hysteria from the community! “Someone is blackballing Destructoid,” the conversation would go; “they’re quashing Jim’s voice!” people would shout.
That kind of snafu would be even more destructive to a company and its brand than a bad review from Jim. So when Jim doesn’t like something, PR has got no choice but to take the hit. That’s as much of a vicious standoff as anything PR has ever done to the games press.
Not only does that seem a little unfair, but it does affect the rest of us. We may be able to see Jim as a single figure in a broad landscape of writers, but some of our audience doesn’t. The industry doesn’t. Again, we suffer from our poor definition of roles. I can’t tell you how many people have told me that they think “we are all” bullshit, and they cite Jim Sterling. How many times do the rest of us have to say, “we’re not like that?”
Even still, all we can do is to do our own thing, the best we can. I’m not disputing that. The issue I have is this: Why call Jim Sterling a “reviewer” and allow him to participate in the Metacritic system when his methods are so frequently aberrant from the work the rest of the product review community does?
So Hey, Jim?
I’m sure someone will point this blog post out to you, and if you’re reading this, all I’d like is for you to consider framing your Destructoid work outside of the review format and to remove yourself, just your “reviews”, from Metacritic. Probably achievable just by not headlining it ‘review’ or whatever — no one makes Yahtzee give an “official” score. Yes, again, Metacritic sucks and is problematic, but unfortunately it’s the ultimate distillation of our relationship with the industry and until we find a better solution, I believe it’s best for everyone involved if we approach it with a sense of responsibility and a measured attitude.
I know you believe we cover an entertainment medium and none of us should take ourselves seriously, but you chose your own role, so let us choose ours. We can respect what you do for your readers, but we’d like you to respect what we’re trying to do for ours. If you don’t want to be a professional, if you don’t want to be a games journalist, then leave the reviewers to their own space.
It’d be a win for everyone, I think: You’d be free to say and do whatever you want, and about whatever games you want, without busybodies like me banging on about how you should be more responsible; Destructoid will probably have an even better time working with the business once PR’s less afraid of your power as a rogue variable, your audience can get whatever uncensored whimsy you feel like producing at any given time, and no one on any side of the fence will have to argue about whether the impact you’re having on people’s scores is fair.
Part of why I hate writing formal reviews is because of this ethical minefield and these drawn-out conversations that keep rearing their heads. Bet you hate them, too. So let’s neither of us be reviewers, and hopefully the result is more fun for you and helps us journalists improve our relationship with the industry.
Please just think about it?
UPDATE: Responding via Twitter, Jim politely disagreed with me; the following is an unedited quote from his feed:

“To answer: If I wrote my reviews in the same tone that I write my satirical or rant pieces, I think there’d be a point in what Leigh says. However, I do not. I didn’t write the Duke review, or any review, to be “funny.” There’s a significant change in tone when I write them. Even when harsh, I work VERY hard to back up my scores with solid reasoning & feel points of view similar to mind deserve a voice on MCritic.

And as far as DNF goes? I’m not the only one and Redner may not have even been talking about me. This was harsher: http://is.gd/sXGODu Anyway, that’s my response. Feel free to debate it, but don’t flame Leigh or anything. I respectfully disagree – emphasis, *respectfully*.”

Character, Flaw?


Hello, SVGL friends — long time no see! Busy as always, with some labors of which you’ll hopefully see the fruit quite soon; the news pace has been picking up over at Gamasutra, too.

I’m still getting a lot of mileage out of Bayonetta, but Twitter followers know my favorite game in the universe right now is No More Heroes 2. I reviewed it at the AV Club, so those of you who have been waiting for more formalized thoughts from me besides “if you don’t love it you probably just shouldn’t ever talk to me again” and “no seriously listen this game is fucking brilliant“can read something that’s hopefully a little more professional here.
I think that, according to scale, this is the overall highest rating I’ve ever given any video game that I had to score. No More Heroes had a mindblowing idea with a few weaknesses in its execution; those weaknesses didn’t bother me as much as they seemed to bother others, but nonetheless I can appreciate a sequel that provides watertight solutions to previous flaws.
Speaking of which: I passed on Mass Effect 2; it’s not the kind of experience that interests me. I don’t really care for the “space opera” vein of science fiction, and I’m a little fatigued of dialogue trees. I can praise the first Mass Effect, which I did play at least for a good chunk of time, for how well-done it is, but I can’t say I enjoyed it. Fortunately, there is Gamasutra’s Chris Remo to offer you some thoughts on the ways Mass Effect 2 aimed to address the weaknesses of the original.
Back to No More Heroes 2. I’ve heard a lot of people say they feel that the newer, tighter trip to Santa Destroy loses some of the character that the first one had. Over at the Brainy Gamer, Michael Abbott has a thought-provoking articulation of this point of view. The perspective raises a couple questions for me.
I’ve always praised creative spirit over technical execution, maybe more than a professional reviewer ought. I’d always prefer a risky, high-impact experience with a lot of rough edges to a polished, fluid one that doesn’t really shake the paradigm or feel artistic. I like distinctive auteurs, and Grasshopper’s Suda51 is on my very short list.
I wonder if we’ve come to associate creativity with visible flaws? Does something with clumsy bits in it seem scrappier or nobler? Is there really a loss of “character” visible when something’s streamlined or polished? Do we need to see the creator’s errors to understand their vision and spirit?
One of the reasons I’m such a big fan of Hideo Kojima’s is his self-awareness. He knows his cutscenes are too long and that his sense of humor is weird, and he knows how critics feel about it. Yet he won’t change — in fact, much of the time in Metal Gear Solid 4, the elements for which his direction is most often criticized are exaggerated in a way that feels intentional. Therefore, Kojima’s work is a dialogue between himself and the players. They have a sense of “knowing” him because they know how he expresses himself in games.
Suda51 also has a distinctive identity, and a pattern of being behind games that are beloved for their concepts but encounter critical difficulty because of execution issues. Did we come to associate those design shortfalls with the “identity” of the creator? Because critics who like his work found themselves having to champion its “character,” flaws and all, could it be that in a well-executed No More Heroes game, we no longer recognize the visionary?
When an offbeat independent band suddenly produces an album that’s too polished, fans are likely to say they prefer the older, more distinctive material because it had more character. Same principle at work here?
For what it’s worth, I am not on the side of the fence that sees any kind of character loss in No More Heroes 2. As I said in the comments on Brainy Gamer, I really think the issue is simply that something can only be new once, and it won’t feel the same the second time.

A Controversial Tracklist, An Awesome One, And A Terrible One


Keeping up with blog topics is almost as difficult as keeping up with games. There are a couple things I want to write about before they get away from me, as most everything else is — and I will. Soon. But for now, just a couple of quick notes.

Controversial: Stephen Totilo spoke to Toumani Diabate, the Malian musician behind the song that got LittleBigPlanet pulled (but not before I got it here in the ‘hood when they broke street, nyah!). Fascinating article — not only does Diabate explain his intentions behind putting the words in his music, but the record label discusses the context for the Koran words in his song. Beliefnet editor Dilshad Ali and Council on American-Islamic Relations spokesperson Ibrahim Hooper also weigh in on why, precisely, the song might offend Muslims. Interesting stuff.

“I could see Christians or Jews objecting if verses from the Bible were used in a similar way,” Hooper told Totilo. I puzzled over this a little, because I’m not so sure that’s the case, at least not in any kind of broad way here. Quoting the Bible casually has become a part of American culture, even for the non-religious, and plenty of pop songs have biblical references, even direct quotes.

I remember people getting worked up over Madonna’s Like A Prayer video, but I believe that’s because she was burning crosses in it, right? I don’t really remember.

Anyway, these are cultural/religious values clearly different than the ones with which I was raised, but it sounds like the spokespeople Totilo talked to appreciate Sony’s decision to remove the song and avoid offending anyone.

Second, a couple of the reviews I’ve worked on recently are up at Variety.

Awesome: Not having a huge affinity for car games, to say the least, I’m surprised at how much I like Midnight Club: Los Angeles. I enjoy playing it and keep squeezing in race time between work and dinner. The real kicker is that I liked the multiplayer. If you’ve been reading this blog, you know I’m never into multiplayer and actively avoid it when I can. It’s why I rarely give out my gamertag — I get nervous shooting, driving, or doing anything skill-based in front of other people. Still, if you pick up this game, email me your gamertag so I can add you to my friends and play MCLA with you. Just don’t expect greatness!

One thing I’m kicking myself for neglecting to mention in the review is how hawt the soundtrack is. I mean, you know Rockstar can sure pick music, but still.

Terrible: On the flip side, I did not like Rock Revolution. Like, at all.

Going Out

At his Cut Scene blog, Variety’s Ben Fritz has responded to ‘Coming Home,’ my much-trafficked, post-Homecoming rant here at SVGL. You could say I wrote it because I was touchy about being the one of the only reviewers to like the game (that did make me feel weird)[*], but what I was touchy about is how highly arbitrary the strikes critics levied against it were. Some reviews complained there are too many health packs and the game was too easy; others said there weren’t enough health packs and the game was too hard.

For the record, I think there were just the right amount of health packs, and survival horror fans know how to pace themselves. Noobs soon learn, and people who prefer plentiful supplies probably should not play survival horror or any game in the Silent Hill franchise.

But that’s neither here nor there! The health pack thing is just an example, albeit a slightly off-point one. Anyway, largely, I was expressing some exasperation at the tendency of reviewers (not excluding myself) to be arbitrarily nitpicky — and what Ben seems to suggest in his response post is that reviewers are actually more inclined to be overly positive than overly negative:

I didn’t see many critics deliberately searching for things to dislike in “Grand Theft Auto IV” or “Halo 3″ or “Mass Effect” or “Super Mario Galaxy” or “Super Smash Bros. Brawl.” On the contrary, these AAA, heavily marketed franchises (mostly sequels) with gameplay very similar to what the hardcore audience has seen and loved before got overwhelmingly positive reviews. Sure, many admitted, the story in “Halo 3″ was inpenetrable and the the combat in “Mass Effect” was wonky and “Brawl” is barely an advance over the last installment and has major problems with online play, but those were largely brushed aside as minor considerations.

I felt the same way about Brawl, actually, and wrote an entire column about how we were sold on it before we even played it because of positive associations with the characters. I agree with Ben on the over-positivity thing in general, which is part of why I was frustrated when I felt many Homecoming reviews elected to miss the big picture and focus on the details, or fault it heavily for things that are a matter of taste without recognizing that there’s an entire swath of the audience who doesn’t have the same taste — when they’d been so willing to wave other franchise titles through with 9′s and without similar close scrutiny.

Ben wrote:

Basically, I think another way of saying what Leigh’s getting at is that many game critics, particularly those who write for avid fans, can obsess over controls or menu design problems in titles that are doing something innovative in tone or theme, but downplay the same types of faults in games that are essentially improvements on the ones they already love.

Thanks, Ben — that’s exactly what I was getting at, actually. I neglected to present the flip side of the coin with an example like Grand Theft Auto IV — as Ben says, now that we’re several months out from its release, we can raise a bit more of a skeptical brow at review quotes like “Oscar-caliber drama”(IGN) than we did when we were still in the afterglow of positive feelings around its release and the fact that our expectations — and desires — for it were so, so high.

And maybe this also helps explain the puzzling “four-month bell curve” that I’ve written about before, wherein titles are considered to be near-perfection at the time of their launch and then suffer a fall from grace — sometimes an out-and-out backlash, as in BioShock‘s case — about four months later.

Now, on one hand it makes sense that games with familiar formulas get better reviews than titles that really try to do something odd. There’s a reason the formula’s being repeated — because we’re familiar with it and it works well. To some extent, games have a laundry list of “things not to do in design,” and often when design avoids those line items, the result is largely similar to other things that have been successful.

That’s just logic; it’s just smart evolution. When a title attempts to explore uncharted areas, it risks stumbling into areas that have been neglected for a good reason — because they don’t work as well. But when we fault them for trying, without recognizing that the game might have done a few new things well, or when we treat creativity or an attempt at inventiveness as a design flaw, we’re sending the industry some problematic mixed messages. We demand innovation and invention, and then we crucify any attempts in that direction.

Ben also said something to the same effect:

The result is that we don’t value innovation or attempts to do something big and new, like make a funny game that’s thematically consistent with an all-time great TV show or create psychological impact through artful storytelling integrated with gameplay, because we obsess on the mechanical problems or the length of the cutscenes. Not that those things don’t matter. But they don’t matter that much, especially for an artistically immature medium in desperate need of innovation and freshness.

The nature of game design suggests that there probably won’t be any overwhelming overnight overhauls. Iteration happens gradually over time, and it probably is a wise strategy — both in terms of design logic and sales numbers — to try and make subtle evolutions on the familiar rather than try something totally new. Very few games go way out to left field and do well unless they are both very skilled and very fortunate — think Portal, Braid, Katamari Damacy.

But the funny thing was, Silent Hill: Homecoming was far from totally new. In fact, it was a subtle iteration on a formula — a formula Double Helix aped quite admirably for not having originated it. It was about as different from prior Silent Hill games as any of them are from each other, and fans will probably disagree widely on whether or not it worked. Fans have always had subtle Silent Hill disagreements — which one’s “the best” and why, for example.

The fact that I read so many forums and comments and get so much email is actually probably a problem as well for me as a reviewer — and for others. All of the reviews I’ve been citing thus far are online. I and my colleagues serve an internet audience. When our readers have expectations, preconceptions or hopes for a title’s outcome, they’re looking to our review to either affirm or deny. Often, our reviews end up being an extension of their feelings — after all, we’re responsible for addressing their concerns and fears as we’ve perceived them, or at least we feel like we are.

Moreover, we’re part of the community, too, perhaps to an unusual extent. I wrote about groupthink and the hype cycle yesterday — if there’s a tidal wave of buzz, we’re riding along on it, too. Interestingly, reviews tend to be the most inconsistent when “the internet” had no preconception or prevailing opinion ahead of the release. Do reviewers feel like they’re “supposed to” like a title just because their readers or colleagues are excited about it, or “supposed to” be extra critical just because there are tons of early warnings? I wonder.

I’m always a little surprised at what the world is like when I shut the computer off — no lie. Even when I go to GameStop, where you’d expect that most of the shoppers would be something “like us.” I end up chatting with other customers and am always disoriented — believe it or not, people shopping at GameStop usually haven’t heard of Kotaku. They haven’t heard that the game they’re in line to buy was delayed twice or is made by the wrong studio.

Then, when those people start to talk to me about what they’ve been playing lately, I’m always surprised to learn that they enjoyed, say, Kane and Lynch. They didn’t notice the problems reviewers did. They never heard of Gerstmann-Gate. They don’t know who he is, and they certainly don’t know who I am. They thought The Darkness was the best game they played last year. They like Geometry Wars but not Braid. They love Madden and don’t even know that “we” snub it.

In other words, they’re normal consumers, and their opinion is different than ours. They have a kind of distance on the industry that we just don’t. I should try talking to these people more often.

I’ve digressed all over the place, but anyway, Ben’s whole response to my post is very thought-provoking and worth reading.

[*]Oh, addendum: Aside from UGO, whom I noted, Destructoid also liked it.

How Mario Beat Sonic

There will be plenty more Silent Hill next weekish — I wanted to take a break from the subject of survival horror, subjective reviews and the game itself for now to give everyone a chance to actually play the thing, and point out that I actually did more than one review in the past week!

Given that Nintendo’s finally unveiled the long-fabled new DS, it’s great timing for this topic, too.

If you were a gamer child in the ’90s, you remember the rivalry. Everyone loved the plumber, until a fast, sassy blue hedgehog showed up to make him look like yesterday’s news. Sonic’s high speed, quick tricks and clever level design fast dated the Mushroom Kingdom and became the mascot, the standard-bearer for Sega’s burgeoning threat to Nintendo’s throne.

So what happened?

It seems like the very reason Sonic seemed an initial shoe-in to relegate Mario to relic status is the same reason he ultimately stumbled. Mario was a construct, a vague pixel accessory to a world governed by laws, while Sonic was a personality in a hip, modern world. Nintendo seemed to plod along; innovations made on Mario’s world were only subtle iterations on a formula. From Sega’s standpoint, the path to advancement seemed clear — work your angle. Make the mechanics even wackier and work Sonic’s personality.

Sigh. Sonic’s personality.

It didn’t work, of course. Sega lost sight of the quintessential fact that just like Mario, the early Sonic the Hedgehog games were popular because of their formula. So while Nintendo excelled at steadily and gently adapting the Mario universe to emerging technologies, Sonic strayed from the path by declining to recognize its own formula. Super Mario Galaxy is a feat for the simple reason that it’s what you’d expect Super Mario Bros. to look like on 3D spheres, more or less. We don’t have the modern equivalent for Sonic the Hedgehog. Through several past generations, we never had it — and that’s the main problem.

Of course, Nintendo does have the additional advantage of continuing to be a platform-holder, something Sega was forced to surrender with its Dreamcast-capped exit from the hardware market. But it could be argued that, as personal standard-bearer, having a strong mascot in Mario is one of the major reasons that Nintendo sustained while Sega didn’t. Instead of trying to be an elaborate personality, each flagship Mario game was no more and no less than an ambassador for the hardware itself, a representative of the tech — as time marched on, Nintendo simply offered the familiar Super Mario Bros. again and again. The technology evolved, but the game remained quintessentially the same.

Nintendo’s striking ability to evolve subtly with the times, to conform fluidly to current tastes and technologies, to iterate without overhauling, is one of its hallmarks overall. Sega may have tried to innovate too much with Sonic; it’s likely that some other property should have been the innovation guinea pig, and it should have stuck to what was safe and familiar with its crucial standard-bearer and his games. Even today, through racing titles, the addition of a suite of pals that only furry pornographers could love and other head-scratching decisions, Sonic fans exclaim loud and clear that they just want a platformer where Sonic runs fast. Period.

I have a sister six years younger, who grew up playing games alongside me (or watching me play them, mostly). She kept all the old consoles we used to have, and still plays them. She owns a Wii and will copilot some of her friends’ Xbox 360 games, but her steps into the next-gen have been tentative and uncomfortable at best. She never really got used to controlling any kind of game on two axes (she can’t play BioShock, for example) — and moreover, she doesn’t want to. She’ll make some selective concessions, like for Rock Band or Umbrella Chronicles, but she best likes PSX platformers. Her favorite game to play remains Sonic and Knuckles. For her, nothing new has ever beaten that, and I think that’s pretty telling.

Once again we have a slate of new Sonic games on the horizon, and the hedgehog’s longtime fans (ahem) who’ve been keeping the light on for him know better than to hope (too hard) for a return to the familiar. It remains to be seen whether Sega can let us love Sonic again, but I did review BioWare’s Sonic Chronicles: The Dark Brotherhood for Variety and, as RPG-lite, I kind of liked it.

As many reviewers have already pointed out, there are a lot of weird flags to the game: A Sonic RPG (didn’t Mario get an RPG like ten years ago?). Made by BioWare (are we getting an emotional space opera?) — on the DS for their first time. Containing Sonic’s crappy friends. Sigh.

Probably the only way to make Sonic’s friends digestible is to make them necessary supports in an RPG with something useful to contribute, and this game does that. One thing I feared is that it’d be too weighty, fraught with moral decisions and burdensome, over-detailed science fiction — but it’s not. Both the gameplay and the story are exactly as deep as they need to be without going too far, which is good. It’s also the first game in a while that I can genuinely say that both kids and adults will actually like — usually when I say that grown-ups will like a kids’ game, what I really mean is that they could, theoretically, like it, but this game truly manages to span audiences.

Even though my review’s already up, I still wrestle with one more question — would it have been a good game if it was not Sonic? Probably not. It’s a little bit too shallow and simplistic for that. It’s not going to blow your mind. It’s not going to give you your childhood back, and it’s not going to scratch that blue itch you’ve had since then. But it’s nonetheless decent, enjoyable, appropriate, solid; it’s respectable, as I said in the review, and it’s fun, and after seeing the mires through which Sonic has gotten dragged in recent years, that’s something to applaud.