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Gamer’s Thoughts: How I write my game articles?

Od: NekoJonez

Every writer has their own creation process. These processes are rarely to never set in stone. People change, and their habits and routines can change as well. Now for a few weeks now, I have been thinking… What is my process? How do I decide on which game to write, and how do my actual thoughts get into an article? So, I think it would be fun to explore some of those things in this article. While I have written a similar article back in 2018, I also think it would be fun to just start this article as if I have never written that article. So, here we go, from choosing the game to clicking on the button “publish”… How do I do it?

Choosing the subject

When I look at the taglines I have chosen for my blog in the past, most of them have one thing in common. They represent in a way what this blog actually is. This blog is a public diary of a Belgian game collector who shares his opinions on the games he plays. Sometimes I play with the idea to create series, where I look at each game from a series or look at several games I have played in the past.

While that could be fun, I don’t like forcing myself to play a certain game because I have to write an article about it. That’s because I might not enjoy the game since I need to rush my play through, so I can have an article out. On top of that, it might reflect in my article as well. I like to take my time when writing about a certain game. Writing about a game right away without giving it time to let things settle is such a risky idea. Since, you never know if you are overreacting on something or not.

Now, when I’m playing games, I have a rule. I never go into playing a game thinking how to turn it into an article. The only exception I make to that rule is when a developer requests me to write an article about their game. While playing the game, I let myself enjoy the game. Now, there comes a moment while playing the game, where I think… “Should I write an article about this game or not?”.

In the past, I used to have a long list of games where I answered yes to that question. When my writing day arrived, I opened the list and picked a game from that list and started the process of writing an article. But, I felt that, that system didn’t work for me anymore. I can’t tell you exactly when I stopped using that system, but I wanted to write more in-depth articles, so I wanted to more research on the game I was writing about and that was taking a lot more time compared to just having a list of games I want to write about.

So, the decision of choosing the game for the next article is a bit more complicated. Sometimes I have a game in mind that I want to write about, and sometimes I don’t. When I have a game in mind, it’s easy to move on to the next process. When I don’t, I look at the games I have played in the past months/weeks and decide from there.

Now, what do I take in consideration when deciding if a game can become a good article? The first question I ask myself is this, what can I say about this game? There are several games I play that don’t have enough things going on for me to write about. Even when they are fascinating like Yeti Quest, it’s your typical match three game like Bejeweled. But in this game, you can choose between three different play styles on the fly in this genre, and that makes it more interesting. But, besides that, there is not too much else going on. Maybe I might turn them in a short game quicky. But I find writing and creating shorter articles about a game less rewarding than writing a longer article about them.

The second question I ask myself is the same question as the first but in a different direction. The first question is actually more, how much is there to talk about, and the second question is what is there to talk about. Something I dislike writing is very negative articles. I don’t want to write an article where I just rip into the game and only talk about the weak points of a game. I also don’t enjoy reading those articles myself, and I personally rather write and read a balanced article over an overly positive or negative article any day of the week.

Now, when a developer requests an article from me and I notice that I’m going to write mostly a negative article… I actually scrap the article. From talking to various developers, I learned how much time and effort goes into creating games, and it takes a lot of courage reaching out to the press to show off your game. People sometimes base their decision on this kind of articles, and I don’t want to turn people away if the game doesn’t click with me or if I’m not the correct person to review the game. But, I do give a list of feedback back to the developer. This feedback exists out of bugs/issues I found or suggestions for improvement. That’s the least I can do for declining the article.

While I answer both of these questions, I start coming up with the theme of the actual article. What will be the core of my message? On what do I want to focus the article? The music, the game mechanics, the visuals, the writing style? It’s mostly now that I come up with the subtitle of the article. A great recent example is how I came up with the core of the Another Code – Recollection article. While playing that game and streaming it with Klamath, I remembered that I wrote an article about that game in the past. One of the game’s core story mechanics is how memory works and how people grow with them. At that moment, I decided to make that the main focus of my article. To show how I have grown as a writer, while using the memories of the past game and articles to take a new look at the game.

The actual review process

Now that I decided on which game I want to review or write about, it’s time to talk about the actual process of preparing the article.

The first thing I start to look at is the story of this game. The reason why I start with the story is simple, it’s one of the best ways to start your article, in my honest opinion. With that, you can set the scene for your readers and explain the mechanics, visuals amongst other things more easily as well. I have tried several times to write about the mechanics or something else first, but I felt that these articles didn’t flow well enough, and I rewrote the whole article. By now, it has become a habit of mine that I don’t know how to change and even if I should change it.

Then, depending on the message I have chosen of my article, I chose something else next. In most cases, that is the pacing or the gameplay, but it can also be the world building or the visuals. Besides having a core message, I also want the article to flow well. My main goal in writing these articles is not only to inform and entertain those who are reading my articles, but also as a way to easily share my opinion on the games I’m playing.

When you read my articles, you’ll notice that I don’t focus on the same things that most big reviewing outlets do. For example, I don’t focus on how realistic the visuals are or if the game is using the latest technology or running at the highest frame rate. Personally, I don’t really care about those things too much. I rather focus on the actual game over those things.

Now, when I’m looking at the visuals for example for my article… I look more at how consistent everything is. How well does everything fit together and fit together with the story and themes of the game. Are there models and moments that look rough or unpolished? Are there animations that look out of place and unnatural? Now, since I sometimes review a retro game, I take in consideration the technology of the time and the size of the studio that developed the game.

I mostly put my focus when writing about a game on the whole package. For example, if you introduce a certain mechanic in a game… how often is it used and what does it bring to the gameplay. There is nothing that annoys me more than having a mechanic in a game that is underused when it’s shown off with a lot of potential. I’m looking at you, for example, Death Mark II. There were some mechanics like the shop or the hidden teeth that were just underused. If a mechanic is going to be underused, don’t put so much focus on it.

Something I also find very important is consistency. While it can be interesting to break consistency in a game to surprise the player to keep them on their toes, there is no excuse to have an inconsistent game. I’m talking for example about huge difficulty spikes or the UI having different ways of working in the game. Let me give you a specific example, in Suikoden Tierkreis, the final boss of the game is so much stronger than all previous enemies, and it felt just unfair. Without any warning, you also had to know you had to grind certain characters and build them in a certain way. Maybe it might be less of a problem now that I know that, but it felt like a slap into the face after the balance of the game being very consistent.

So, do I take notes while I play through the game I’m going to write about? In the past I used to do that, but I stopped doing that. I started to have this bad habit of only writing down the negatives moments or just trying to work everything in from my notes and forcing some sections in. I do have an alternative when writing about a game now.

First, I play the game for at least an hour before I write about it. So, things are fresh in my mind. Also, I leave the game running while I’m writing my article. In case I’m hesitating on something, I can quickly jump in the game and replay to test something out.

And second, I’m abusing my visual memory. I have a very strong visual memory when it comes to games and I found out that when I play the soundtrack of the game, I start to remember quite a lot of things. I can’t write an article without playing the soundtrack of the game.

Sadly, a lot of things in a review are extremely subjective. The biggest thing here is finding a right balance for me. For example, if I didn’t enjoy certain tracks in the soundtrack of a game but I don’t see that complaint while doing some research, I mention it that way in my article. That it might be that the tracks didn’t click with me but that the overall impression of the soundtrack is positive.

The final part I usually do before I sit down and write is doing my research. This research consists out of just looking up this game in Google, reading through other articles, reading through press material, looking at the voice actors, looking at other projects of the developers… I have a whole list of things I want to answer and know about the game. Like how big was the studio that developed it? How long was the game in development? Sometimes reading up on the game helps to clear up things on why certain creative decisions where taken.

Writing the article

Now that I have chosen the game, played through (most of) it and did some research it’s time to start writing the article. The first thing I do is put in the title and it’s subtitle. And then, I create the subtitles and screenshots for the article. In case of a game review, I write in brackets the main themes of that section. For example: (gameplay, controls, music).

Then I put on the soundtrack of the game and I start writing the introduction and just continue to write. While writing, I look at the flow of the article and when I notice that a certain section would fit better in an earlier section, I move it. Now, when I remember a certain detail that fits in a later section, I add a small note in that section before returning to the point I was writing.

I don’t like writing out of order, since I find it more difficult to make sure my core message shines through or the flow/theme of my article stays consistent. So, that’s why I’m doing the article editing somewhat at the same time. When I’m finished with a paragraph, I re-read what I have written and think about the flow of the article and when it doesn’t fit, I just remove the whole paragraph and rewrite it. Now, I also read my paragraph again since my mother tounge isn’t English and sometimes I use certain expressions that don’t exist in English or just make silly typo’s.

While I use two spelling correctors to help me to avoid mistakes, I rather review it myself as well. Too many times I see that spellings correctors fail at understanding gaming terms or make the strangest corrections. While I know that my articles contain grammar issues and typo’s in the end, I try to catch as many as I can before they go live. During some breaks, I spend a couple of hours going through old contect and correcting typo’s and grammar issues. Also, when readers point them out to me, I try to fix them right away. Since, you start to read over your own mistakes way too easily.

While writing, I usually try to not take a break. I find it quite important to do everything in one go while writing. Apart from refilling my glass or taking a quick bathroom break, I try to keep writing. Usually, the whole writing process takes me around 4 hours on average.

After I have fully written my article, I copy it from the WordPress editor to Microsoft Word and let it check again for typo’s and grammar mistakes I missed. I also quickly skim through my article to make sure I haven’t left a paragraph on something stupid like an incomplete thought or sentence.

Now, if you would ask me what I enjoy the least in this whole process… I have to answer the whole SEO process. It’s one repetitive task that is just boring to do in my honest opinion. Looking for the right keywords, pasting the links everywhere and making sure you did everything to make the article appear in search engines. I’m always happy when that process is over and done with.

The opposite question is a more difficult to answer. I can’t really say what I enjoy the most in writing gaming articles. At one hand, I love the interaction with people who read my blog. The developers who found my blog by reading my articles and decide to request a review from me. It’s a rewarding feeling that people enjoy your creative hobby and are able to relax or find new games.

I also love talking about underrated or forgotten games. I just love when I get a reaction from people: “I totally forgot about this game! This game was part of my childhood.” It’s a great way to connect with people and make new friends and/or discover new games.

But, I also just love writing itself. I just love being creative and trying to entertain people and I find that writing and just using languages in creative ways is something I love doing the most. I love telling stories and being able to tell them through a game article without it overpowering the actual article is just a lot of fun to do.

Of course, playing the actual games is quite a lot of fun as well. Since I have such a broad taste in games, I play so many different games and it’s just a blast. I love discovering things about games and how they are developed and how the whole creative process works behind it. Especially since people don’t always stand still by the fact that a lot of things have to come together perfectly in order for a game, movie, album or any creative work to get created.

I just enjoy the whole process. If I have to give an average on how much time one article takes, I have to say that it takes at least 20 to 30 hours. And that’s when everything goes perfect. When I don’t have a writers block or when I don’t have other things going on in my personal life. I’m happy that I found this hobby for me and I’m surprised at how much you are all enjoying it. It still surprises me that some students of the school I work for discovered certain games through my blog and talk to me about them. I even have coworkers who come and ask me for game advice for themselves or their childern. Besides that, I get a lot of reaction through Discord and other platforms and it makes me just happy. Being able to make someones day or just help them (re)discover games and/or entertaining them… It’s one of the main goals of this blog and that’s just perfect.

Now, I think I have said everything wanted to say about this for now. Know that what I talked about in this article is my personal process and feel free to copy (parts of) my process but I highly advice you to make sure that your process works for you. Since, if it doesn’t work for you, you’ll hit a brick wall eventually and either burn out or just loose interest. Enjoy the process and stay true to yourself. That’s how I managed to write around ~ 600 articles over almost 15 years.

Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What is your creative process or did you learn something from this article? I’m curious to know, so feel free to leave a comment in the comment section down below. I’m also curious if I’ll be able to welcome you in another article but until then, have a great rest of your day and take care.

Game Informer Shutting Down After 33 Years

Game Informer shutting down

Video game publication Game Informer has announced its closure after 33 years of operation. Once one of the most popular and recognizable brands in games media, GI is the property of embattled U.S. retailer GameStop, which itself has been in a downward spiral for eons at this point.

Game Informer magazine made its debut in 1991

GI made its debut in 1991 as a print magazine, and was quick to establish a presence on the internet in the mid 90s. The magazine subscription was only just revamped in March 2024, but GI’s web presence hasn’t been as formidable as it once was.

Today, the publication announced that it’s stopping the presses completely. In an official statement, GI thanked readers and bid them farewell.

“From the early days of pixelated adventures to today’s immersive virtual realms, we’ve been honored to share this incredible journey with you, our loyal readers,” the statement reads. “While our presses may stop, the passion for gaming that we’ve cultivated together will continue to live on. Thank you for being part of our epic quest, and may your own gaming adventures never end.”

Game Informer’s closure takes effect immediately, and its next magazine — featuring Dragon Age: The Veilguard — will be its last.

The post Game Informer Shutting Down After 33 Years appeared first on PlayStation LifeStyle.

GameStop shuts down Game Informer

Game Informer has been shut down after 33 years in publication.

As reported by Kotaku, staff were reportedly called into a meeting on Friday (August 2) by parent company GameStop where they were informed of the closure, that the entire team was laid off, and that severance packages would be put in place.

GameStop shared a statement to social media the same day, announcing that the site was shutting down.

Read more

Kotaku’s Weekend Guide: Six Amazing Games We Refuse To Stop Playing

It is now officially summer. Yesterday, the solstice (Litha, as it’s known to some) brought us our longest day of the calendar year, and now we march on to ever darkening days. But right now, we’re just marching on into the weekend to spend that time off in some delightful digital realms.

Read more...

Stanley Parable and Tacoma creators fight back against onslaught of coffee games with tea-themed Wanderstop

Listen, I've got nothing against coffee games - they're some of my absolute favourites - but I've got to admit, I'm a tea-drinker at heart, and it always makes me a little bit sad when all I can serve in these games is a hot cuppa joe while tea gets relegated to the sidelines. Good on the developers at Ivy Road, then, for finally doing us tea-drinkers justice with their debut game Wanderstop.

Revealed this evening at the Summer Game Fest, Wanderstop's development is being headed up by Davey Wreden, creator of The Stanley Parable and The Beginner’s Guide, as well as Karla Zimonja, co-creator of Gone Home and Tacoma, along with music duties being performed by Minecraft's composer, Daniel 'C418' Rosenfeld.

You play as Alta, who desperately wants to get back in the fighting arena but must instead run a tea shop in the heart of a magical forest. Tough break, eh? I know which one I'd rather do.

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The Stanley Parable co-creator announces a tea-brewing sim that's secretly not-so-cosy

When the Summer Game Fest trailer for "narrative-centric cosy game" Wanderstop said it was from the creator behind The Stanley Parable, I thought I had surely entered a different dimension where The Stanley Parable was actually a wholesome shop-keeping sim rather than a zig-zagging office-based nightmare. Then Wanderstop started to get rather bleak, and I finally stopped pinching myself. See for yourself.

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Resident Evil 4 Remake (PC) Review

Od: Benj

Las Plagas, A Missing Presidential Daughter, and Roundhouse Kicks, the long awaited Resident Evil 4 remake is here and -yes- it’s fantastic.

Did I mention the kicks?

The ancient injunction “if it ain’t broke, don’t fix it” does not apply to the 2023 remake of Resident Evil 4.

Resident Evil 4 has been the definitive best game in the entire franchise for over 16 years now (maybe a lil opinion there -ed). At the time of its original release, it was a genre-defining video game. RE4 set the standards on many of the mechanics and elements that subsequent releases would make use of.

Speaking of, after a few hiccups, Capcom has been on a roll with a slew of successes. Those have been almost year after year, with the remakes of Resident Evil 2 and 3, as well as completely new sequels in Resident Evil 7 and Village. But after that last new title, Capcom finally decided to pull out all the stops, and start working on a full remake for Resident Evil 4.

It was a measure that was probably alluring as well as daunting to the developers of Division 1 – the standard bearer for everything Devil May Cry and Resident Evil. Many people considered RE4 to be a perfect game, in that it didn’t need a remake.

I personally could not think of any way for Capcom to improve on the original, aside from updating its graphics and removing some of the dated mechanics such as the QTEs. But that said, the remake annihilated all my pre-conceived notions in a very big way.

Here is my review of Resident Evil 4.

Graphics

Resident Evil 7 initially blew people’s collective minds with the full might of the RE Engine. It was a revolutionary game engine that rendered 3D scanned materials (and people) with an incredible mount of detail, while using as few resources as possible.

Through gaming use of that, the next-generation Resident Evil games all had one thing in common: they all looked great even on the dated hardware of the eighth-generation consoles. And Resident Evil 4 looks as great, if not better than, its predecessors.

Ashley and Leon hiding in the Village Church

The game looks so good and the characters all look so life-like, that it almost feels like this is a new engine. RE4 looks now how I imagined it to look back when I was younger, and playing it on the PlayStation 2.

The guns are all well-crafted and the locales look amazing. Just a note here though, as there are some reused assets from the previously mentioned Resident Evil Village. Even so, it doesn’t take away from the immersion, and that’s 100% a good thing.

But again, I feel like I can’t overstate how absolutely gorgeous everything looks. And the best part about all of this is that you can still 100% run Resident Evil 4 relatively well even with an older (gaming) computer.

Ada Wong as she appears in Resident Evil 4 (2023)

All in all, Resident Evil 4 is arguably the best-looking game released in the year 2023… well thus far, at least.

Gameplay

Resident Evil 4 plays like a dream. The original release was already lightyears ahead of its time in both gameplay and replayability, and the remake is the same if not better in every single way.

Referencing that original release again, it had tank-like controls, with an over-the-shoulder third-person perspective, and limited usage of the knife. But again, at the time it was considered an industry-defining title. Many of its successors, such as Dead Space, took some inspiration from this and created their own legacies that people love to this day.

The remake, however, has changed the game – literally. Leon can now parry enemies by pressing on the spacebar (for the PC) right before an enemy’s attack hits him. If done right, Leon will perform a “perfect parry” that will allow him to follow-up with a melee attack of his own.

Bye-bye tank

The parry is a terrific new addition, but there’s also a key alteration. Gone are the tank-like controls, and Leon is now able to move while aiming and shooting. His movement is also more fluid, and Leon finally feels like the way he is portrayed in the arguably pretty good Resident Evil CG animated movies.

The president’s daughter Ashley is also way better this time, despite still being an NPC that Leon has to protect while moving around the game’s various locations. Not only did Capcom change the original “follow me” and “wait here” commands to the more tactical commands of “tight” and “loose”.

Using the command “tight” (using the left control key on the PC) will have Ashley stick close to Leon in the same way she did in the original. On the other hand, “loose” will have Ashley stay a certain distance away from Leon while he is the middle of a fight.

It’s an innovative way to change Ashley’s positioning, because not only is she more nuanced as an NPC companion, but she can also survive on her own with the “loose” command. To balance this out, Capcom actually removed the “hide” command save for a few scenarios of the game (where I think it is still sorely needed).

One of Ashley’s biggest changes is telling Leon to look out if an unseen enemy is about to attack him. There are numerous instances when Ashley saved me from a killing blow by calling it out before it happens. She will also alert the player if an enemy is preparing to fire at Leon with a projectile.

All in all, I am very satisfied with Ashley’s changes. She made Resident Evil 4 even better despite being someone I needed to babysit from the Plaga-infested villagers.

That’s a lotta luggage

Returning to the game is the beloved attache inventory system.

The good old attache case is back – with a few changes

The attache functions similarly to the old system, but it’s learned a few new tricks. The case now has functional charms that give various buffs to Leon ranging from bonus ammunition, crafting, additional healing from herbs (plus eggs and fish), as well as a legendary charm that can even increase Leon’s movement speed.

Each attache case can hold up to a maximum of three charms out of a possible thirty. These charms can be unlocked by a simple gacha system from the returning shooting range and it will take a while to unlock every charm in the game.

Like the case, guns are also upgradeable. And while most of the weapons from the original game make a comeback, the P.R.L. 412 (which basically looked like a handheld laser cannon) is not included as of this writing.

It takes a lot of Pesetas to unlock gun upgrades too, but they are absolutely essential to surviving the horrors of the Plaga-infested Spanish countryside. However, not everything in the game can be purchased with money. The spinel also makes a comeback but in a slightly different form.

Instead of being an easily found collectible, it is now a form of currency that Leon can trade with the merchant for some nifty items such as treasure maps and additional attache cases that give buffs such as increasing the spawn rate for Red Herbs and materials for crafting.

As you can hopefully see from all of this, the Resident Evil 4 remake plays exactly like the original game… but at the same time it’s almost unrecognizable, with how much of its systems have been changed for the better.

The hills have Plagas

Unlike with the controls, the story of RE4’s remake plays out almost the same as the original. The US President’s Daughter gets kidnapped, and the information gathered from the Augmented Reality mini-game (that launched a few weeks before the game did) suggests Ashley was smuggled into Spain.

Leon is tasked by the President to investigate Ashley’s disappearance, and to get her back alive. There are a few key differences here and there as you progress through the story, but the overall gist is still the same. Still, there’s a devil in some of those details.

That’s because some of the changes in the story could possibly alter the direction of Resident Evil 5 and 6, should they be next on the docket to be remade.

Further Changes

Along with those story details, some of the characters’ fates have also been altered. That’s including Luis Sera, who was destined to die in the middle of the game in the castle section of the original game. (Minor spoilers ahead -ed)

Luis also becomes a companion NPC in the latter half of the game. But unlike Ashley, Luis can actually fight for himself, and the notorious double El Gigante fight is made a little easier with his help. One thing worth noting too, is how Luis is given more depth to his character from his voice lines as well as the various notes that Leon finds throughout his journey. And another character with a few key changes is one Ada Wong.

She is still protecting Leon from the shadows, while acting on her own agenda, but Ada is no longer a one-dimensional femme fatale. While still remaining cool, Ada is made more human in her reactions and interactions with Leon. She still cares for the former rookie-cop whose life she changed when she, uh, betrayed him… and seemingly died in front of him during the events of Resident Evil 2.

So Leon and Ada have clearly changed and been made more whole by the subtle storytelling in their encounters. But what hasn’t changed is that they both still clearly care for each other, albeit with Leon’s frustrations and jaded views on Ada and life in general.

Changes have also been made in the presentation and characteristics of major players such as Chief Mendez and Jack Krauser. While not as cartoony as his original version, Ramon Salazar is also altered for the better. Instead of being goofy, he is presented as trying to seem noble but with darker undertones, almost like a psychopath pretending to be a posh noble.

All in all, I really enjoyed how more grounded the characters seem to be in the new version of RE4. It’s definitely a welcome change.

Overall

Resident Evil 4 (2023) is the definitive version, above even the original release. It is better in every way and it’s the most fun I’ve had with a game in years. It took me somewhere around 17 hours to finish my first playthrough on hardcore mode, but it was worth every second.

Game Results Screen

This is now my Top 1, favorite game of all time. And while it has easily dethroned my former number 1 (which is unsurprisingly RE4 2006), there are still DLCs to come in the form of the Mercenaries mode as well as the rumored Separate Ways DLC (which is still unconfirmed as this review’s writing).

If Resident Evil 3 is arguably the worst remade game out of the original trilogy, then Resident Evil 4 is the best. And actually, as far as I’m concerned it’s the best Resident Evil game period. Bar none.

The best is yet to come for sure.

Resident Evil 4 (2023)
Release date:
March 24th, 2023
Platforms: PC (reviewed), Xbox Series X|S, PS5, PS4, Xbox One
Publisher: Capcom
Developer: Capcom
MSRP: $59.99 USD

The post Resident Evil 4 Remake (PC) Review appeared first on BrutalGamer.

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