Review

Visions Of Mana Review - Limited Tunnel Vision

  • First Released Aug 29, 2024
    released
  • PS5

A weak story and frustrating pacing combine into a disappointing entry in a venerated series.

The Mana series has a long and admittedly inconsistent history. There have been ups and downs, but games like Trials of Mana hold a special place in my heart. Decades on from that game's original release and a few years from its remake, the Mana series has another swing at a full-fledged title with Visions of Mana. As the first original mainline game since 2006's Dawn of Mana, does Visions still have the juice for something revelatory? Unfortunately, no. Visions of Mana is not a worthy successor to the series’ best nor worth the time it takes to excavate its few virtues to find that out.

Like many of the games in the Mana series, Visions takes place in a new world with similar touchstones to previous titles: There is a Mana tree, monster-like elementals governing the natural forces of the world, animal demi-humans, and the like. In Visions' world, however, these forces are constantly waning and require the sacrifice of seven souls every four years to the Mana tree. It is considered an honor to be chosen to die for the Mana tree and the vast majority of characters treat it as such, including the entire main cast, who make a point to never think too hard about it.

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Now Playing: Visions of Mana - Elemental Vessels Introduction Trailer

Visions of Mana is about going on a journey with some of the least introspective characters that have ever been written into a story. The cast never thinks long term about their own fates or the men, women, and children that have been sacrificed before them or will be sacrificed after. A traditional story about breaking the cycle and pondering their destinies just never comes, leaving the main cast feel like poorly-written caricatures that are barely involved in their own narrative.

Every single time I thought that Visions of Mana's story was going to be a layer deeper than what appeared on the surface, I was gut-punched by its aggressive refusal to take the next step. Small moments where characters could be built beyond plasticine marionettes fall flat on their face and are often never referenced again. Visions' story, without spoilers, strikes me as an alternate-universe Bravely Default wherein the game does not attempt to be subversive and instead plays deception as benevolence.

I held on to a deep hope that, even if Visions of Mana's story were disappointing, the gameplay would be compelling enough to act as a saving grace. This is an easily believable delusion until I realized how absolutely banal the interstitial areas between cities actually are. Rather than be fun romps filled with monsters and fun things to explore, they're dotted with collectible orange globules called Grizzly Syrup that number in the thousands. There's a handful of other activities other than fights, but they all involve finding or collecting items that feel randomly dropped in different locations rather than thoughtfully placed.

Collecting these items can be as difficult as the game arbitrarily decides to make it. Despite being given a generous air-dash and double-jump to utilize, areas are often capriciously blocked off with invisible walls. Think you see a treasure chest an easy few jumps away? Good luck getting there if an unseen barrier has been placed in the way. I often felt like I was being punished with tedium only for embracing the tools the game provides..

This movement frustration is compounded within towns, which have their own share of secrets and theoretical shortcut traversal, but also make the irrational decision to limit your double-jump to a single-jump. I do not understand this choice. No one is being harmed by your character jumping more often, and it makes walking around towns have the sensation of walking through sludge. Couple that with the strange inability to rearrange your party before you venture out to do more battles and exploration often results in just wanting to rush through it as fast as possible.

Bugs are not especially uncommon, either. The game crashed more than once. Enemies sometimes fell through the ground and required running from battle with no rewards to fix. For that matter, running from battle accidentally in the course of battle and immediately re-entering it with all the enemies at full-health happened occasionally, especially in tighter arenas near the end. On three separate occasions, I came out of battle being unable to walk any longer. I could dash, I could jump, and I made do with just that until I could get to a save point, but walking did not return until I reloaded the game.

Visions of Mana is not a worthy successor to the series’ best nor worth the time it takes to excavate its few virtues

The side quests in the game are unimaginative at best. More often than not, they boil down to beating a certain number of specific enemies or defeating certain enemies somewhere else. They are not retroactive, which might have made them more tolerable. Instead, they have the vibes of homework assigned by the teacher with minutes left in the class. It would be unsurprising if most players just stopped doing them as a whole by the end of the game, because they truly never improve to become anything compelling.

As action-RPGs, it would be easy to assume the Mana series' most redeeming feature would be its battles, but Visions of Mana manages to somehow prove that wrong. Battles are often quite fun early on, but at some point take a hard right turn into frustrating difficulty. As more and stronger enemies crowd the party, Visions becomes less like intermingling systems of reactions and strategy and more a hanging question of, "What the hell is knocking me down now?"

That the game has multiple varied job classes aligned to the different elements--a genuinely fun and interesting mechanic that is compelling to play around with--matters less when you cannot tell which enemy is juggling you repeatedly through an incomprehensible and unparseable cloud of 3D models and effects.

Boss fights are mostly determined by elemental weaknesses, which are usually easy to guess by realizing you are in a Wood dungeon and thus likely to fight a Wood boss. The problem is that coming in with the wrong element either means a tediously long boss fight or one the party simply won't overcome. On the flip side of that coin, correctly preparing for the right elemental weaknesses brings bosses in the first half of the game to heel entirely too quickly and without much resistance.

This dynamic had me wishing for something other than a stomp on either side of the equation, which turned out to be a wish suitable for a curling finger on a monkey paw. By the end of the game, bosses hit entirely too hard, with one late-game water boss effectively wiping out the party in two to three hits. In a game where I cannot control exactly what my party members choose to do, such as running headfirst into a swiping claw that quickly slaughters them before I can react, this can get frustrating.

The most harm done to movement and battle is Visions of Mana's aggressive input delay. Sometimes moves will dial-in fine, and other times a character will be hit by an attack they surely dodged. It does not feel good in battle nor does it make the exploration feel any smoother. The truly maddening part is the inconsistency of it, ensuring that I could never really build this issue into my timing.

The dungeons in the game last around 10-20 minutes each, usually having a gimmick or mechanic to learn. Early dungeons show you devices and apparatuses that are not only used for puzzles within that space but expand into the greater explorable world. Later, dungeon design becomes bereft of truly interesting ideas and relies on baffling choices to progress. One late-game dungeon features a switch to raise or lower the water level--except you can only raise it, the switch disappears after raising it once, and it is never used or referenced again. Situations like this scream cut content, which makes a short dungeon without anything engaging to sink my teeth into just seem incomplete.

The overall pacing of Visions is inexplicable. At times the journey has incidental goals that are constantly waylaid, though the entire party takes it beyond stride and into a dreamlike complacency. There is no gradual sense of getting stronger, either through mechanics or story, which makes a wild late-game decision to take on new foes feel utterly baffling. Again, this often feels like an unfinished game, and the pacing is a huge contributor to that perception.

Aesthetically, I do quite like Visions of Mana. Characters sometimes look like plastic dolls, but the bright colors and fun animations add to their designs. There are scenes that evoke concept art from Secret of Mana or just generally beautiful vistas and verdant fields to look upon in awe. Unfortunately, Visions of Mana looks quite a bit better in stills than in motion, with performance problems clogging not just battles but also cutscenes. Despite prioritizing framerate in the game's menu, battles will often stutter and cutscenes will drop to lower framerates without anything going on to justify it.

Audio is a similar melange of good and bad. Nothing from the musical selection is an earworm, but it is all good enough to carry the mood. The voice acting, on the other hand, fails to impress even in small doses. Not all the characters or lines are bad, but they feel like a Saturday morning cartoon that rises to the low bar of the story and not much further. The line reads are also not distinctive enough to parse everything being said during battle, nor varied enough to care what is being said during battle before tuning it out.

No Caption Provided

There are the rare bits of good in Visions of Mana that it would be unfair to ignore. There are occasional moments of brilliance in the world design and character asides that would surely be indicative of a greater story had they been followed up. Instead, the disappointment compounds when they are not used to their full potential, leaving what should be likable characters and fun discoveries to feel like shredded pieces of paper lining an editing-room floor.

I really cannot stress how much I had been looking forward to Visions of Mana as someone that counts games like Trials of Mana among my favorite SNES RPGs. But as the game's credits rolled, I breathed a sigh of relief. It was not just that the game was over, but that I no longer had to wonder whether it would turn itself around and make good on the dormant quality it never had the courage to reach up and grasp. Visions of Mana, after the credits, no longer had the capacity to disappoint me further.

There is a game here for someone willing to lower their standards enough, but trust me when I say there are hundreds of better RPGs for you to spend your time on. You do not need to waste it searching for a few nuggets buried here.

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The Good

  • Bright colors and impressive scenery often feel like a watercolor painting
  • The class system is varied with plenty of playstyles and options
  • Some cute and funny character moments here and there

The Bad

  • The story is one of the most bland and uninteresting in a modern RPG
  • The controls do not feel good, either during exploration or battle
  • Awful pacing makes an already elongated tale feel exponentially more tedious

About the Author

Imran Khan played Visions of Mana on PlayStation 5 for 34 hours, finishing most of the side quests along the way. Review code was provided by the publisher.
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Miquella

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The glory days of JRPGs like this are long gone.

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texasgoldrush

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Edited By texasgoldrush

"Visions of Mana is about going on a journey with some of the least introspective characters that have ever been written into a story. The cast never thinks long term about their own fates or the men, women, and children that have been sacrificed before them or will be sacrificed after. A traditional story about breaking the cycle and pondering their destinies just never comes, leaving the main cast feel like poorly-written caricatures that are barely involved in their own narrative."

WRONG

This game needs to be re-reviewed by someone else. This whole paragraph is factually wrong.

The first character you play as literally opposes the sacrifices. Hinna absolutely thinks about her fate. Or how the queen tries to prepare her brother for the throne. Etc.

This whole review sucks.

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Kaki

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Edited By Kaki

Video games are doing well: thanks to the fake GOTYs (Elden Ring, Baldur's Gate 3, vastly overrated game #4587), the endless remakes and the lame attempts to resurrect licenses that asked nothing from anyone, we are experiencing the long descent of video games into a new standard: ordinary mediocrity.

The level is so low that the slightest flickering light or hamster fart is a firework.

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mogan

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@kaki: I'm pretty sure Elden Ring and Baldur's Gate 3 were doing very well before they earned any GotY awards. Those games exploded right out of the gate.

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TC77

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Edited By TC77

@kaki: FINALLY someone who understand this!!!. I thought Im the only one who hate that trash BG3.

But I love Elden Ring tho even if it messy sea of bug and exploits.

This reviews is also point the weakest part of most RPG game Story.Mana was never once good at story yeh but it never be this bad.

Previous mana also bring something new of it time but this......it feel like you play this kind of game 100 times before with shitty story.

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texasgoldrush

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@tc77: The story is the best in the series. The reviewer just didn't get it.

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Simonthekid7

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I feel like asking "did they play the same game?" because Nick at IGN thinks the combat and controls are excellent but the gamespot reviewer is much more negative.

Maybe they did not play the game on the same console?

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jenovaschilld

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@simonthekid7: The reviewer above in the article, clearly did not like the story. Though many other reviews of this game some did or thought it was just okay. I do not think you can change a person's opinion of a game when they hate the story, especially RPGs.

It seems a fair review, and everything/aspect of the game was covered well. But that is why no consumer, should take one single opinion as the only review of the game. Combining a few reviews, will give consumers/gamers a better idea on whether to part with their money and time.

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texasgoldrush

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@jenovaschilld: The reviewers take on the story is factually wrong.

Its like he didn't even understand it.

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jenovaschilld

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@texasgoldrush: Since I personally have not played the game yet, I will have to take your word on it.

I am trying to finish up Unicorn Overlord so I can jump into VoM myself.

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cyx7

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Edited By cyx7

The demo was very underwhelming for me.

The music was just OK--for a Mana game that's no good.

The combat was basic and slow. On the third battle, an enemy went out of bounds and never returned to the field. You aren't allowed to escape that battle because it's scripted as part of the tutorial. Combat in general is confusing WRT what your teammates are doing. At least the AI feels competent. Stuff is barely explained, but they dumbed the difficulty down so much that it wasn't an issue. Just look at the enemy's pattern, then alternate between attacks and dash-dodging to win. The elite damage sponge enemies are a dull slog. Edit: combat in the full version feels less clunky, but still not very engaging for long periods of time.

During exploration of the open areas, the world does not react to your presence at all. Grass, crops and other plants don't use a geometry shader to deform as you walk over them, Water is just a transparent texture with specular highlights, no simple shader caustics. Water just looks terrible compared to what you see in the Star Ocean 2 Remake. Overall the graphics are just OK for a game this deep in the series. It does not even approach the exquisite look of Legend of Mana. The draw distance is nice, though.

And I just can't bring myself to care for these characters, or whatever the heck they're doing. There's no "hook" to the story. Just the usual JRPG plight and fight. It starts off a little too reminiscent of FFX. Don't get me started on the Eng VA. Thankfully there's the JP dub.

Lastly, the UI is a real pain to read. Iconography is miniscule and hard to parse. Dialogue boxes have no background, so words get lost in the noise of the scene. Chest acquisition puts tiny little text on the far right of your screen that is easy to miss. And finally, characters talk sometimes while you're exploring the overworld. Without a log of these little "back & forths" anywhere, I end up missing both the text and context of what is being said. Frustrating from an accessibility standpoint.

It's a AA game, at a AAA price. I think I'll pass until it's at least 50% off, or until they inevitably remove Denuvo.

Man, that was disappointing to write.

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texasgoldrush

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@cyx7: Combat too slow? Play as Morley or Careena

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texasgoldrush

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Having seen the story, this review is pure garbage.

It is easily the best story in the series, and while not fantastic, it remains thematically consistent throughout. The same cannot be said about FFXVI and Rebirth.

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Bahamut50

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@texasgoldrush: I will not be trusting either the review, or this comment xD

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texasgoldrush

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At least its better than FFXVI.

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Tiwill44

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Edited By Tiwill44

I would have given the demo a 5/10, so this checks out. I could see the full game being a little bit better, but not by much.

The Mana series used to be known for its co-op, so for me, its absence knocks 2 points off from the get go. Then the game was poor on a technical level; models disappearing far too early, you couldn't observe them up close because they would go invisible long before the camera came into contact with them. Not that you would want to observe characters up close; NPCs all had this "dead inside" look in their eyes and the character designs were quite frankly ugly across the board. Also the whole game looks blurry because of forced TAA, even on PC.

Writing felt like a cartoon for very young children with zero grit, and the main characters were all flat and uninteresting, with very dull banter in the open-world. Speaking of the open-world, you can get on your mount and run past every enemy, so it was just a big pointless area.

Combat was extremely stiff and mediocre. Also you have to chug mana potions on all 3 party members because mana doesn't regen otherwise, so if you run out of mana potions you can't use spells anymore. I find that this works better in turn-based games which are more about managing resources; here it felt like your mana should regen as you hit enemies, to keep the combat active. The boss mechanics made me feel like playing FF14 instead. To be fair, the boss fight was probably the best part of the demo, but that's not saying much. So again, if the quality of the demo is indicative of the final game, this seems like a big disappointment.

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texasgoldrush

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Edited By texasgoldrush

GameSpot strikes again.

"There is a game here for someone willing to lower their standards enough, but trust me when I say there are hundreds of better RPGs for you to spend your time on. You do not need to waste it searching for a few nuggets buried here."

Pure snot, especially from a review on the lowest side of the pool.

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IncisionX

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@texasgoldrush: What's wrong with the above quote? It's true, there are multiple superiors Jrpgs available

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what101

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@IncisionX: That can be true for any media.

Why play God of War? There are tons of better action games. Why play Any Call of duty campaign? There are tons of better Shooters.

Why play anything other than the top scored game on metacritic?

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mogan

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@what101: The whole point of a review is to help gamers decide if they want to buy a game or not. Recommending readers looking for a new JRPG check out other games in the genre first fits the brief.

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what101

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@mogan: I know, are you taking my sarcastic post seriously?

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mojito1988

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Edited By mojito1988

Almost every other critic enjoyed the game. Not much to see here.

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Chupert

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Edited By Chupert

Guys check opencritic or other sources for a broad scope, never listen to just sites like this or IGN. This is the lowest score so far this game has gotten made by some reviewer with ZERO footprint whatsoever, probably an intern, like, literally click on the reviewer name, he has done nothing before.

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Dushness

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the demo did not inspire me to buy this.

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MoogleStar

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Hopefully others have more positive reviews. Was looking forward to this.

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RagnarRedbeard

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Edited By RagnarRedbeard

No trip to Disneyland for this one then?

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Plurmp

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Not familiar with this series, but I find it hard to believe that this game is as bad as Dustborn, which also got a 5/10. From what I've seen, Dustborn just feels mean-spirited on top of being bad (the main characters literally have cancelling and bullying people as some of their perks). Visions of Mana at least looks like a wholesome game if nothing else.

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megagal1978

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Edited By megagal1978

@plurmp: Most every other critic really enjoyed the game. I’d take this review with a grain of salt. Go look on metacritic and read all of the reviews. Mostly everyone liked it.

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Simonthekid7

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@megagal1978: i must check out metacritic again then. I think Visions of Mana is in the 70s range there now? Maybe not a masterpiece but the game seems kind of nice. Not as graphically advanced as it could have been perhaps. Especially compared to Star Wars Outlaws which is released the same week. (Or Black myth: Wukong)

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texasgoldrush

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@megagal1978: The Youtubers love it more than the pro critics.

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mogan

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@plurmp: I seriously doubt those games are comparable.

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Plurmp

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Edited By Plurmp

@mogan: I wasn't comparing the games, I was comparing their review scores on this website. I don't think a mediocre wholesome game is as bad a mediocre mean-spirited game.

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mogan

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@plurmp: That's comparing the games. The same score for one doesn't mean it's as good or bad as the other when the games aren't comparable. A 5 for Visions of Mana is not saying it's as good or bad as Dustborn, just that it was an overall mediocre experience for this reviewer.

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Mimbus

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@mogan: And that's why so many people hate giving games a number score because they don't really mean anything since a 5 for one game and a 5 for another are in no way comparable. We really should move away from a numbered system to a recommend/not recommend type deal instead that allows for more nuance.

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mogan

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Edited By mogan  Moderator

@Mimbus: Oh, I completely agree that scores are largely useless, and the review is really where all the information is. I'd love for reviews here to ditch the scores and just have a recommendation at the end. Too many people get hung up on the scores and whether or not the numbers reflect their own opinions.

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Plurmp

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@mogan: Treating all review scores like they're in a vacuum is a terrible idea and only serves to confuse the readers who notice the inconsistent standards. Yes, games can be vastly different, so they're hard to compare in terms of gameplay. But there are some objective and universal standards that apply to pretty much all games. Are the visuals and sound design appealing? Is the gameplay loop fun and satisfying? Does it have lots of content and replay value?

If you asked me which movie was better, Alien or Dumb and Dumber, I'd have no problem saying Alien is objectively the superior movie, even though I enjoy both. I wouldn't start blabbering about how you can't compare a horror movie to a comedy. And I don't think you would either. Dumb and Dumber might be funnier, but anyone can see that Alien has a better story, better special effects, better sets, better acting, etc. There's no reason why anyone would not acknowledge it as the overall better film. Why not have the same approach to reviewing video games?

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Simonthekid7

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@plurmp: But Alien does not have a cool dog vehicle. :)

I think it is difficult to compare different kinds of games and ultimately it also depends on what kind of games the player (or reviewer) is into or what he/she (sorry, no they) likes a little bit. Someone who does not like ice hockey might think all NHL games are bad. (Someone who does like ice hockey would still say EA sports messed up NHL 24 a bit.)

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Boodger

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@plurmp: That system is not helpful though. Review Dumb and Dumber based on how well it accomplished being a comedy, and Alien based on how well it accomplished being a sci fi horror.

If a game like Ocarina of Time is a 10, then so few games would ever be given a 10 with your system. I would much rather know if Resident Evil 9 is a 10/10 in the context of a horror game, not if it is as good a game as OoT.

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