Game Informer shutting down after 33 years
theverge.com
theverge.com
Now, it's almost like games are made in public. Everyone knows what you're working on thanks to leakers and court filings. Every developer's life is analyzed and used as fodder for the rumor mill. Companies are basically forced into early-access because the cost of a bad review by a prominent influencer post-launch is too high.
I only relied on the pictures on the box. ;)
That’s not to say games were better back then. But the newer generations will never know the joy of checking the mailbox every day and seeing that brand spanking new issue of Ultra Game Players Magazine, then being the only kid in the neighborhood to know about the next gen console specs, and feeling cool about it.
Game Informer on the crapper was the best use of time. What probably killed it for me/caused me to cancel my subscription was the rise of cellphone use on the toilet.
well, as public as a celebrity. You'll get all the juicy gossip and drama but almost none of how the sausage is made. Dev talks at places like SIGGRAPH and GDC are absolute gold mines for public info that would be closely guarded secrets 20 years ago for AAA games, but those are still rare and far between.
>Companies are basically forced into early-access because the cost of a bad review by a prominent influencer post-launch is too high.
I think this is a pretty recently dying sentiment these days. AAA games feel buggier than ever and the launch for some may as well be an open beta. They want to get players in now and fix it later after hoping they recoup costs. And I guess it still works enough to keep doing it.
Gaming mags like Game Informer used to be the premier source of gaming industry news - exclusive interviews with publishers and studios, and game reviews. The reception of these quality articles largely determined the success of games.
But now? Just buy off a few “influencers” with significant following, have them play through the happy path, review, edit and approve videos for positive vibes.
Formula for success. No need to push out quality anymore. Keep milking the cash cow game series.
Very hard to find a good game these days. Have to sift through at least a dozen of shit games in the marketplace before settling on something half decent.
If it was that easy there would be no unsuccessful games.
> Very hard to find a good game these days
Hard hard disagree. We're drowning in great games. The 90% of everything is shit rule is the same as it's always been so I'm sympathetic to having to sift through hay but there are more needles than ever before.
At some point in my life I started watching people play games on YouTube far more than I play games myself. There are a handful of channels I follow where the creator (influencer?) plays a wide variety of new games completely uncut. Very often, for a single game there are 100+ 30 minute videos of the entire game.
I find this kind of deep-dive into the game to be invaluable. Good creators/influencers make it abundantly clear when they are taking a sponsorship. It is also usually clear when a sponsored game gets 4 videos (total of 2 hours of content) how the creator feels, even if they don't explicitly criticize the game. Although, the better creators will offer unbiased opinions even on sponsored content.
When I compare this to the vast majority of gaming "journalism" that I grew up with, I am more than happy with the new status quo.
I just don't have time to play another 100+ hour RPG or slog my way through a FromSoftware game, but I do want to keep tabs on what is being done. Sampling 5 or 6 hours of the 100 hours of gameplay for games I know I am unlikely to purchase was a compromise. Then it became a habit. I now definitely spend more time watching people play new release games than watching Netflix, etc.
And this habit has resulted in me buying and enjoying games I never would have found otherwise.
Demos are limited in that often they’re a short snippet of game and may not be indicative of the whole thing.
The issues aren't sponsorships which are always obvious, it's that content creators are by the very nature of their business model completely audience captured. They don't review things that aren't going to get them clicks on their channels, and if they do they're unlikely to give a truly controversial opinion that conflicts with the views of their audience or sours the relationships with a publisher.
That is the real value of journalism, gaming or otherwise. There's a firewall between the audience and the writer and there's institutional power that gives writers independence. Content creators are, the overwhelming amount of the time, just an amplified version of their median audience member which is why companies love them much more than journalists, and it also means there's zero signal in what they say.
I remember when Kotaku started (long before they were bought out) and they were lauded as being immune to this interference. Same with Giant Bomb, which has now changed hands many times.
I'm not saying the current system is perfect - I'm just saying that my own preference has completely changed. I stopped reading game reviews probably a decade ago and now I have a small selection of creators who have proven themselves to me. They didn't do so by trying to be a YouTube equivalent of game journalism (ala TotalBiscuit or Zero Punctuation) but simply by playing thousands of games. The review is incidental, their primary focus is on playing the game.
The days of listening to the opinion of someone who played the game for 5 hours in a rush to meet a deadline are gone for me. The days of someone shoe-horning reviews into gameplay/sound/ui/audio breakdowns are gone for me. For almost any game I care about there is someone who is just playing it, and I watch them play it, and decide for myself.
The thing with lets-players and different youtubers is there are a bunch of small time ones that like a particular genre and play things around that. If you don't like the ones you're seeing, search around and you'll typically find a number of different people playing the game and putting up on YT.
Still, I think Game Informer was one of the better magazines, along with Video Games and Computer Entertainment.
But the demise of print-based anything for games was rather obvious once broadband Internet became ubiquitous and online gaming became a real thing. I haven't touched a magazine let alone a video game magazine in over a decade. Doesn't mean they're not cool to have, or don't perform a valuable function, but I'm surprised it lasted this long.
The reviews there were actually trustworthy, so if they gave the game a decent score I’d know that it’d be an objectively good game (even if that particular game would be a bad match for me)
There is yet to be an A24 equivalent for gaming. And I’m not sure there ever could be.
Super Mario Wonder, Unicorn Overlord, Elden Ring, Hifi Rush, Monster Hunter World or Rise. Like A Dragon. Cyberpunk 2077.
There are plenty of great games you just need to listen more to the fans (and small youtubers who share your tastes).
There's three things that exacerbate this issue:
* Everyone is in the same lobby
You're matched up with players with no regard for skill or gear. If they split the community by some sort of skill measurement, the high-tier players would be stuck in queues waiting for their peers, so that option is probably out. Splitting by gear is possible and worth exploring, IMO. (Imagine a zero-to-hero lobby where everyone starts with a pistol and a can of beef stew.)
* Insurance, post-raid recovery of items
People can get many of their items back when they die during a raid for a relatively small upfront price. They can commit "fraud" by ditching insured items before they die, guaranteeing they can get them back later. This allows high-tier players to preserve more of their high-end loot indefinitely and the fraud part makes it harder for lowbies to get the good stuff earlier. IMO, insurance should be ditched entirely.
* Characters can level up skills, attributes
Like a lot of games, in EFT you can boost your skills and attributes in game. For example, you can make it easier to spot loot and reduce how much water/food you need. Naturally, experienced players will have characters with higher attributes, which tips the balance even more in their favor. I think ditching this would help a lot.
Similarly, characters can gain access to higher tier loot that they can simply purchase in-game. They can buy items lowbies will have basically no chance to ever buy, and because of insurance fraud, may never even be able to loot.
All of this is usually written off as a "skill issue". I concede that my issues are mostly related to skill. But the fact is that different people have different skill limits (and of course time to practice) and adding game mechanics that exacerbate the differences makes the game less fun for newbies -- the very newbies that they need.
As for the game, well that’s a hot take
If you only played in early Factory-only days you probably have seen maybe… 5% of the game?
It’s the deepest and most complex FPS there is mechanics-wise, not to mention the map design is simply above and beyond any other first person GAME, not just shooter. The developers seem to craft enormous multi-level maps inch by inch, with minimal copy-pasting. It’s on the level or better than Red Dead Redemption 2 level design and that’s a multi-billion dollar game.
Not to mention the mechanics that turn any engagement into a 10D chess.
As far as AI, eh, it has improved (you can call the scavs using voicelines and they will reply, and ever eventually command them, so you can have 5 scavs following you around the map reenacting some degenerate version of D&D :) I assume AI will keep improving faster now as they’ve added PVE mode (if that’s your thing).
Ultimately Tarkov is PvP that is unparalleled and the emergent storytelling that comes from encounters with other humans.
If you really haven’t touched in 5(?) years I’d urge you to give it a shot - the new wipe starts Aug 20 (booby traps, Molotovs and burning mechanic, UZI and M60 are coming). I heard it may be the last one wipe before the release - at least the devs started to talk about 1.0 and that the game is close to being ready (I agree actually).
Sure it's marketing but I don't think Game informer held any special sway that any other review didn't.
Can you list an example where a review significantly changed a games reception?
"Game doesn't run, and it also killed my cat. 6 out of 10."
I was a teenager doing it as a side gig for paper route money, so it’s not like my integrity was ever really in it. Nobody reading my reviews knew that, however, I was presented as an adult full time employee by the company. So yes, it was always pretty bad in a lot of places.
In many ways this is good (consider Minecraft started as a dream and a very clever price curve). But I think we have passed the event horizon where content comes out faster than it can be consumed.
It literally doesn't matter how good or bad they are at acting, all that matters is the game gets coverage on their channel, that's exactly what the campaigns are paying them thousands for. Yes, thousands.
I can tell if a game is good or not by watching people play it. I haven't been duped yet. It's always obvious when the game is a stinker and the person playing it is straining to look like they're having fun.
Now you have excellent reviews by real people actually playing the game instead of some „journalist“ pretending to.
Good riddance, you won’t be missed game journalism
2023 was arguably the best year for gaming since it became completely mainstream with Baldurs Gate 3, Zelda (tears of the kingdom), spider man 2, cyberpunk dlc and more.
You're probably just too active on streaming/YouTube game review sites if you honestly think that.
The opposite is happening which is the scale, detail and complexity of these games have instead dramatically increased resulting in much larger teams and longer development times. The sequel to Breath of the Wild (one of the best selling games which has no online transactions to milk) took 6 years to develop. We still don't have a new 3D Mario game since 2017 but is supposedly in development.
The Cyberpunk2077 AR one was amazing too: https://x.com/gamebowski/status/1281003400403042305
Huh, that sounds crazy. Even back in the 90s subscriptions were common in the UK. I would get a 6 month/1 year sub to a magazine i liked for a birthday every now and then. There would always be a page trying to get readers to sub.
I assumed this is how the likes of Edge still survive.
Some more discussion: https://news.ycombinator.com/item?id=41141260
But my parents were frugal, so Game Informer was the first magazine subscription I ever had. I credit it with greatly improving my reading skills by exposing me to journalism.
Imagine that, a magazine, marketing puffery designed to push the very product that said store was selling - is going to be missed.
But then again people had the same outcry when, say, the Sears Catalog went away.
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As for magazines I personally missed, Nintendo Power, EGM, Playstation Magazine were all of a higher tier and quality, and I'm sure I'm aging myself there. :)
Board members generally hold stock and don’t receive large cash payments from the company. The board represents the shareholders so there would be a massive conflict of interest if they made more money from the company in cash than from shares.
It’s been a a few weeks since I read him but do you mean something more than beloved for providing grist for the “look at this absurd thing” mill?