Be a Critic
January 13, 2015
What if I told you that The Elder Scrolls V: Skyrim has the depth of a swimming pool, that Minecraft is aesthetically and mechanically dry, and that Bioshock Infinite is not a good video game? Conversely, what if I told you that Skyrim has one of the most beautifully crafted worlds in video games, that Minecraft has changed the landscape of independent gaming as we know it, and that Bioshock Infinite is a masterpiece of artistic direction? Say what you will; my opinion is nuanced, and it is alright that I hate the things you love.
When discussing criticism and the nature of critique, it’s important to realize that there’s no such thing as an objective opinion. There are certain things that I like, and there are certain things that I don’t like. That’s not objective; that’s biased. Sure, you can base your critique in as much objective criticism as possible (such as statistically inadequate performance or graphical fidelity), but in the end, your opinion is an amalgamation of bias and preference. There is no such thing as an objective review. Your opinions are not fact.
With that said, let’s get back to gaming, as it exemplifies this problem. One trend, I’ve noticed, is that people tend to be afraid of criticizing a “good” game as if it has some protective, criticism-free veil. Statistically speaking, Bioshock Infinite (according to the review aggregate site Metacritic) has a 94/100 on average by various review outlets. It’s critically acclaimed, and some believe it to be the greatest video game ever created. You don’t have to agree, and in most cases you shouldn’t.
Having a nuanced opinion, one that doesn’t necessarily take any side into account, is a rarity among reviewers. We feel, and are usually told, to have a blanket opinion, one that is unwavering and consistent. It’s easy, efficient, and emulates the binary political system we have today. It’s relatable—and for a lot of people that’s assuring. But we also tend to forget that we are human. We all have unique backgrounds and experiences that make us who we are. We are enigmas, and we should cherish that. But we don’t.
We fall into the realm of complacency, a realm in which we allow others to dictate what we like or don’t like. I was very much like that myself—having to confirm my bias through only positive reviews of games that I enjoyed. I was void of nuance, void of an opinion that factored in more than one viewpoint. It’s like looking at the world through the lens of a binocular.
That is why I urge you to criticize, to become an active participant of the entertainment you consume. Analyze why you don’t like something, ask questions and try to understand yourself better though the games you play and the movies you watch. Sure, it’s not difficult being a critic. In fact, it’s one of the easiest things you can do. It’s much easier to criticize than to create. But without criticism, there is no improvement.