By James Pinnell on May 23, 2014 at 2:42 pm
One of the (few) luxuries of being a freelance games journalist is that I rarely tend to be uninformed when it comes to most titles. Many of my colleagues are generally across almost every inch of every genre of every platform; meaning I usually know what’s good and what’s not by the time embargo lifts. But every now and again, just like everyone else, I fall head over heels with the idea or the concept, rewatching trailers and gasping at the pure adrenaline of the hype.
Deep down I know it’s a poor idea, with every ounce of logic in my body pushing against the charging train of sheer want. So I preorder. I preorder Sim City. I preorder X: Rebirth. I preorder Diablo 3. I beg and plead for early keys from the online grey suppliers, desperate for the bucket of games heroin to quench my nagging thirst. But the payoff, when it finally, initially blissfully, arrives, I’m left wanting: The game is bad.
But the marketplace is not the same arena that it once was, where games came permanently hardcoded onto cartridges, CDs and DVDs. There were no updates, patches, mods or expansions back in the golden days, so if a title was poor, it stayed poor for eternity. Game breaking bugs could destroy the livelihoods of a developer, squandering years of work in a matter of days and weeks as returns and leftovers piled up on store shelves. But in 2014 things are different.