Feature

When a lot of words gather in one place, be careful. It might be a feature.

The Reviewer's Guide To Game Reviewers

The Reviewer’s Reviewers may only be judged by God (if unavailable, Digital Foundry)

This week Larian boss Swen Vincke, a man never short of an opinion, donned the cursed sash of Twitter Main Character with the suggestion that games critics should be subject to their own Metactritic-style judgement, just to see how they like it.

“It’s easy to destroy things, it’s a lot harder to build them," he wrote on X, a platform I’m not going to link to because I don’t want to expose you to all the horrifying footage it contains. "The best critics understand this. Even when they’re being critical, they do their best not to be hurtful.”

An image of a Tweet by Swen Vincke that reads "Sometimes I think it'd be a good idea for critics to be scored, Metacritic-style, based on how others evaluate their criticism. I like to imagine it would encourage a bit more restraint. The harsh words do real damage. You shouldn't have to grow callus on your soul just because you want to publish something."
Never be the Twitter main character.

“Sometimes I think it'd be a good idea for critics to be scored, Metacritic-style, based on how others evaluate their criticism. I like to imagine it would encourage a bit more restraint. The harsh words do real damage. You shouldn't have to grow callus on your soul just because you want to publish something.” He subsequently deleted much of the thread, correctly stating it was being taken out of context, although Edwin has preserved it over on RPS.

The idea was roundly slated for overlooking the

Three game devs climb a mountain - part 5

Getting to the root of the problem

Bennett Foddy thinks his friends might be dead. We call down to the forest floor from atop a mossy boulder and wait to see if either of our co-op climbing buddies respond.

"Yeah, sorry guys," we hear Emeric Thoa speak up. "I was being rescued by Holly because I died or fell or passed out. I don't know... I was witnessing the whole thing from my dead body."

Missed some of this series? Click here

Emeric is not dead, thankfully. But he is badly ill. Spore blasts and falls have taken their toll on his big-headed orange body, reducing his stamina meter a lot. This is where Peak's many items and gizmos may come in handy. Bandages will heal wounds, for example, while others might help with ascending unscaleable walls, such as the small circus cannon Holly Jencka has quietly stashed in her backpack. It's a familiar concept to these bleeding, aching game designers: resource management.

Holly and Bennett wander around on the mossy rocks, with Emeric out of sight.
If you take a moment to look at my health/stamina bar you will notice maybe things are not going so well.

"There is a little bit of

Three game devs climb a mountain - part 4

"I don't know if coming up here was the right call, gang."

We finally reach the summit of the first mountain. Holly Jencka, Emeric Thoa and I gather by the fire as Bennett Foddy talks about random generation and orthodox versus unorthodox game design. You can tell this man is a professor. I feel like I am getting a university class for less than the thousands of pounds of debt it would otherwise cost. I forcefeed him a roast marshmallow but he keeps talking. 

Meanwhile, Holly charges towards the Roots. This is Peak's newest biome, a dense forest of spiders, poisonous mushrooms, exploding spore pods, and other fungal threats. I follow dutifully, asking more questions as random gusts of wind whip through the canopy.

New to this series? Click here

The geometry and layout of every island in Peak is procedurally generated, which means some might be wildly more tough than others. Again, this devotion to randomness is something the three developers haven't necessarily pursued.

The three Peak players look toward a giant toadstool and a green vine that will get them across to it.
Just a simple vine rope to the next mushroom. Simple.

"When we started [with White Knuckle]," says Holly, "we considered: do we want to do fully procedural level generation? But it is really quite difficult.

Three game devs climb a mountain - part 3

They still haven't eaten each other, at least

Holly Jencka stuffs girl scout cookies into Bennett Foddy's mouth. She turns and marches on, looking at a rickety-looking rope bridge ahead of us.

"Okay," she says. "We should only do this bridge one at a time... because they have a tendency of collapsing."

We make it over one by one. If we'd tried crossing all at once the bridge would possibly give way under the combined weight of our cartoonishly large heads. It's good to have Holly here, someone who has played Peak more than the rest of us. But this kind of high-stakes multiplayer camaraderie, sometimes lovingly referred to as "friendslop", isn't actually a factor in the games created by these developers. They all make single player stuff. That means their own games feel quite different.

Missed previous entries? Click here

"That sense of isolation adds a lot to the somber mood I think a lot of climbing games have," says Holly. "This game, you don't really feel it, because you're goofing off with three other people but... I think any of the games all of us have made you get this melancholy

Why I don't worry about AI game critics

It is because they would be idiots

AI can't do my job. It's annoying I even have to say it (for many of you, I probably don't, but let's get into it for those at the back). There's a huge amount of valid worry about AI and the ways it's replacing human work in our industry. It has hit the voice acting in extraction shooter Arc Raiders, and the textures in whatever the fuck inZOI is. One report showed that 1 in 5 new games on Steam use generative AI. A worrying trend whether you're an artist, actor, or programmer.

In games media, though, we haven't seen as much explicit uptake. The tech is wreaking havoc in other ways, but there are few who'll admit to actually using it to write reviews or news pieces. This might be a case of some writers hiding their use out of shame (it's proven to make you look incompetent and lazy) but I doubt it. I think a lot of us, having made careers out of analysing an endless flow of games, movies, books, and music, just understand a simple, reassuring truth: humans like human art.

An AI cannot review

Three game devs climb a mountain - part 2

"I would never do climbing for real"

In Peak, you reach out your hands to grab onto surfaces. Holding left click against a wall or a tree sees you climb, but your stamina bar will drain quickly. Thankfully, players can offer an arm to hoist up a fellow climber in a difficult spot. You'll need to boost and help each other out a lot to reach the summit. It's a good thing the three game developers I have roped into this horrendous jaunt seem to be good at working together.

"I think when you talk about climbing, you're talking about a very strenuous sort of activity," says Holly, plucking fruit from a shrub growing on the side of a cliff and pocketing it for a future snack. "You're talking about this very physical thing. And giving your player character a physical body that obeys some rules of reality helps the feeling of climbing become more real in a sense, right?"

Missed any of this series? Click here

Over the course of a climb in Peak, your stamina bar will become afflicted with all sorts of clutter that reduces how much energy you have - injuries, burns, sleepiness - all reducing

Three game devs climb a mountain

It's your turn to get over it, Foddy

"So, I assume the task is to climb that giant peak up there."

I look at the mountain and tell Bennett Foddy he is correct. The creator of Getting Over It and co-developer of Baby Steps has agreed to my unusual journalistic request. He must conquer a mountain in co-op climbing game Peak and answer my questions while doing it. And he won't be ascending alone. With us on the beach at the foot of this mountain are two other hardened developers of climbing games. Holly Jencka, lead developer of urban clambering sim White Knuckle. And Emeric Thoa, creative director of sci-fi alpine sim Cairn. They are currently rummaging through suitcases and collecting coconuts. I don't say it out loud but I have a strong feeling none of them will survive.

After messing about on the beach for a few minutes, I tell the trio they're "on their own". I'll be following, but mostly hanging back and asking questions. I want to see how three developers of climbing games will manage when faced with a mountain not of their own making. Maybe we'll uncover gems of game design wisdom along the way.

The best games of the decade (so far)

Yes, we know it's not over yet

A list article is not how I imagined setting Jank up as a unique place to read about PC games. Everybody does lists. But the more we thought about it the more it made sense - we wanted a definitive rundown of our favourite games from recent years. We needed to offer you a taster menu.

This is not simply a list of cool games we reckon you ought to play, it's a way of telling you exactly who we are at Jank - what kind of sickos we are, and how to distinguish us from the other sickos. It's also a chance to stare one another down across a spreadsheet, sweating like three spaghetti western outlaws, chewing words in a tense standoff to see whether or not Balatro will make the cut. It does. [spits]

Our process was simple: we made a big raw list of all the games we liked even a little which were released between 2020 and now, and included many games that made an impact, even if we weren't that hot on them. This "shortlist" came to 172 games. From there, we cast votes. Any game with at least one vote from any of