
When it comes to games, you may be
familiar with the term “Triple-A.” These are the games that are
the flagship titles for publishers, games that get TV advertising,
games that multi-sequel franchises are built upon. It doesn’t
always mean that they are the best reviewed games, but they are often
the most popular in their genre.
What about all those other games?
Are there Double-A, Single-A games, etc.? Not really. In today’s
environment, games are seldom developed deliberately to start their
life as a second- or third-tier title. However, most games do live
somewhere in the spectrum from struggling-to-make-a-profit to
making-enough-profit-to-risk-a-sequel. When this happens,
regardless of game quality, a publisher may start dropping prices
early on a title that appears to be lagging in sales. Now, kids
games, value-priced games, or games designed for a very specific
audience (like hunting games or movie tie-in games) are somewhat
review-proof. In other words, they are not always adversely affected
by reviews when it comes to sales. Blockbuster games, however, are
affected by reviews and word-of-mouth. When a title is priced down to
move, it is not often perceived as a must-buy or even must-play
experience.
This means that a lot of really
interesting games can slip through the cracks. I seem to have a lot
of these kinds of games in my collection. Well, it’s more like a
pile. A pile that is far too tall, composed of games that have waited
far too long to be played. However, from time to time, I get around
to one of them. Some are indeed as bad as I feared—while others
are little gems that I wish I could have championed at the time. Not
surprisingly, these gems are often flawed.

I’m not going to go into a review
of the game. Others have done that long ago and far better than I
could. I will tell you that I thoroughly enjoyed the experience. It
won me over. I found myself rooting for the game itself. “Hey, that
battle was fun! Wow, that cut-scene made me feel for that character.
. . . Keep being awesome!” Inevitably there would be a glitch or
excruciating gameplay scenario in which I would come to understand .
. . ”Oh, that’s why they didn’t love you.” But even in all
that, the game was like a cute little puppy that did something very
wrong. I just couldn’t stay mad at it for long. I was having too
much fun in general to care that, at specific times, it wasn’t
being very good. That’s when I understood what Jeff Canatta meant.
I almost wish
“More Fun Than Good” was a rating, or a special sticker that
could be placed on the box. This way, more people would have a
chance at discovering and experiencing it. If they did, maybe we
could better bolster the games that we want to play before they are
lost to obscurity.
Anyone interested in an Enslaved
2?
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