1991: Game Magazines Expand Reviews

If you were a video game enthusiast in the late 1980s, your primary sources of information were often limited to the sparse back-page ads in comic books, word-of-mouth from friends, and the occasional brief preview in a general computing magazine. The concept of a dedicated, in-depth critique of a game before purchase was a rarity. However, the year 1991 stands as a pivotal turning point, a period when the nascent video game journalism industry, particularly through monthly print magazines, began to formalize and significantly expand the scope, depth, and influence of the game review. This evolution was driven by the increasing complexity of games themselves and a growing, more discerning audience that demanded more than just basic news and release lists.

The catalyst for this shift was the 16-bit console war between the Sega Genesis and the Super Nintendo Entertainment System (SNES), which reached a fever pitch in North America and Europe around this time. Games were no longer simple, arcade-style experiences; they were becoming longer, narrative-driven, and technically ambitious projects with price tags to match. A consumer facing a $60-$70 cartridge needed more guidance. Magazines like Electronic Gaming Monthly (EGM), GamePro, and the newly launched Nintendo Power in the West, alongside publications like Famitsu in Japan, responded by transforming the review from a mere description into a critical evaluation tool.


The Anatomy of a New-Style Review

Prior to this era, a “review” might have been a single paragraph of impressions. By 1991, it had matured into a structured, multi-faceted analysis. The core innovation was the introduction and standardization of the multi-category scoring system. Instead of one overall score, games were broken down into distinct elements, each judged separately. This approach acknowledged that a game could have stellar graphics but poor sound, or fantastic gameplay hampered by a confusing story.

  • Graphics/Sound: Critics began to assess not just technical prowess (the “blast processing” of the Genesis vs. the Mode 7 effects of the SNES), but also artistic direction and audio composition. The moody atmosphere of “Castlevania: Rondo of Blood” or the iconic soundtrack of “The Legend of Zelda: A Link to the Past” became points of critical discussion.
  • Gameplay/Control: This became the paramount category. Reviewers focused on responsiveness, intuitiveness, and the sheer “fun factor.” A game with clunky controls, like certain early polygon-based titles, was often harshly critiqued, regardless of its visual novelty.
  • Challenge/Factor: Magazines evaluated difficulty curves, replay value, and the presence of secrets or multiple endings. A game that could be completed in one sitting was often seen as a poor value proposition.

This structured critique was often presented alongside screenshots and detailed captions, which were themselves a form of analysis, pointing out graphical details or gameplay mechanics. The writing tone also evolved from fanboy enthusiasm to a more measured, critical yet accessible style, aiming to serve the reader’s purchasing decision above all else.


The Rise of the Review Crew and Aggregate Scores

Perhaps the most significant innovation pioneered by magazines like Electronic Gaming Monthly was the “Review Crew” concept. Instead of a single reviewer’s opinion, a game would be assessed by a panel of three, four, or even five staff writers. Each would provide a short blurb and an individual score, culminating in an averaged final rating. This practice served multiple purposes: it mitigated individual bias, highlighted how different tastes could affect perception (one reviewer might praise a game’s difficulty, another might pan it), and gave readers a range of viewpoints to consider.

MagazineReview Format Innovation (c. 1991)Typical Scoring Scale
Electronic Gaming Monthly (EGM)Multi-reviewer “Review Crew” with individual comments and averaged score.A-F letter grade, often with +/- modifiers.
GameProSingle reviewer, but with iconic “ProTips” and a strong focus on accessibility for younger players.1-5 score across 4-5 categories (Graphics, Sound, Control, Fun Factor).
Nintendo PowerOften more preview-focused, but reviews used “Nester’s Review” with a friendly, in-house tone.1-5 “Power” score, later a percentage.
Famitsu (Japan)Four-reviewer cross-review system, highly influential in the industry.Individual 1-10 scores, summed for a total out of 40.

This shift towards aggregate criticism planted the early seeds for the modern Metacritic culture. A high aggregate score from a respected magazine could generate significant buzz and directly impact a game’s commercial success in an era without instant online word-of-mouth. Conversely, a panning from multiple reviewers could doom a title, creating a new layer of accountability for developers.


The Ripple Effects on Industry and Audience

The expansion of game reviews in 1991 did not occur in a vacuum. It created a dynamic feedback loop between publishers, developers, and players. Magazine reviews became a key marketing tool; a high score was eagerly plastered across advertising and box art. Developers began to design games with the known criteria of major magazines in mind, prioritizing polished graphics, solid control schemes, and enough content to ensure a favorable “Challenge/Factor” score.

  1. Consumer Empowerment: Gamers were no longer buying purely on brand loyalty or box art. They had access to detailed, comparative analyses that helped them spend their limited funds more wisely.
  2. Critical Discourse: The letters pages of these magazines became hotbeds of debate, with readers passionately agreeing or disagreeing with published reviews. This fostered a sense of community and shared critical language.
  3. Industry Benchmarking: The consistent application of review criteria established informal benchmarks for technical and design quality across the industry, pushing overall production values higher.

Of course, this system had its flaws. The close relationship between some magazines and console manufacturers (notably Nintendo Power) occasionally led to perceptions of bias. Furthermore, the review process was still relatively fast, and the long-term staying power of a game—how it felt after 20 hours, not 2—was sometimes missed in the rush to meet monthly print deadlines.


Takeaway

  • The year 1991 marked the point where game reviews evolved from simple previews into structured, multi-category critical evaluations, driven by the complexity of 16-bit games and a more discerning consumer base.
  • The introduction of the multi-reviewer panel (like EGM’s Review Crew) and aggregate scores helped mitigate bias and created a precursor to modern review aggregation, significantly influencing game sales and developer priorities.
  • This formalization of game criticism empowered consumers, fostered community debate, and established quality benchmarks that raised the bar for the entire video game industry, setting the template for all game criticism that followed, both in print and online.

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