Videogame Culture Needs to Stop Fetishizing Skill

Games criticism moves in cycles. This isn’t new. It’s sort of a natural occurrence since the medium is still relatively young , so when notable events occur that the entire sphere is concerned with, we end up having the same debates. It’s… frustrating, as a critic, to have to rehash the same argument about once a year, but in a way it helps keep your thoughts fresh.
With that in mind, it looks like we’re talking about skill level again.
To be more specific, the conversation about the role that skill has in critically analyzing and reviewing games has started up again. In a recent video by Venturebeat, journalist Dean Takahashi struggled to finish the first level of upcoming title Cuphead.
While this incident is new, the debate about the position of skill and challenge in games is far from recent. It was arguably the center of the conversations surrounding Dark Souls. It still is a debate whenever someone mentions older videogames—especially those from the 8-bit or 16-bit eras that, in comparison to more modern titles, can be tough-as-nails. Games have a long and sordid history of difficulty and the balance of challenge to satisfaction.
When a reviewer has trouble playing a game, the instant reaction by many crowds boils down to “If you can’t play this game, why are you in games criticism?” The implication isn’t hard to find: There is an assumption that in order to be a good games critic, you have to be good at games.