It's the kind of publication that knows R-Type is a memorizer and thinks that great but couldn't explain you why is that so. It's like those Street of Rage articles that never explain the enemy behaviour because they are focusing on the soundtrack or how difficult Ghosts'n Goblins is. There's a distinct lack of criticism and insight, the focus is on the obvious and anecdotal you know, stuff like Space Invaders causing a coin shortage or Miyamoto being inspired by exploring a cave.
This is actually a problem with game criticism as a whole, it's simply shallow. It doesn't promote an understanding, it doesn't teach, it simply shows the game's surface.
I've said many times that I'm a terrible critic, and I know it's hard to fight against this way of writing. It's difficult to explain level design in writing, it's difficult to give credit to games like Francis Tresham's Civilization or The Tower of Druaga and it's really, really difficult to see the bubble you writing from. But I try. I know I suck. And I try to fix it. Retro Gamer seems content with a shallow approach and it's a shame because they are good enough to be better.
TL;DR: I'm never going to be hired by Retro Gamer after this post.
