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How Reviewers Stay Fair to an Online Game They Dislike

Every reviewer runs into games they simply do not enjoy, and the honest challenge is not hiding that dislike but keeping it from distorting the verdict.

A reviewer studying a game they clearly do not enjoy, with notes separating taste from craft on paper

Every reviewer runs into games they simply do not enjoy, and the honest challenge is not hiding that dislike but keeping it from distorting the verdict. A game can be genuinely well made and still leave a particular player cold, and a review that confuses those two things does a disservice to everyone whose taste differs. Staying fair to a game you dislike is one of the hardest and most important disciplines in reviewing, because it is where personal preference most easily masquerades as objective judgment. Here is how careful reviewers separate what they do not like from what is actually not good.

Taste and quality are not the same thing

The foundation of fair reviewing is admitting that liking a game and respecting it are different judgments. A reviewer can dislike a whole genre, a pace, an art style, or a tone, and none of that makes a game within it bad. The skilled reviewer learns to feel their dislike and then ask a separate question: is this game doing well what it set out to do? A horror game that terrifies is succeeding even for a reviewer who hates horror. Collapsing taste and quality into a single verdict is the most common way personal preference sneaks into a review disguised as an objective flaw, and catching that slip is the whole job.

Naming your bias out loud

The most honest tool a reviewer has for a disliked game is simple disclosure. Telling the reader plainly that you do not enjoy this kind of game turns a hidden bias into useful context. Now the reader can weigh the verdict knowing where it comes from, and discount the parts driven by taste while trusting the parts about craft. A review that hides its reviewer's dislike pretends to an objectivity it does not have, while one that names it treats the reader as capable of judging for themselves. Admitting I am not the audience for this is not a weakness in a review, it is one of the most trustworthy things a reviewer can say.

Judging a game on its own terms

Fairness to a disliked game means evaluating it against what it is trying to be, not against the game you wish it were. A slow, deliberate experience should not be marked down for failing to be fast and exciting if slowness is its intent. The reviewer who dislikes the pace has to resist the urge to treat their preferred pace as the standard. Asking what this game promised its intended audience, and whether it delivers, keeps the verdict anchored to the game rather than to the reviewer's wishes. The alternative, reviewing every game as if it should have been built for your taste, produces verdicts that tell readers about the reviewer and nothing about the game.

Finding what the fans love

A powerful discipline for a disliked game is to seek out what its devoted players actually value, and to take that seriously rather than dismissing it. If a game delights a committed audience, something real is working, and a fair reviewer tries to understand and describe it even while not sharing the enthusiasm. This is not about faking praise; it is about accurately reporting the appeal so readers who might love the game can recognize it. A review that cannot articulate why anyone likes a game has failed at its basic task, regardless of the reviewer's own feelings. Understanding the appeal you do not feel is a mark of a reviewer worth reading.

Separating a flaw from a feature you dislike

One of the subtlest errors is labeling a deliberate design choice a flaw simply because it frustrates you. A punishing difficulty, a sparse tutorial, or a deliberate lack of guidance may be exactly what the game intends and exactly what its audience wants. The fair reviewer distinguishes a genuine defect, something broken or poorly executed by any standard, from a feature that works as designed but does not suit their taste. Calling the latter a flaw misleads readers who would welcome it. The test is whether the thing fails on its own terms or simply fails to please you, and honest reviewing demands you keep those two findings firmly apart.

Letting the verdict hold both truths

A fair review of a disliked game often has to say two things at once: this is well made, and it is not for me. Readers can handle that complexity, and it serves them far better than a single muddled score that smuggles taste into a quality judgment. The strongest reviews of disliked games end up recommending them to the right audience while being honest about the reviewer's own lack of enthusiasm. Holding both truths takes more skill than a simple thumbs down, but it is the only verdict that respects both the game and the reader. A review that cannot separate its two truths ends up unfair to one of them.

Checking yourself against a second opinion

Because dislike is hard to see clearly from the inside, fair reviewers often check their reaction against other perspectives, not to change their taste but to test whether a criticism is about the game or about them. If every other informed player finds smooth what you found broken, the problem may be your fit with the game rather than the game itself. This self-check does not mean surrendering your opinion to the crowd; it means using other views as a mirror for your own bias. The goal is to arrive at a verdict you can defend as fair, confident that your dislike has informed your review without quietly writing the whole thing.

Frequently asked questions

Should a reviewer avoid games they know they will dislike? Not necessarily, but they should disclose the bias and judge the game on its own terms. A reviewer who dislikes a genre can still fairly assess whether a game does well what it set out to do. The key is naming the preference openly so readers can weigh the verdict, rather than pretending to an objectivity that does not exist.

How do I tell a real flaw from something a reviewer just disliked? Ask whether the thing fails on the game's own terms or simply fails to please the reviewer. A deliberate design choice that frustrates one player's taste is not the same as something broken or poorly executed. Reviews that name the reviewer's bias and describe why fans value the game make this distinction much easier to spot.

Can a reviewer recommend a game they personally did not enjoy? Yes, and the best ones do. A fair review can hold two truths at once: the game is well made, and it is not for this reviewer. Recommending it to the right audience while being honest about personal lack of enthusiasm serves readers far better than a muddled verdict that disguises taste as a quality judgment.

Reviewing the game, not your mood

Staying fair to a game you dislike is where reviewing earns its trust. It means separating taste from quality, disclosing your bias, judging the game on its own terms, understanding the appeal you do not feel, distinguishing real flaws from features that simply are not for you, and checking yourself against other views. The payoff is a verdict that helps the right reader find the right game, even when the reviewer would never play it again. A review is a service to the reader, not a diary of the reviewer's preferences, and the clearest sign of that service is a disliked game described fairly enough that its true audience recognizes it.

HC
Hannah Cole

Hannah reviews strategy and story-heavy games, finishes everything she writes up, and keeps a notebook of every run that went wrong.

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