Langbahn Team – Weltmeisterschaft

User talk:Eviolite

Overall, the Reception section looks nice. One thing reviewers will be looking for, however, is comprehensiveness; does this section include every common critical opinion without leaving things out? Since there are only five reviews, it's easier for the reviewers to see if you did or not. I saw you were struggling with writing a good reception section, so here's a new strategy I started using. It's currently present on Paper Mario: Color Splash for reference:

First, I made five bullet points of what I assumed would be the most common of all critical reviews. Color Splash had a different set, but these four should apply to this game.

Writing and narrative
Art and graphics
Gameplay
Other (if needed)


Next, I read each review one at a time, and anything they said that fell into any of these categories, I put down for future use. I also generalize the bullet points further if needed. For the sake of example, I'm stealing lines from your article, so some things might be out of context.

Writing, narrative, and soundtrack
  • Jordan Loades from Nintendo World Report, who noted that the soundtrack "offers an incredible yet melancholic backdrop"
Art and graphics
Gameplay and mechanics
  • Loades largely considered it and the repetitive gameplay a negative.
  • Loades also thought that the level design was uninspired, with the puzzle elements seeming more like annoyances.
Other (if needed)



Writing, narrative, and soundtrack
  • Jordan Loades from Nintendo World Report, who noted that the soundtrack "offers an incredible yet melancholic backdrop"
  • Andy Chalk of PC Gamer stated that it "plays one of the best videogame soundtracks [he's] heard in ages".
  • Byrd, writing for The Washington Post, applauded the game's use of references to science fiction novels and films.
  • Castle, who called the station "[the game's] greatest weapon against any grinding or gnashing of teeth" and "just so darn soothing".[
Art and graphics
  • Chalk writing that "the real hook, though, is everything that's going on in the background".
  • Reynolds of Nintendo Life found some of the neon signs to be "needlessly childish" or inappropriate and that they "pulled [him] out of an otherwise pretty engaging and deep narrative".
Gameplay and mechanics
  • Loades largely considered it and the repetitive gameplay a negative.
  • Loades also thought that the level design was uninspired, with the puzzle elements seeming more like annoyances.
  • Byrd praised Golf Club: Wasteland's simple mechanics
  • Wood of PlayStation LifeStyle found the gameplay highly frustrating, with inconsistent swings, necessary trial and error to determine the correct path, and long animations required to restart each stage; he stated that the golf "is simply not all that fun" and that he wished the developers focused more on secrets and interactions rather than "making frustratingly difficult levels that require lobs to barely reachable and tiny platforms
  • Castle felt that the distance of shots could be difficult to judge and thought it could be clarified with color coding.


After, I removed the headers and bullet points and mushed all the lines together.


Jordan Loades from Nintendo World Report, who noted that the soundtrack "offers an incredible yet melancholic backdrop". Andy Chalk of PC Gamer stated that it "plays one of the best videogame soundtracks [he's] heard in ages". Byrd, writing for The Washington Post, applauded the game's use of references to science fiction novels and films. Castle, who called the station "[the game's] greatest weapon against any grinding or gnashing of teeth" and "just so darn soothing".[

Chalk writing that "the real hook, though, is everything that's going on in the background". Reynolds of Nintendo Life found some of the neon signs to be "needlessly childish" or inappropriate and that they "pulled [him] out of an otherwise pretty engaging and deep narrative".

Loades largely considered it and the repetitive gameplay a negative. Loades also thought that the level design was uninspired, with the puzzle elements seeming more like annoyances. Byrd praised Golf Club: Wasteland's simple mechanics. Wood of PlayStation LifeStyle found the gameplay highly frustrating, with inconsistent swings, necessary trial and error to determine the correct path, and long animations required to restart each stage; he stated that the golf "is simply not all that fun" and that he wished the developers focused more on secrets and interactions rather than "making frustratingly difficult levels that require lobs to barely reachable and tiny platforms. Castle felt that the distance of shots could be difficult to judge and thought it could be clarified with color coding.

When all of this is put into perspective, I can see that there wasn't too much to say about graphics and art. Are these two points the only things across all the critic reviews?
When I mush all these lines together, I mix in the transitions, shake up the writing style, sprinkle in some quotes, yadda yadda. In the end, Paper Mario: Color Splash#Reception results. Please let me know if this makes any sense. I'm very short on time right now, so thoughts might be scrambled a bit. Panini! 🥪 17:35, 12 March 2022 (UTC)[reply]

@Panini!: Thanks for the feedback! This looks like a good plan, will try it out. eviolite (talk) 17:40, 12 March 2022 (UTC)[reply]