It's not my personal favorite review either. I used a different approach for this one, in that it's written towards people who are already planning to buy the game (most of my reviews are written towards people who are interested in the game, but possibly still on the fence). First, consider the following review that I could have written:
***********************
At heart, MagnaCarta 2 is a moral study on the meaning of "sacrifice for the greater good" and the consequences that ensue when heroes who have been chosen to die, decide they actually want to live. Like a 250-page book with a 200-page prologue, the game takes a long time to make its point, instead deluging us with peculiar sword phobias, spiky-haired heroes, amnesiacs, and rebellious princesses. MagnaCarta 2 contains so many cliches that, by the time the game does make its point, most people are unlikely to realize it even had one.
What everyone will notice is the responsive and dynamic combat. The player constantly taps attack buttons, watches for visual cues, and swaps party members when one character expends all their energy. The game also emphasizes some really elaborate, unskippable cinematic attacks (that wise players will reserve for bosses, due to their length).
Unfortunately, players who actually liked the cover artwork (which has proven to be a turn-off to just as many) will be disappointed by the shabby graphics and frequent glitches. MagnaCarta 2 provokes some interesting thoughts, but only if given the chance by the most forgiving soul.
****************
The above is more concise and, I'd say, a better review in most regards. But people who really care about the game, people looking for reviews of newly-released Xbox 360 RPGs, expect to read more than that. Plus, while informative, the above doesn't accomplish my true goal.
You see, the review is a test. If someone can go into the review planning to buy MagnaCarta 2, read the review, and come out of it still planning to buy MagnaCarta 2... then that's the kind of person who might actually like the game. That's also why I end on a positive note: to reinforce that if you care about what the game does right, it's something different and worth experiencing.
The fact that some people here got bored by the intro and wanted to see more artwork, shows that the game's appeal is limited. Unfortunately, I can't discuss the moral message too much or try to make it sound cooler because (1) spoilers, and (2) the game takes so long to get to the point. This would be an easy game to misrepresent. A lot of people don't even care about moral messages in the first place, so I put that part upfront, knowing it would bore some people. If people are bored by the ultimate message, then playing the game would waste their time. If the message does sound interesting, then the rest of the review is basically a big "but it's not quite as good as that may sound" disclaimer.
The indented part's purpose was to be big and unavoidable. In the game, the special attacks are long and cannot be skipped. I probably could have just said that, but I decided to be a smart-ass instead. By indenting the section and making it look important, people will read it (expecting to find something of value at the end). The intent was to make that section "unskippable" to reinforce just how ridiculous those cinematic attacks can get. Most modern RPGs insert some form of interaction into their ultimate attacks, but in MagnaCarta 2 you just watch them over and over again and again. Or start reserving them for bosses.
So I agree, not my best, but the above is what I was going for.
//Zig