Not sure you're on the money there old chap. I don't think the main conclusion of the article was simply saying old games are rubbish, as you seem to be arguing against. The main message, to me, was to just take nostalgic opinions of classic titles in perspective when comparing against similar modern titles. The author's absolutely right that people tend to look back on favorites from the old days in a far more emotive way than objectively. I can't remember how many times I've fired up an old favorite only to find myself getting bored quickly. Our memories and feelings about things we experienced in the past are created at the time we experience them, and we tend to carry the same thoughts and feelings on, unchanged until said experience is revisited. The problem is that during the time passed, we've also been exposed to years of incrimental advancements in every aspect of gaming from story, graphics, realism, story-delivery and so on, and can't help but compare old favorites with current expectations that have since developed. I don't agree/understand with the arguments made about how Doom 3 is as good as Half Life 2, as this is a comparison of plots and how easy to grasp one is over the other; this is entirely subjective depending on the person experiencing it at the time. One person can play Doom 3 and be enthralled by the story and delivery, another can play and find themselves predicting everything and getting bored. Vice Versa for Half Life 2. We can argue that those who found it hard to follow the plot were just out of their usual comfort zone. I personally found the plot and delivery on a whole different level than doom 3 (higher, that is) and had no worries getting it as it played out. The greater depth and need for the player to invest some energy in figuring out what was going on was half the fun. Reading the sometimes subtles clues and indicators to what was happening to fill gaps in knowledge really drew me in as a player, rather than the simple spoon-fed experience that, for me, was Doom 3. The same argument applies to almost every example cited by the author in the article. Deus Ex was the first game I remember playing where I could interact with the gameworld as I wanted. Sure the plot and story was largely linear, but how I went about the minutae of dealing with one moment to the next was my choice. For example, catching the attention of one of the big robot f***ers and leading them around the corner to a gang of guards was both an accident and jaw dropping at the time I encounterd it. This was after numerous attempts at stealthily crawling through that part. I'm not a natural stealth-type player. As for Deus Ex IW, I don't ever remember such moments.