From Scott Bukatman's review of Star Trek: The Motion Picture:
With Star Trek, Roddenberry's trick has been to wear the mask of the humanist as he plays with his Erector set. The scale of the television series arrested his at comfortable and still interesting level, but the new film has finally removed the mask.Here's David Ritchie's review of Atlantis: 12,500 B.C.:
This goober was designed for the aesthetically retarded. The components include a map, of sorts, showing the world of 12,500 B.C., replete with a few extra continents, perforated counters reminiscent of the worst of Zap Comix, and the aforementioned single rules page. If you are into the turgid nonsense churned out by Erik von Daniken and company, this should please you to no end. The premise is that Mu and Greece are locked in a death struggle with Atlantis in which such exotic weapons as hovercraft, rocket bombers, and flying saucers vie with (presumably spear-armed) infantry, giants, and mythological monsters. Double uggh! The rules are so sketchy as to be non-existent, and if it weren't for the fact that this regurgitation of low-grade pulpdom's worst sins is so unintentionally funny, the game would long ago have been confiscated by the Surgeon-General as hazardous to our mental health. By all means, do throw your money away on this.From Eric Goldberg's review of Metamorphosis Alpha:
Perhaps Roger Corman (king of science fiction B-movies) will bid for the film rights to the game.From David Ritchie's review of Rivets:
This one is simple, and should be played by players with the average intelligence of an electric can opener.From Eric Goldberg's review of Dungeons & Dragons:
The actual game, however, qualifies for federal relief as a disaster area. If anyone can discern organization in the rules, he is eminently qualified to make a living as a cryptologist. The design shows a (hopefully unintentional) contempt for the English language and classical mythology. Matters become completely confused when combinations of typographical errors and game phraseology conspire to make phrases such as "% liar" ... Many of the people who play the game regularly have spent much time at redesigning the game to fit their particular needs, so that it is rare to find two groups playing the same version of the game. TSR has attempted to mend matters by issuing a more complex version of the original, but the revision creates as many problems as it solves. Though D&D is a mediocre game supported by a great idea, it will become the all-time wargame best seller in the not too distant future.Here's Eric Goldberg's review of Lankhmar:
An accomplished author does not necessarily make a good game designer, even when he is designing a game based on a world of his own creation. Fritz Leiber has kindly provided the proof of this statement in this simple, lifeless game. Players become characters from one of Mr. Leiber's Fafhrd and the Gray Mouser stories, and gallivant across an area map of the land of Lankhmar. The characters must fulfill geases (i.e. quests), gaining much wealth for doing so. While a game cannot be expected to capture fully the mood of a story which it simulates, Lankhmar manages to strip the Leiber stories of interest. Many wargame companies now understand how to simulate history properly, but few know how to recreate a story. The basic mistake committed in Lankhmar is the design approach: the stories depend on a great of uncertainty (or mystery) which is absent in the game.