As game critics we have to remember that audience as we write, because the people who are most likely to even read whatever we write are the jaded gamers who don't realize yet just how jaded they've become. Casual gamers don't read reviews nearly as often as they should, after all.
When I review a game, I have to ask myself "What does this game do that makes it better than other recent games of this sort that I and my audience have played?" and then I have to grade it accordingly while justifying that grade. Meanwhile, a potential consumer just has to play and enjoy (or not) a game before forgetting that games even exist for three or four months. You're right in that it's a very different sort of approach to the video games that both groups theoretically love (or at least like to think that they love). I'm not sure that there's much to be done about it, though. As long as I write a thorough review that explains where I stand (and why), then I've done what I needed to do and any intelligent reader will come away with the information that he needs prior to making a purchase decision."


The article skirts around the real value of the Wii U gamepad, which is the fact that the functionality is baked into the system. That was never true of the Power Glove or the asynchronous gameplay that the GameCube had the potential to offer when paired with multiple Game Boy Advance handhelds. And of course, that's a key point that renders much of the discussion in this article moot.
The Virtual Boy failed, but Nintendo tried to make it a success and thus it's hardly a sham. The Wii Remote didn't facilitate deep core games, but it also wasn't intended to, so that winds up being beside the point (even though it was clearly very important to the person who wrote the article). And the $25 price quoted to play Skyward Sword as it was meant to be played must be factoring in shipping and sales tax. Most people didn't pay an extra $25. By that point, many people already had a Wii Remote + in hand because they were available in stores with that added functionality built in. The comparison to the VMU in the Dreamcast also isn't followed up on, which is just as well since such comparisons don't hold water. Presumably, the point was to say "And SEGA did it first, so why does anyone think this is a big dealm, anyway?" but that's absurd. The VMU didn't function as a core component in any gameplay. At best, it let you play mini-games that looked awful and mostly consisted of a few squares moving around. You couldn't play the same game on a separate screen, or interact with a touch interface, or any number of things. The Dreamcast did a lot of things well, but the VMU screen wasn't one of them.
The result of all that despearate work in the case of this argument is a disappointing read, to say the least. There's an authoritative tone throughout and obvious conviction behind each point, with careful word choice that has the potential to be engaging if it is ever turned toward a less preposterous argument. It's just a shame that the points being made don't hold up to even cursory scrutiny."