Interestingly enough, it's better on the iPad, where the top scrolls normally with the rest of the page.
This idea of having stuff fixed on the page goes back to the late 1990s, when frames were popular and tasteless big corp CEOs went "oh hey great, with frames we can ensure that certain parts of our branding are always in the face of the customer. Bring it on!".
A few years down the line, we grew up, refined our taste and trusted that if a visitor sees the logo in the top left and then scrolls down, he still remembers the branding. It's sad, really, that this lesson was lost again in the past year.
>indicates a bland, underwhelming game that's functional but little else. These games might still possess quirks or aspects that appeal to certain players.
So what's the purpose of scores below 5? The description for a score of 5 is the lowest possible baseline for a game I might want to play. It seems like a full half of the scoring space is essentially purposeless when viewed from the perspective of recommending games to people who might want to buy them.
What a mess that code base must be.
It's a pretty site, I just don't know if the design is right for the content in certain cases.
[1] http://www.polygon.com/game/medal-of-honor-warfighter/2686
Besides, if you really hate original layout, you can reduce both extremes to something palatable with Readability and friends. That page happens to look great with it, though it does get rid of the image gallery and rating: http://www.readability.com/read?url=http%3A//www.polygon.com...
I'm not sure why you have an aversion to those aesthetic decisions they've made, as most of them are technically correct and quite pleasing to my eye. They all contribute to conveying the game's innate experience and delivering an honest review without you having to actually play the game, and they do this well.
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