Recommending a game creates an awkward temptation: to defend the recommendation when a reader finds a problem. I think that is where a curator can become least useful.
A crowded combat screen is a specific complaint. Which elements compete for attention? Can the player distinguish danger from decoration? Those questions deserve room alongside the clever mechanic that first caught my eye.
I want criticism to travel as well as praise. Passing a precise observation to a developer can be useful even when it produces no public success story. The developer may disagree, explain a setting, or decide that another problem matters more.
My choice to feature a game should leave the conversation open. I would rather help a reader be heard than spend the next reply protecting my previous one.