As a rule, games journalism is inherently compromised. From the top down, publishers ranging from AAA behemoths like Electronic Arts to the IndieCade crowd do in fact enjoy symbiotic relationships with gaming media outlets, and if it came down to nothing more than sex and petty corruption, that would be nice, because the problem would certainly be a lot more easily solved.
At one end of the spectrum, you have press outlets that barely even feign autonomy from marketing departments. IGN's "IGN First" features on upcoming games and Game Informer's monthly cover story rely on deep access to upcoming games—access granted to no one else in the industry. Invariably, the stories produced from that access are positive. It's a win-win for game studios and press outlets, and a loss for anyone who'd like to read something other than thinly veiled advertorials about big upcoming games. These kinds of relationships are what makes programs like Kotaku's embedded gamers—wherein writers play four or five series extensively post-release, dive deep into the community, and report back—important for players looking to read coverage outside the marketing cycle.
There are conflicts of this kind all over the place, right out in the open. (Do you know if your favorite columnist paid for his consoles, or accepted them from Microsoft and Sony?) For the usual reasons of professional courtesy or decorum, a lot of this goes unreported or commented upon, but it matters. These conflicts may be common in many fields, but they are especially bad in gaming journalism, partly due to its nature.