Game World Navigator Magazine's Scores

  • Games
For 885 reviews, this publication has graded:
  • 40% higher than the average critic
  • 6% same as the average critic
  • 54% lower than the average critic
On average, this publication grades 2 points lower than other critics. (0-100 point scale)
Average Game review score: 73
Highest review score: 98 Red Dead Redemption 2
Lowest review score: 3 That Dragon, Cancer
Score distribution:
  1. Negative: 39 out of 885
886 game reviews
    • 77 Metascore
    • 70 Critic Score
    If you extensively use time powers, battles will be quick and colorful – but Quantum Break doesn’t actually encourage that playstyle. Even on the highest difficulty, only one enemy type requires you to teleport around; everyone else can be killed with standard cover shooter routines. What’s even worse is that there’s a considerable lag between the button press and actual use of the ability, which further discourages playing fast and loose. [Issue#208, p.68]
    • Game World Navigator Magazine
    • 76 Metascore
    • 80 Critic Score
    Ship designing demands a lot from the player. Empty shell of any ship, from tiny fighter to space fortress, has to be filled according to its future role in the fleet. Every square inch of space matters: if you manage to squeeze in an extra generator, you’ll be able put a more powerful gun into pylon. [Issue#208, p.74]
    • Game World Navigator Magazine
    • 76 Metascore
    • 82 Critic Score
    Pokken Tournament has fine-tuned multiplayer and a memorable cast of characters. Unfortunately, the balance is lacking, and there could be more fighters present (remember, in other games there are literally hundreds of different Pokemons) [Issue#208, p.66]
    • Game World Navigator Magazine
    • 72 Metascore
    • 70 Critic Score
    Layers of Fear brings Pan's Labyrinth to mind – with the caveat that there’s no monsters in it. The game’s more weird than scary, and it’s very hard to die here, yet it manages to keep players in suspense. [Issue#208, p.62]
    • Game World Navigator Magazine
    • 61 Metascore
    • 48 Critic Score
    To add insult to injury, we’re towing a city with thousands of colonists, and it’s paramount to build them all kinds of morale-improvement buildings. They’re the last hope of humanity – and they will get depressed and start to rebel if they don’t get a new VR entertainment center! Too bad it’s not an option to just hurl these guys straight into the nearest star. [Issue#208, p.50]
    • Game World Navigator Magazine
    • 75 Metascore
    • 80 Critic Score
    No matter how pretty and nuanced Paris level is, when you have nothing else to play with for a whole month, you’ll get burned out. If Square Enix followed their original plan and released at least three sandbox levels at once (or, better yet, the complete game), it would’ve got a much better reception. [Issue#208, p.52]
    • Game World Navigator Magazine
    • 73 Metascore
    • 74 Critic Score
    Flame in the Flood doesn’t burden player with too many details: there simply was a flood, and now a brave girl and her dog are trying to get as far as possible downstream. Good Samaritans are all but non-existent, waters are rough and shores are rougher, so survival isn’t going to be pretty. [Issue#208, p.56]
    • Game World Navigator Magazine
    • 76 Metascore
    • 74 Critic Score
    Although in the new chapter Rufus is once again alive, well and goofs around as much as ever, don’t expect that he’ll get his “happily ever after” this time. On the other hand – who even needs that “ever after” when you’ve got a time machine? [Issue#208, p.57]
    • Game World Navigator Magazine
    • 89 Metascore
    • 87 Critic Score
    DS3 would’ve made an excellent sequel to original Dark Souls, but, as it is the trilogy finale, we expected something more than simply retreading familiar paths. On the other hand, it still has the series’ best feature – mystery. While other developers happily shove everything of interest in their games in player’s face, FromSoftware consciously conceals important details from casual observer. And for this unique approach, a lot of shortcomings can be forgiven. [Issue#208, p.44]
    • Game World Navigator Magazine
    • 80 Metascore
    • 83 Critic Score
    It’s as if you traveled to the past, changed some miniscule detail and time went along very similar but different timeline. On one hand, it’s the good old WoT prior to introduction of French tanks; on the other, now the valley on El Halouf map has a lot of vegetation instead of being a barren deathtrap, tank improvements are gained in packs, and weather has an effect on visibility. So even people who are sated with original WoT are prone to once again get that “just one more battle” syndrome. [Issue#207, p.66]
    • Game World Navigator Magazine
    • 69 Metascore
    • 55 Critic Score
    Events of the game take place sometime between 23-rd and 24-th comic volume, which violates basic premise of the series “Anyone can die” – we know that both Michonne and Pete will make it out unharmed. The second problem is Michonne herself – if you play in line with her established character, most of the time you’ll have to stare at people without saying a word. [Issue#207, p.75]
    • Game World Navigator Magazine
    • 81 Metascore
    • 75 Critic Score
    Most of the time Yarny will be traversing beautiful locales, but you’ll also have to visit a chemical waste dump and a house overflowing with cockroaches (which will tear Yarny apart like a school of piranhas). At moments like these, all charm of the game totally disappears. [Issue#207, p.76]
    • Game World Navigator Magazine
    • 86 Metascore
    • 76 Critic Score
    Not only Twilight Princess was first released ten years ago, its development began five years earlier, when game design conventions were rather different. HD-version stays faithful to the original even when it shouldn’t have – for example, if you don’t approach a ladder from a right angle, Link will ignore it. Still, there are some improvements to the interface, and a few absurdly time-consuming tasks were toned down. [Issue#207, p.62]
    • Game World Navigator Magazine
    • 82 Metascore
    • 77 Critic Score
    Two-hour campaign with pretentious tacked-on story that constantly interrupts game flow is a major source of negativity. But the thing is – the campaign is nothing more than an overlong tutorial; once you’re done with it, the real fun with challenge runs and endless mode opens up. [Issue#207, p.50]
    • Game World Navigator Magazine
    • 74 Metascore
    • 79 Critic Score
    Experiments with “add as you go” model of development (for example, it means that we won’t get arcade mode until June) may very well spell doom for the project – which is too bad, because basic mechanics and battle dynamic of SFV are almost perfect. [Issue#207, p.52]
    • Game World Navigator Magazine
    • 82 Metascore
    • 76 Critic Score
    Characters and decorations are so colorful and lively that they fall just a few inches short of Pixar standards. It’s impossible to play GW2 with a hardcore competitive mindset, but it’s a great specimen of “shooters for all family”. [Issue#207, p.64]
    • Game World Navigator Magazine
    • 81 Metascore
    • 82 Critic Score
    In contrast with most “walking simulators”, Firewatch is very indigenous. The game doesn’t make you browse endless memoirs and local legends, or spend hours pondering what deep thought the writer tried to convey in each ambiguous sentence. Instead, events in Wyoming forest unfold very naturally, like something that really can happen to a ranger. [Issue#207, p.58]
    • Game World Navigator Magazine
    • 74 Metascore
    • 80 Critic Score
    Primitive gameplay cycle of Far Cry, placed in primitive world, suddenly starts to make sense, and even story doesn’t feel as barebones and perfunctory as usual. Here, you’re not playing as a skinny frat boy who suddenly discovers a talent for killing hardened soldiers but ultimately just wants to get back to civilization – you’re a hunter who simply wants to become respectable leader of his tribe with a personal luxury cave. [Issue#207, p.46]
    • Game World Navigator Magazine
    • 82 Metascore
    • 81 Critic Score
    Unlike Phoenix Wright, Danganronpa is a fair-play detective – no one will barge in at 11-th hour with a crucial piece of evidence, so if you pay close attention, you’ll figure out the gist of “whodunit” well before the protagonist does. So if you missed western release of Danganronpa on PS Vita, now is the time to make up for it. [Issue#207, p.71]
    • Game World Navigator Magazine
    • 53 Metascore
    • 75 Critic Score
    Pieces come together to create dynamic action: if you try to complete levels as artfully as possible, Russia will be fun – much better, actually, than any of the previous Chronicles. [Issue#207, p.51]
    • Game World Navigator Magazine
    • 57 Metascore
    • 63 Critic Score
    Roster of really colorful characters speaks in game’s favor: besides usual warriors and bowmen you can play as a bard or even an artist that brings paintbrush to a swordfight. But what’s the point, when the main mechanic has aged poorly and Koei Tecmo doesn’t even try to modernize it? [Issue#207, p.69]
    • Game World Navigator Magazine
    • 81 Metascore
    • 82 Critic Score
    Three years ago, when Dragon’s Dogma first came out, we thought that its NPC AI, where your party members behave almost like real people in co-op would, will become a new RPG standard. Unfortunately, it didn’t come to pass. Well, all the better for the long-awaited PC port of the game. [Issue#206, p.76]
    • Game World Navigator Magazine
    • 87 Metascore
    • 77 Critic Score
    Jonathan Blow’s new game is not another messiah; it’s more of an experiment – a big-budget puzzle game where your only reward for overcoming difficulties is the process of puzzle-solving itself. [Issue#206, p.75]
    • Game World Navigator Magazine
    • 80 Metascore
    • 73 Critic Score
    Remaster proves that Gravity Rush became a thing on PS Vita mostly because of Vita’s game drought – for home console its gameplay and story are both rather lackluster. [Issue#206, p.74]
    • Game World Navigator Magazine
    • 43 Metascore
    • 32 Critic Score
    There are RPG elements here – as you go on, you can increase your health, energy, armor or gun power – but honestly, they should’ve been scrapped from the get go. Any resources spent on them would be better used on balancing the game or making non-cringeworthy animations. [Issue#206, p.73]
    • Game World Navigator Magazine
    • 69 Metascore
    • 71 Critic Score
    Unfortunately, Pokemon SMD doesn’t have especially catchy tunes or good graphics. Still, it’s nice that instead of taking models from previous Super Mystery Dungeon game, developers made new ones. [Issue#206, p.71]
    • Game World Navigator Magazine
    • 67 Metascore
    • 55 Critic Score
    All you need to know about Sébastien Loeb Rally EVO physics is that you can jump on piles of snow as if they were trampolines. [Issue#206, p.70]
    • Game World Navigator Magazine
    • 63 Metascore
    • 72 Critic Score
    It’s almost as if we’re watching Prince of Persia evolution again. Just a bit more, and we’ll see a fully 3D Assassin’s Creed, where our hero will finally be able to climb any roof he wants. Oh, wait… [Issue#206, p.68]
    • Game World Navigator Magazine
    • 79 Metascore
    • 77 Critic Score
    Let’s treat DoK as a group therapy session for developers who still hung over something unfinished in the old Homeworld. Now that they’ve got it out of their systems, hopefully they’ll make something to rival its fame, instead of retracing familiar steps. [Issue#206, p.66]
    • Game World Navigator Magazine
    • 84 Metascore
    • 80 Critic Score
    Budget deficit is the main problem of DD – you’re all but forced to replay the same dungeons over and over. On the other hand, that gives you ample time for experiments with party composition and skills. [Issue#206, p.65]
    • Game World Navigator Magazine

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