GameCritics' Scores

  • Games
For 4,118 reviews, this publication has graded:
  • 37% higher than the average critic
  • 6% same as the average critic
  • 57% lower than the average critic
On average, this publication grades 6.8 points lower than other critics. (0-100 point scale)
Average Game review score: 68
Highest review score: 100 Shadow of the Colossus
Lowest review score: 0 Mass Effect: Pinnacle Station
Score distribution:
4124 game reviews
    • 59 Metascore
    • 40 Critic Score
    Sometimes it’s best to let things rest, and that is definitely the case with Final Fantasy Crystal Chronicles Remastered. It was a game that is mostly remembered for its ties to one of Nintendo’s many hardware gimmicks, and without that, we are left with a rather mundane game that hasn’t done enough to correctly update itself. As a game to be purchased and played in 2020, it’s just not worth returning to — it needed a remake (or, better yet, a sequel), not a remaster.
    • 64 Metascore
    • 55 Critic Score
    When conditions are favorable, there’s so much to like about Windbound. The combat was a blast when the character had enough energy, and I had a fantastic time taking a grass canoe and transforming it into a six-hulled behemoth that sped me across the waves. It’s just unfortunate that every moment of joy has to be sifted out from a pile of annoyances and frustrations — the developers had a beautiful exploration experience within their grasp, and they diluted it with some of the harshest survival mechanics I’ve seen in ages. These are all simple balance issues that I’m sure could be patched out, but for now, Windbound just isn’t the game it deserves to be.
    • 76 Metascore
    • 40 Critic Score
    While I greatly enjoyed Control and The Foundation was solid, it feels like Remedy didn’t have any gas left in the tank for AWE. It’s visually boring, it’s irritating to play, and the connections to Alan Wake are laughably thin — the entirety of it could have been summed up in 90-second cinematic trailer. If this content had been available when I was going through Control the first time, I probably wouldn’t have objected. But now, a year later? It’s far too little, far too late.
    • 71 Metascore
    • 50 Critic Score
    Though there’s nothing in the puzzles of Willy Morgan and the Curse of Bone Town that offends, there’s also nothing that surprises or delights. The story and visuals equally lacked anything to seize my attention. Willy Morgan and the Curse of Bone Town is a passable few hours of adventure gaming, but its design would have been below-average in the ’90s and is well behind the curve of what’s available today.
    • 88 Metascore
    • 85 Critic Score
    A Short Hike is a simple, small, straightforward experience that delivers a truckload of charm via the simple pleasure of exploring a mountainside without punishment or negative consequence. It does what it does well, and the experience ends exactly the way it should, exactly when it should. Well done!
    • 66 Metascore
    • 70 Critic Score
    A thin plot is only a minor issue in the larger context of what the game gets right. With an innovative main mechanic and great balance of complexity within each stage, Peaky Blinders: Mastermind is a nice, tight experience capable of making any puzzle player raise a triumphant fist after an intense sequence.
    • 74 Metascore
    • 85 Critic Score
    I can’t stress enough what a bleak experience Death end Re;Quest 2 is. There are bright moments and the gameplay is tight, but players will always have the sinking feeling that wrenching emotional agony is just around the corner.
    • 76 Metascore
    • 65 Critic Score
    I don’t know whether it’s a testament to the design or just my stubbornness, but while I didn’t enjoy Panzer Paladin much the first time through, I do want to go back and master it in the future… just not right away.
    • 66 Metascore
    • 65 Critic Score
    This Switch version was my first time playing Crysis. I think as a piece of gaming history, and it’s interesting to see what the standards for visuals and design were back in 2007. That said, it feels dated and the campaign struggled to keep my attention due to the weak storytelling, problematic controls and drawn-out firefights. Still, for those who are interested in visiting (or revisiting) this landmark title, this Switch port might be their best bet.
    • 61 Metascore
    • 35 Critic Score
    I understand that much of WWI was fought in the mud and it probably didn’t look like a Hollywood blockbuster, but I can best describe my time with Tannenberg by saying that it never felt like I was in the middle of a war — instead, I was more often wandering through an empty battlefield trying desperately to not quit in the middle of a round. But at least I learned some history!
    • 49 Metascore
    • 85 Critic Score
    Overall, Fast & Furious: Crossroads is a fabulous celebration of the sloppy, sometimes-inexplicable dumbness, sometimes-inspired madness of the films it shares a name with, and I loved every minute of it.
    • 52 Metascore
    • 40 Critic Score
    Never Breakup is a good idea wrapped in a bright, colorful package that is ultimately let down almost completely by the controls and the device it’s on.
    • 73 Metascore
    • 80 Critic Score
    Having beat Neko Navy: Daydream Edition, I’m still coming back for more, Yes, I’m still not exactly sure what is going on – who’s attacking and why are these cats called in for defense? But honestly, there’s no need for a coherent story when everything else is done so well.
    • tbd Metascore
    • 55 Critic Score
    As a way to quickly level up a new character’s combat abilities while working towards weapons to help them with the main campaign, Hellraid is successful enough. Unfortunately, there’s no real depth to it, and after a few times through I felt like I’d seen everything it had to offer. There are worse ways to spend a few hours, but this content is probably best enjoyed by die-hards looking for an excuse to boot up Dying Light one more time before the sequel drops.
    • 81 Metascore
    • 85 Critic Score
    In the end, my gripes are small and Necrobarista is a fascinating experience that I was both sad (and glad!) to see through to its end. It might seem strange to be happy when something great is done with, but many philosophies, from Zen Buddhism to the aboriginal beliefs held in Necrobarista‘s native Australia, acknowledge that transience and eventual passing is a key part of life itself. Everything moves on, most especially our physical selves. The insistence of staying past one’s time, be it as a spirit living on borrowed time or a game trying to become a part of an overstuffed daily routine, can feel toxic. It’s refreshing to play something that doesn’t want me to stay with it forever, and that’s the kind of passing I raise a nice cuppa to.
    • 78 Metascore
    • 75 Critic Score
    I was drawn to Othercide not only because I’m a fan of turn-based tactical combat and compelling aesthetics, but because of its mysterious premise. That said, the repetitive gameplay and lack of variety made me eventually lose interest. The themes of death, struggle, and rebirth are interesting, but they weren’t enough to override the repetition and and unconventional design choices.
    • 74 Metascore
    • 90 Critic Score
    The writing is strong, the choices all feel important, engagement in both the short and long term is strong, and the overall design is brilliant – it’s a masterclass in elegance since it does exactly what it needs to do and lasts exactly as long as it needs to last, and there isn’t an ounce of fat on its bones. I can’t wait to see what Brave At Night comes up with next.
    • 55 Metascore
    • 55 Critic Score
    What we can learn from Into A Dream is that ideas alone are not enough to carry a game to greatness. I can truly feel the passion put into the narrative and I do acknowledge that the story, in isolation, hits its mark. Sadly, everything about how the game is built fails to meet the same standard and severely undercuts the power of the script.
    • 76 Metascore
    • 75 Critic Score
    Röki’s castle segment isn’t catastrophic, but it delivered far less in narrative impact and far more in adventure-game twitchiness than the forest, which was almost perfect. In the woods, Röki is a delight, blending whimsy and sorrow into a splendid modern adventure. In the castle, it is simply ordinary, and as a result of these two unbalanced halves, Röki never quite delivers on its early promise.
    • 63 Metascore
    • 70 Critic Score
    It’s an excellent racing experience held together with numerous player-friendly gameplay options and superb controls, but anyone who played NASCAR Heat 4 will likely get a feeling of déjà vu.
    • 76 Metascore
    • 65 Critic Score
    Volta-X can’t be played without an active online connection. Forget about taking it on the bus or anywhere that the Switch can’t stay connected. Even putting it in rest mode for a minute or two will drop the connection, and along with this comes increased battery usage — my playtime between charges was notably reduced. This laundry list of issues breaks my heart, because Volta-X has a great concept and could have easily been a killer eight-to-ten-hour adventure filled with lasers, rocket-powered fists and awesome explosions. Instead, the experience is brought down by stretching it into the sort of neverending online game-as-service that it isn’t suited for. Time to take this ‘bot offline and reboot.
    • tbd Metascore
    • 60 Critic Score
    Rogue Summoner advertises itself as a roguelike strategy title, but it feels more like a puzzle game that I had to brute-force until I found the one correct solution to each challenge. It’s currently still in development with regular updates coming, but I can’t help but feel that it’s misrepresenting the kind of experience that it is, and I’m not sure that patches are going to change that.
    • 66 Metascore
    • 65 Critic Score
    While I won’t say that Necronator has turned me around on deckbuilders, it speaks highly of the developers’ skill at accessible design that it managed to pull me in as quickly and effectively as it did. With cute art, speedy gameplay and a surprising amount of depth, I found it easy to keep jumping back into another campaign whenever I made a crucial error — which is the best state of mind this type of game can put a player in.
    • 76 Metascore
    • 90 Critic Score
    As a diehard Dark Souls fan I’ve played nearly every soulslike, and none have done it as well as Mortal Shell. Not only has Cold Symmetry nailed the fundamentals, but they’ve added their own spin to the formula without being coy about their influences. Mortal Shell is the only copycat that can stand toe-to-toe with FromSoft’s own work, and although it’s considerably shorter than their offerings, it’s no less beautiful, haunting and rewarding.
    • tbd Metascore
    • 35 Critic Score
    I did manage to beat Elden, and I’m still not entirely sure what was going on. There was a forest, a desert, a mountain, and then some caves. I killed the same handful of monsters over and over again, then got stunlocked to oblivion by bosses that shoot immobilizing gloop. If it was longer than it is, I probably wouldn’t have bothered finishing and I can’t say what I played was worth it — whether it was a crutch or an intentional choice, the whole thing wraps up just as bafflingly as it began.
    • 48 Metascore
    • 40 Critic Score
    There’s some joy in experiencing the landscapes of Paws and Soul, but that’s about all that can be said for it — it’s a dull, sluggish effort in service of two boring and awkwardly-conveyed stories that don’t connect with each other. Not all purgatory games feel like purgatory, but this one sure did.
    • 83 Metascore
    • 50 Critic Score
    As appropriate as it would be to knock Tsushima for being the same sort of boilerplate open-worlder that Ubisoft tosses out every few months, the truth is that I still got some entertainment out of roaming the pretty landscape and engaging in repetitive tasks at my own pace. That said, every time Tsushima subjected me to its dreadful story and the tedious critical path missions, my patience wore thin. Ghost of Tsushima is positioned as PlayStation 4’s last hurrah, and while it’s an underwhelming note to end on, perhaps a game that pushes technological boundaries while taking zero creative risks is a fitting bookend for this generation.
    • 79 Metascore
    • 85 Critic Score
    Wide Ocean, Big Jacket is a brief experience, perhaps 90 minutes including extra scenes recently added via patch, but it’s just the right length for delivering a richly-colored snapshot into the lives of its subjects, and as a memento of this brief camping trip where four people connect, it’s just perfect.
    • 81 Metascore
    • 80 Critic Score
    Fall Guys takes a bit of skill, a lot of dumb luck and a truckload of frustration, mixes it all together and produces one of the most imaginative multiplayer experiences around. Sure, I still might suck at online games but it’s never felt this good to be so bad.
    • 68 Metascore
    • 80 Critic Score
    Overall, Rocket Arena is a solid multiplayer title that could be the beginning of an interesting new IP. It may seem bleak for this little shooter at the moment, but I’d urge those looking for a fresh take on competitive games to check it out.

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