Guardian's Scores

  • Games
For 1,012 reviews, this publication has graded:
  • 40% higher than the average critic
  • 5% same as the average critic
  • 55% lower than the average critic
On average, this publication grades 0.4 points higher than other critics. (0-100 point scale)
Average Game review score: 75
Highest review score: 100 L.A. Noire
Lowest review score: 20 The Lord of the Rings - Gollum
Score distribution:
1021 game reviews
    • 69 Metascore
    • 80 Critic Score
    The effect is like Stranger Things directed by Kelly Reichardt – a realist fantasy in which silence and ambiguity come to the fore. Lost Records is ultimately a game about love, grief and self-recrimination, and the different intensities of those forces as we age. By the end you miss the optimism and verve of those girls in the woods, as though you were one of them – and quite possibly, in a lot of ways, you were.
    • 92 Metascore
    • 100 Critic Score
    And then there’s the fact that Blue Prince has the best titular homophone in video games (sorry Fortnite). It’s a game about the blueprints of the Mount Holly Estate, and naturally a magical mansion like this has a story; it’s this, the family behind it, and the fantastical wider world in which they live, that will draw you to the 46th room and far, far beyond.
    • 77 Metascore
    • 60 Critic Score
    What you’re left with is a game whose best ideas are all optics. The fairytale southern style plays out like a modern, YA take on Toni Morrison’s fiction while summoning some of the whimsical, damaged beauty of 2012’s Beasts of the Southern Wild. The soundtrack is a rambunctious collage of howling blues, twanging folk and lilting jazz. Compulsion Games bottled much southern magic during the making of this seemingly risky gambit for Microsoft, yet failed to take risks where it really mattered: this unique setting deserved more.
    • 72 Metascore
    • 60 Critic Score
    Inspired by the 1967 Windscale fire, Rebellion’s open-world adventure features an interesting mystery, but suffers from middling combat, poor stealth and an underutilised setting.
    • 69 Metascore
    • 60 Critic Score
    The third of the game’s five chapters in particular is truly wonderful, presenting a warren of secret corridors and a series of interconnected puzzles that are particularly satisfying to solve with the help of night vision goggles that can reveal hidden writing. But sadly the game can’t quite keep up this pace to the end, and despite the odd flash of brilliance, the quality of the final puzzles never quite reaches the height of those in the middle of the game. The plot, too, fizzles out unsatisfyingly, with a solution to the house’s mystery that seems obvious and yet doesn’t make much sense when held up to scrutiny. Still, the idea of a house with conundrums built into its very fabric remains tantalising: I couldn’t help but give my own house a sweep after playing, just on the off-chance there might be a previously unnoticed hidden message or two.
    • 81 Metascore
    • 80 Critic Score
    Few other games have done such a good job with this setting, as you run through lush bamboo forests before scaling ancient castle walls and sneaking inside to steal treasures. These moments of brilliance more than compensate for its weaker points.
    • 80 Metascore
    • 100 Critic Score
    Wanderstop’s cosy and cute exterior belies something much richer and much cleverer than I have seen in quite some time. It is a masterpiece in a cute disguise – offering the player a place worth visiting, staying and paying attention to.
    • 82 Metascore
    • 80 Critic Score
    It will only take a couple of evenings to reach the game’s corker of an ending, and Verity’s arc is supremely satisfying, as she goes from put-upon victim to master manipulator. Here, the public-school system serves mainly as a way to ingrain inequality, normalise bullying and encourage ruthlessness, and the only way to succeed is to beat the bastards at their own game. When the system is so rotten, what choice do you have?
    • 84 Metascore
    • 100 Critic Score
    Two Point Museum takes all the lessons from the previous games and builds on them to make a thoughtful and hugely entertaining contribution to the management sim genre.
    • 88 Metascore
    • 100 Critic Score
    You could pick Wilds up as a newcomer and have a tremendous time playing through the story. You could stop there and it would still be worth the price of admission. But I will be playing it for a LONG time yet.
    • 70 Metascore
    • 60 Critic Score
    So for £25 you get a well-crafted, enjoyable game, a strange curio, and a flawed but fascinating piece of gaming history. Not quite as valuable as a Ming vase, but good value, and a lot more fun.
    • 84 Metascore
    • 80 Critic Score
    In the background, the mystery at the heart of the game is subtly introduced and there’s much to anticipate from the second part. Mostly though, it’s the characters and their brittle relationships that stick with you. Three days after finishing the game I’m still thinking about them, worrying about them, inhabiting that old shack with them. Unless you simply refuse to indulge in emotional young adult drama, you will be right there, too.
    • 80 Metascore
    • 60 Critic Score
    Avowed started out as Obsidian’s answer to Bethesda’s Elder Scrolls series, and it did remind me a lot of Oblivion and Skyrim in the exciting moments where I stumbled across something unexpected in the wilds. But it also shares those games’ tendency towards repetition, and the weightless feel of their fighting. My first 15 or so hours in The Lands Between felt rich with potential, but I got fed up with it long before the end.
    • 88 Metascore
    • 80 Critic Score
    The early hours feel like the playable equivalent of being sent to military school, and demand saintly patience – but it’s an investment that pays off. Much like in Red Dead Redemption 2 before it, I happily lose hours wandering around this vast simulation, curious to see what wonder and depravity I might stumble on. It’s telling that despite spending more than 115 hours in Bohemia, I have yet to roll credits on the main quest line. If you’re uninspired by the prospect of roaming yet another frictionless open world where everything comes easy, Kingdom Come: Deliverance 2 is a breath of fresh air – scented with just a hint of dung.
    • 79 Metascore
    • 100 Critic Score
    Civilization VII is very much the Civilization for now – deep and complex, but with an emphasis on human drama and achievement rather than the sweep of faceless units across a mathematical matrix. There are still few moments in video games as pleasing as building the Hanging Gardens, or discovering a bountiful new location for a town, or marching a phalanx of troops into a battered enemy capital. This game, which once almost cost me my job, will gracefully sneak away with hours, days and possibly months of your life. But then, nobody ever conquered the world in an afternoon.
    • 85 Metascore
    • 80 Critic Score
    Yet the characters are also the game’s greatest strength, and throughout they are expertly drawn, both literally (with comic book artist Guillaume Singelin once again providing some gorgeous portraits) and in terms of their compelling and heartfelt backstories. Despite its bleakness, the world of Citizen Sleeper 2 is full of compassion, and it’s a joy to return to the universe Gareth Damian Martin has created.
    • 87 Metascore
    • 80 Critic Score
    After a couple of frustrating hours trying to play with other people, it was a relief to return to the solitude of solo mode: just you and the mountain. Here, the only competition is yourself, and the only company is nature. A sense of calm descends. Everything is how it should be. Until you fall foul of a rock, again.
    • 51 Metascore
    • 20 Critic Score
    When I imagined a video game adaptation of Squid Game, I did not imagine running around an arena in a golden pig outfit trying to hit a player called skibidi69 with a baseball bat. Perhaps I set my expectations too high, but the only shock value here is in the lack of imagination.
    • 76 Metascore
    • 80 Critic Score
    There is a simple joy in watching your score accumulate via outlandish multipliers, and while the physical aspect of the game is entirely passive, there is a world of strategy to be explored in figuring out the most beneficial arrangement of bumpers in the 55 spaces on the board. A deceptively simple, obsession-forming challenge, then, to start the year.
    • 84 Metascore
    • 80 Critic Score
    The result feels like being trapped in a Alejandro Jodorowsky movie – sinister, strange but beautiful and compelling. Everywhere you look there is some unsettling image, from skeletons lying on riverbanks, to bizarre children sitting alone in bus shelters and ferry canteens. The puzzles are shrewd and challenging, and the blocky discordant visuals make the whole environment feel like some sort of uncanny valley of the mind. If you’re looking for a very different sort of challenge, in a decidedly unnaturalistic open world, Grunn delivers much, much more than the sedate rural idyll it initially promises.
    • 88 Metascore
    • 80 Critic Score
    Mouthwashing is a difficult but engrossing experience, a work of surreal horror invoking the cinema of David Lynch and Dario Argento, but also extremely functional as a game, or at least a study of what games are and what they want us to do. That titles like this are still being made and have global distribution is one of the few bright spots in a depressing year for the games business. Book yourself in for a flight as soon as possible, you will and won’t regret it.
    • 74 Metascore
    • 60 Critic Score
    Rivals is crammed with Stan Lee superheroes, but its message – about the total and utter Funko-Pop-ification of games – is as bleak as a Charles Burns graphic novel.
    • 86 Metascore
    • 80 Critic Score
    The city is so exquisitely designed, in fact, that it overshadows the rest of the game. Which is remarkable when your next destination is the Pyramids of Giza. Here The Great Circle shifts into a more traditional open-world mode, less intricate and holistic, with more siloed locations and objectives. That said, it does afford greater room to experiment with Indy’s abilities.
    • 73 Metascore
    • 80 Critic Score
    Stalker 2 is a strange, brave and sometimes broken paean to resistance in the face of overwhelming odds. It is utterly uncompromising in its vision, often to a fault, and envelopes you in its dark spell of science, violence and chaos. Certainly, if you loved Dragon’s Dogma 2, which similarly edged towards self-parody with its offbeat systems, eccentric characters and overall jankiness, you will cope fine with this game’s technical and narrative inconsistencies. Indeed, like the stalkers that inhabit its damaged world, you may shrug, improvise, and carry on. If you thought developers weren’t making vast, outlandish, utterly singular open-world games any more, you were wrong: they are. And some of them have been through hell to do it.
    • 85 Metascore
    • 80 Critic Score
    The crime scenes are so weird that you never know where this game is going to take you, but you’ll always have what you need to figure it out.
    • 77 Metascore
    • 80 Critic Score
    It’s a game to be picked at with a sense of leisurely satisfaction, as if working loose a complicated knot. The effect is gently soothing, in the way of a jigsaw, but, when it comes to arranging your artworks, a little more scope for creative flair.
    • 77 Metascore
    • 80 Critic Score
    In a year that has given us not one but three Mario-themed RPGs, I was ready to be underwhelmed by Brothership. Yet thanks to captivating combat, varied platforming and well-judged difficulty, Brothership not only lives up to my childhood nostalgia for this series, but improves upon it. It is an inviting serving of sun-soaked delight at the beginning of a gloomy November.
    • 73 Metascore
    • 60 Critic Score
    There’s much to enjoy in this sequel to the trailblazing female-led narrative game, but inconsistent characterisation lets it down.
    • 82 Metascore
    • 80 Critic Score
    Black Ops 6 is the best title in the series for years. It’s still a maniacal first-person shootfest that many players will absolutely detest; no critics of games that glorify the military-industrial complex are going to be converted at this stage. The design team, though, knows its audience and serves them accordingly while doing just enough to move things forward and try some intriguing little segues. I would happily play a whole game in which I could customise the flamboyant safe house to make it more comfortable for my cute little family of spec-ops sociopaths; I would play a whole survival horror adventure set in the world that Emergence concocts. Nothing in this series has ever lingered with me as long as the nuclear bomb explosion in Call of Duty 4 – but these violent delights, I feel, have staying power.
    • 76 Metascore
    • 60 Critic Score
    There is lots to do in this huge and beautiful fantasy world, but inconsistent writing and muted combat dull its blade.

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