Kill Screen's Scores

  • Games
For 340 reviews, this publication has graded:
  • 19% higher than the average critic
  • 5% same as the average critic
  • 76% lower than the average critic
On average, this publication grades 8 points lower than other critics. (0-100 point scale)
Average Game review score: 67
Highest review score: 90 Bloodborne
Lowest review score: 7 Hatred
Score distribution:
  1. Negative: 29 out of 340
340 game reviews
    • 78 Metascore
    • 40 Critic Score
    The creators of Pac-Man CE 2 had the difficult task of remixing a game that has already been expanded upon and reworked to the point of refinement, and they chose to pile on the complexity anyway. The result is a Frankenstein’s Pac-Man—a mess of features and modes that, despite all the power pellets and fruit and ghosts, still left me feeling hungry.
    • 63 Metascore
    • 45 Critic Score
    All in all, the game feels like a tourist trap rather than a destination.
    • 77 Metascore
    • 30 Critic Score
    Lord knows videogame characters could stand to be quieter, but Virginia can’t convey the necessary emotional depth to make its story stick. The ideas at play piqued my interest pre-release: two women of color as its leads, the promise of a new spin on enduring cop show tropes, surrealist touches. But Virginia is selling points all over, a mood board of ideas—some cool, some musty—that take the player’s interest as self-evident. Anyone who’s seen a movie before should probably just watch another.
    • 54 Metascore
    • 40 Critic Score
    In the end, it’s kitsch. It’s a Soviet-themed Lego set that renders a monumental socio-political phenomenon into little else but a toy. And an exceptionally boring one at that.
    • 58 Metascore
    • 40 Critic Score
    I won’t remember my time with The Girl and the Robot feeling like a magical fairytale. I’ll recall it being a poorly designed, stressful videogame. And that’s a shame, because that initial art sure was cute.
    • 59 Metascore
    • 35 Critic Score
    In the annals of dungeoneering, Necropolis stands out for its lack of imagination.
    • 66 Metascore
    • 30 Critic Score
    By day 100, you’re starting to lose sight of the goal. They gave you 180 days to finish out your tenure as chief; at first it sounded like a death sentence, now it’s more like a prison sentence.
    • 54 Metascore
    • 20 Critic Score
    It’s this tradition that gives us Dambuster’s lamentable Homefront: The Revolution, the sequel to THQ’s Homefront (2011) that neither critics nor players asked for.
    • 73 Metascore
    • 45 Critic Score
    But Heroes’s oddest design choice is surely its violation of a Zelda tradition since time immemorial (i.e. 1986): Link can’t jump.
    • 64 Metascore
    • 48 Critic Score
    “Kooky” is a good word for Albino Lullaby.
    • 56 Metascore
    • 48 Critic Score
    Submerged is skeletal and unoiled. It is damned by competence: a short story that checks the boxes, but in doing so leaves no mark.
    • 66 Metascore
    • 30 Critic Score
    If The Wire was a conversation with an audience about culture and society, The Detail seems content to converse only with other fans of the show; to speak in excited tones about their favorite parts.
    • 71 Metascore
    • 45 Critic Score
    An exceptionally uncreative piece of schlock.
    • 43 Metascore
    • 7 Critic Score
    Hatred, as a piece of transgressive art, is a failure. It's dull, its violence crass and unconvincing, and its understanding of humanity shallow at best. But it's worth looking at, if only to understand why, and if only to interrogate what, if anything, could be gained from peering closely at something so horrible.
    • tbd Metascore
    • 43 Critic Score
    But without the dexterity to give its gaming forebearers the same level of faithfulness, it ends up being hellacious for all the wrong reasons.
    • 77 Metascore
    • 35 Critic Score
    In a stone-cold RPG like Etrian Odyssey you want to minimize the crazy shit happening, but in a Mystery Dungeon you want to revel in it, like a surfer in search of the biggest wave. You would hope in spite of this the game would manage to branch off and do its own thing, but it doesn’t, unless that thing is needless complexity, endless grinding and conscripting dreary-eyed anime children on a plodding adventure.
    • 64 Metascore
    • 40 Critic Score
    Had the realization of that universe been more fully fleshed out—expansive and deep rather than restrictive and boardgame-like—Spaceships could have found success as a kind of post-human strategy game. Instead it feels lifeless. But not in the existential, gazing-into-the-void-of-space way. More in the way that an aging child realizes that her blanket is just a blanket, and promptly stops caring about it.
    • 63 Metascore
    • 40 Critic Score
    The repetition of tasks, activities and missions is presented to the player as the lone way to achieve rewards, and yet within the constructed system of randomness and uncertainty that the game offers, these rewards are never certain. This is how it presents the enterprise of self-improvement as content in itself.
    • 69 Metascore
    • 43 Critic Score
    Not being able to connect with Baby, to think of her as more burden than child, soured me on Murasaki Baby. With poor touch controls, the designers have turned a small, cute game into a bit of a mess.
    • tbd Metascore
    • 49 Critic Score
    Perhaps with its ensuing acts A Maker’s Eden will find its. For now, it rests as something kind of cool, slightly interactive, and mostly, an unfinished journal.
    • 39 Metascore
    • 21 Critic Score
    At times it seems like Only If might actively hate its audience, that it resents being played at all.
    • 78 Metascore
    • 49 Critic Score
    Without the weight of tradition behind it, flattening out your finger hitting “Fight wisely” just feels like cow-clicking. Personally, I’d rather spend that time elsewhere.
    • 59 Metascore
    • 34 Critic Score
    The game's environments have the appearance of a 3D sandbox but you quickly discover how linear they are. From time to time you'll find a dead-end path with a gameplay-irrelevant collectible doodad perched at the end of it, but the environments offer little of interest outside of the straight-line path to the next platforming segment.
    • tbd Metascore
    • 40 Critic Score
    The developer put in details that make the game virtually impossible.
    • 82 Metascore
    • 49 Critic Score
    I’m relieved to get to the end of it not because I’m looking forward to playing all of the bosses again in one try, but because it means that if I fail—if I die to a boss repeatedly and run out of lives—I don’t have to go back through the exact same level full of the tedious, non-threatening enemies again, and again, and again; I can just play the bosses, which is what this game should have been about from the beginning.
    • 55 Metascore
    • 46 Critic Score
    DreadOut revels in cliche, sometimes quite smartly.
    • 53 Metascore
    • 45 Critic Score
    So much of Bound by Flame induces boredom or irritation that it seemed the best recourse to seek out a style of play that facilitated, if not outright enjoyment, at least an absence of hostility.
    • tbd Metascore
    • 40 Critic Score
    Attempting to bring your two arms together to ready a shot as your aggressor charges blindly toward you is beautifully simple and absurd. In any other shooting game, such an opponent would pose no threat whatsoever, but the balance between the ludicrous distance the sword-wielding apple-man has to travel in order to reach you and the exceptional difficulty of lining up a shot combine to create a fine piece of participatory humor.

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