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 7.9 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
    • 93 Metascore
    • 69 Critic Score
    The Phantom Pain is different. It, like its predecessors, wants to remind the player that war is, indeed, hell. But, in giving over to structural bloat it obscures the tremendous promise established in its opening hours, trading the narrative power of violent anguish for a routine, Sisyphean take on torment.
    • 92 Metascore
    • 65 Critic Score
    Its limited combat options and often obtuse puzzle solving, alongside the sheer endurance required to survive boss fights long enough to end them, add up to a system that doesn't point to any elaborate moral insight. It simply points to itself.
    • 89 Metascore
    • 73 Critic Score
    Despite all odds, it seems Stardew Valley is a different game than the one it mimics. And a pretty fun, different game at that.
    • 87 Metascore
    • 50 Critic Score
    More isn’t bad just for its faults and repetitions. It’s worse than that: Bloodborne was pure—and The Old Hunters dilutes it.
    • 87 Metascore
    • 65 Critic Score
    Arkham Knight is distressingly inorganic. Continuing the predictable trend the franchise, the game learns the wrong lessons from its predecessors.
    • 87 Metascore
    • 64 Critic Score
    PES 2016 stumbles under the weight of all its divergent modes and duties
    • 87 Metascore
    • 68 Critic Score
    There’s no strong character to center it, no perspective to ground it, no consistent challenge to weight it. It’s an impressive novelty, but it fades fast.
    • 86 Metascore
    • 68 Critic Score
    Gears 4 takes only half measures. It discards a lighthearted adventure premise for another fate-of-humanity monster invasion. It gives up on the anti-militarist bent of its early fight against the COG for another plot about soldiers trying to save humanity.
    • 86 Metascore
    • 68 Critic Score
    Lara’s therapy was a failure. Rise of the Tomb Raider was not, but it did force me to reconcile the uncomfortable paradox of the titular badass also being an emotional wreck.
    • 85 Metascore
    • 74 Critic Score
    However inflated its stakes, however serious or seriously unserious it may want to be taken, whatever its successes and failures as adventure, tragedy or tragicomedy, Far Cry 4’s primary storyline is itself incidental.
    • 84 Metascore
    • 50 Critic Score
    The fighting game here is fun and engaging, but its wrapper is so, so flawed.
    • 84 Metascore
    • 74 Critic Score
    Guilty Gear has always been (and still is) a pretty-looking, niche series. Xrd expounds upon that tendency, eschewing nostalgia in favor of profound iteration that will likely only register to the niche-loyal.
    • 84 Metascore
    • 73 Critic Score
    For being a cyberpunk ode to the potential promise of transhumanism, the missions around Mankind Divided‘s central narrative feel terribly familiar.
    • 84 Metascore
    • 70 Critic Score
    If you don’t have to turn down your TV volume from its usual spot I salute you.
    • 84 Metascore
    • 50 Critic Score
    It ought to remind us of what’s so good about the maximalism of other JRPGs.
    • 83 Metascore
    • 60 Critic Score
    Without any friction to the player’s actions, the game’s title becomes a suggestion rather than a command.
    • 83 Metascore
    • 65 Critic Score
    The game retains the Scooby-Doo vibe that was so charming about the original.
    • 83 Metascore
    • 72 Critic Score
    If you’re going to be damned for all eternity to fight for your afterlife, at least it’s with such a lovingly crafted homage to the shooters of yesteryear—and you don’t even need to worry about whether you’ve got the latest Soundblaster card this time around.
    • 83 Metascore
    • 69 Critic Score
    One of the virtues of a sandbox is that it doesn’t manipulate you. There’s no rulebook to follow or train tracks to stick to. Unlike other toys, it plays on the possibilities percolating around inside of the person sitting in it. The drawback is that every grain of sand looks like every other, and when the well of inspiration runs dry, so does the fun.
    • 83 Metascore
    • 55 Critic Score
    Simulations can distort for good, and so help us resist, or ill, and obscure the forces that corral hearts and minds. Every system locks us up. But sims like Prison Architect throw away the keys.
    • 83 Metascore
    • 65 Critic Score
    Considered in this way, Pokémon looks kind of like a Le Corbusier chair: everything in its right place, nothing without purpose, all parts contributing toward a clear, singular end. Then again, also like a Le Corbusier chair, it's a lot more comfortable in theory than in practice.
    • 83 Metascore
    • 72 Critic Score
    DSII remains a skilled, often clever impersonation of the game everyone wanted. But I can’t see the point of teasing out its journey with ever more kings, dragons, and Havels. The more DSII overlaps with its predecessors, the less reason there is to play it at all.
    • 82 Metascore
    • 72 Critic Score
    It’s sublime when a plan comes together, but squirming out of a nasty mess takes a higher degree of patience and pressurized innovation.
    • 82 Metascore
    • 72 Critic Score
    It’s the decisions that bind the experience; enabling The Banner Saga 2 to transcend its videogame construct. You’re left with an experience that feels not only alive, but alive with the complexities of the real world.
    • 82 Metascore
    • 68 Critic Score
    Sokobond is a challenging, quiet game. But it's also a fun game, as the post-level facts come out, telling you about the practical applications of these little elements you're pushing around.
    • 82 Metascore
    • 72 Critic Score
    For the moment, King’s Quest remains caught in a particularly strange-yet-familiar space, halfway hearkening back to an older era but seemingly aware that it was a time that needed improvement.
    • 82 Metascore
    • 70 Critic Score
    This hot mess is deliriously fun, a game from a simpler time that might find more contemporaries in New Arcade than in other neo-roguelikes.
    • 82 Metascore
    • 70 Critic Score
    Carter is most frustrating when it attempts to deviate from those systems as though this were, in some way, a refusal to become friends with the player, when really, it should be as welcoming as possible.
    • 82 Metascore
    • 71 Critic Score
    A lot of Wildstar’s content draws from all of the MMOs that have come before it, but this outlandish dedication to fun is its own. It’s unashamed to be a delightfully cheesy animated space adventure.
    • 81 Metascore
    • 70 Critic Score
    The twist at the end of “Chaos Theory” is nothing less than staggering in its audacity.
    • 81 Metascore
    • 73 Critic Score
    By the pound, what Captain Toad offers most is interactive charm.
    • 81 Metascore
    • 62 Critic Score
    What Sunset Overdrive was shooting for was punk. Where it landed was mallternative.
    • 81 Metascore
    • 74 Critic Score
    In Super Time Force, the failures live on, but not as condemnations of my lack of skill. My sloppiness as a player is not useless. Seeing them all hopping around on the screen simultaneously, I realize: there can be grace in failure.
    • 81 Metascore
    • 74 Critic Score
    It’s a beautiful, beguiling place to spend some time, absolutely worth it while you’re there, but sooner rather than later you’ll yearn to shed its shackles, to get off the beaten path.
    • 81 Metascore
    • 68 Critic Score
    Hitman GO is not a boardgame nor a particularly compelling facsimile of one, beyond the tokens and the boards. But the game succeeds for sticking to the aesthetics of its inspiration, and moving on as the game and platform demands.
    • 81 Metascore
    • 50 Critic Score
    By trying to optimize it, the brave/default system inadvertently lays bare the arbitrariness structuring the player’s relation to the game, the role one ostensibly plays becoming repeatable and, indeed, automatable in yet another striking parallel to the looming “new economy.”
    • 81 Metascore
    • 70 Critic Score
    Truth be told, though, Beyond Earth likely won’t have quite the staying power of either Alpha Centauri or Civilization V. Ultimately, Firaxis’s latest effort feels more like a sci-fi mod of Civilization V than a fully-formed project in its own right. But perhaps we should not be so quick to dismiss it, if not for play, then at least for thought.
    • 81 Metascore
    • 68 Critic Score
    It’s not so much “high art” as a blender full of Battle Royale, Law and Order, Hunger Games, Snatchers, Phoenix Wright, and Persona—a pageant to be seen and lightly interfaced with.
    • 80 Metascore
    • 70 Critic Score
    The game is a sort of inverse of Grand Theft Auto 5: triumphant in ambition but faltering in execution. Nowhere is this more apparent than in those NPC bios, which can’t seem to decide if they’re funny or serious.
    • 80 Metascore
    • 66 Critic Score
    None of this is anything like progress—Westerado isn’t exploring new frontiers when it comes to genre work—but the romance inherent to the game’s emphasis on freedom sometimes comes close to overpowering a bitter remembrance of the very real history it cribs from.
    • 80 Metascore
    • 70 Critic Score
    Track Central gives into core of the Trials experience and allows us to relish in the waste of biomass. Sorry, riders: this is what you’re made for.
    • 80 Metascore
    • 67 Critic Score
    The number of “ah-ha!” moments offered by the game is significant.
    • 80 Metascore
    • 70 Critic Score
    As the game becomes more “normal,” Dropsy’s original challenge of endearing himself to those he repulses fades, and the puzzles start seeming a little tedious. So many are based around a difficult to manage day/night cycle, and many others around the talents of collectible animals. But before things escalate, when it’s just the story of a clown without a circus, the sentiment warms you like a hug.
    • 80 Metascore
    • 71 Critic Score
    Those hoping for 90° Kirby won’t get it in BoxBoy, but those looking for BoxBoy—puzzle-solving, muted box-making extraordinaire—need not look any further. Kirby is not up to this task. Unless, of course, Kirby eats BoxBoy and acquires his powers. Then Kirby might do just fine.
    • 80 Metascore
    • 60 Critic Score
    It makes the best argument in favor of the 3DS's defining feature since Super Mario 3D World.
    • 80 Metascore
    • 50 Critic Score
    The Division is a game so eager to criminalize the poor, so eager to play into clichés of class war. Yet it staunchly refuses to take responsibility for its representations, for its politics. If we want that to change, we have to make it, and its creators, responsible.
    • 80 Metascore
    • 71 Critic Score
    Pushmo World is more of a great thing, and that’s hard to complain about. But as the Wii U increasingly looks like a poor child captured in some mysterious restraints, I fear shiny versions from the past won’t unlock these unfair shackles.
    • 79 Metascore
    • 70 Critic Score
    There’s a spirit of revolt in your work, a rhetoric of mortals killing the gods competing for control of The Magic Circle.
    • 79 Metascore
    • 74 Critic Score
    By placing your adventure in the context of all the other tragedies aboard the Groomlake, a kind of familial intimacy develops.
    • 79 Metascore
    • 70 Critic Score
    The titular vermin of Vermintide may come in a horde, but they’re all unique, in their weird, chittering way. It almost makes me feel bad about the carnage I’ve spent the last ten hours dealing out to them.
    • 79 Metascore
    • 68 Critic Score
    In the end, the game attempts to pull back the curtain with a certain amount of Scooby-Doo.
    • 79 Metascore
    • 58 Critic Score
    Many games, largely, want to create mayhem where messages may also occur, while protests, largely, want to create messages where mayhem may also occur. Anarcute wants an adorable inferno. The joke is that the destruction is big but the perps are cutie wuties. But I don’t know if I have the planet to play it on.
    • 79 Metascore
    • 71 Critic Score
    There is a market for this kind of happy pain, this agonizing joy. I just hope Dakko Dakko’s rotating, riveting shooter finds the cat-crazy audience it deserves.
    • 78 Metascore
    • 65 Critic Score
    The translation from urn to game is nearly flawless.
    • 78 Metascore
    • 70 Critic Score
    It’s the ludic equivalent of the James Bond series.
    • 78 Metascore
    • 69 Critic Score
    Like Mass Effect, Dune, Foundation, and countless other sci-fi universes, it builds its extraterrestrial world from the ground up. Stellaris only borrows from all of their palettes to paint its own picture of the night sky—and a game about aliens feels all the less foreign as a result.
    • 78 Metascore
    • 50 Critic Score
    Out of all of the episodes, “No Going Back” is the most relentless.
    • 78 Metascore
    • 70 Critic Score
    The story can go any way imaginable—from everyone coming away completely unscathed to literally causing the apocalypse—more so than maybe anything else I’ve ever played.
    • 78 Metascore
    • 55 Critic Score
    Despite all of its cutesy posturing and promises, Unravel is still looking to fill some kind of void. And I’m not sure if that void is its shortcomings as a mood board, as a videogame, or a cloying digestible basket of “feels” for EA.
    • 78 Metascore
    • 71 Critic Score
    Numinous Games’ That Dragon, Cancer does not suffer from this problem; the pain feels real, the sadness is authentic. This is not surprising given that the game is undisguised autobiography: Ryan and Amy Green created it as a meditation on their family’s journey as their son Joel was treated for and eventually killed by brain cancer.
    • 78 Metascore
    • 62 Critic Score
    My problem with Mario Golf games, then, is really a kind of strength; the core game is so competent that a hitting a solid drive down the fairway feels sweet enough.
    • 78 Metascore
    • 55 Critic Score
    Episode 4 naturally acts as a lull, so it’s unnerving that for the most part, it does little to move the story forward besides a few character moments and one major life-changing and tense sequence.
    • 78 Metascore
    • 68 Critic Score
    It’s still easier to construct narrative contingency than to make it meaningful.
    • 77 Metascore
    • 65 Critic Score
    Revives the visual style of a cartoon aimed at ten-year-olds.
    • 77 Metascore
    • 73 Critic Score
    A visual novel sipped through a Gilliam straw.
    • 77 Metascore
    • 71 Critic Score
    In spite of its problems, Three Fourths Home still showcases some pretty sharp dialogue and storytelling. And if nothing else, it will make you think twice about how you conduct yourself the next time you’re on the phone with your mom.
    • 76 Metascore
    • 68 Critic Score
    Today, of course, Destiny is a mess, but I sympathize with it.
    • 76 Metascore
    • 68 Critic Score
    All of which leaves Dancing All Night as a rare mix: at once a good dancing game, a bad Persona game, and a Vita game.
    • 76 Metascore
    • 51 Critic Score
    Stubborn adherence to the modes of the past only goes so far. Third Eye Crime would be a better game for recognizing this.
    • 76 Metascore
    • 62 Critic Score
    The core of Splendor is a smart, accessible strategy experience, and you get a taste of that from the mobile game. But more than anything, Splendor just whetted my appetite for playing it with actual cards and tokens, which even it seems to acknowledge is the game’s ideal form.
    • 76 Metascore
    • 73 Critic Score
    Come October shall we look back and wonder where this potential went? Perhaps we shall ask ourselves what could have been done differently. Or, perhaps, Life is Strange will navigate these concerns, becoming the game we hoped it would be.
    • 76 Metascore
    • 70 Critic Score
    From this perspective, the Pokémon isn’t a creature of its own agency, but a mere extension of its trainer’s body and mind; a tool in a rat race, forever wrestling in the futile pursuit of human ambition. And when you look at it that way, all the thematic waffling starts to make a whole lot of sense.
    • 76 Metascore
    • 70 Critic Score
    Assassin’s Creed: Syndicate lets you science the shit out of murder in a city where people are sciencing the shit out of everything. There's an undeniable appeal to that. But it’s an appeal worth looking in the face.
    • 76 Metascore
    • 60 Critic Score
    As with many Nintendo games of the last few years, its gameplay elements are immaculately designed but risk nothing.
    • 76 Metascore
    • 67 Critic Score
    It’s more of the same, just colder and thinner.
    • 76 Metascore
    • 67 Critic Score
    The wonderful thing about Mayday! Deep Space is that true horror can really only exist in the mind of the player.
    • 76 Metascore
    • 65 Critic Score
    Far Cry Primal is basically everything I just described, without a whole lot of irony. Which is to say it often feels enormously, almost amazingly stupid.
    • 76 Metascore
    • 64 Critic Score
    Imagine a self-filling pinata. Imagine a hundred of them. Imagine them lumbering at you, wielding swords.
    • 76 Metascore
    • 73 Critic Score
    American Truck Simulator reflected the anxious reality, but also allowed me to appreciate the grandeur of it all. I can finally see what I presume most other Americans have always enjoyed: Endless waves of asphalt paved just for me, veining the contiguous southwest, begging to be casually traversed.
    • 75 Metascore
    • 65 Critic Score
    If you liked the previous Borderlands, you’ll love it.
    • 75 Metascore
    • 74 Critic Score
    But Hohokum ultimately pulls its punches. You can do whatever, if you want, but eventually you’ve got a puzzle to solve. Bad puzzles are easy to design; good puzzles (whether easy or hard) require logic, care, even a touch of the narrative Hohokum pointedly rejects. Good puzzles tell a story in their physical parts.
    • 75 Metascore
    • 67 Critic Score
    Mind: Path to Thalamus is, at times, messy, but it’s a beautiful mess, one that still exhibits powerful moments of emotional impact that are so true to the game and the medium that it’s almost painful.
    • 75 Metascore
    • 74 Critic Score
    FRACT proves that it’s through your own creative input that you can continue to surprise yourself beyond those initial magical moments. It’s true that FRACT isn’t the most mind-bending puzzle game out there or the most powerful music production software on the market; its triumph is in forging a middle path.
    • 75 Metascore
    • 65 Critic Score
    Bigby Wolf is a surrogate parent for Fabletown, but the stakes are lowered.
    • 75 Metascore
    • 68 Critic Score
    Without that humor, the story would have no buoyancy. It would sink beneath its heaviness.
    • 75 Metascore
    • 65 Critic Score
    What’s endearing about Chroma Squad is that it captures how silly it all was: an absurd, slapstick plot with actual, devastating conclusions if evil ever managed to succeed.
    • 74 Metascore
    • 68 Critic Score
    It also places that desire for discovery within another person’s mind, just like Conrad, and keeps its player, like Conrad’s reader, at a critical remove. It lets you see a bigger picture than the grid of hexagons it depicts; it lets you see the mindset that creates the grid, and what that way of thinking inevitably ends up doing.
    • 74 Metascore
    • 55 Critic Score
    I wish I Am Setsuna took me on another beautiful, multifaceted adventure like it wanted to, as the JRPGs that its creators admire once did. I wish the characters weren’t bland caricatures of familiar characters I’ve seen in the past. Instead, it feels like a cold attempt at harboring nostalgia, only managing to remind me of JRPGs of the golden age, and how so much better they were—and, critically, still are.
    • 74 Metascore
    • 65 Critic Score
    Without such a narrative, Dying Light devolves into almost pure gore. It’s not that the game is inordinately bloody or hard to stomach; it’s that it presents itself like a sadistic RPG, where the main goal isn’t to find the aforementioned file for the GRE, but rather gain as much strength, agility, and weapon modifications as you can so that your zombie skirmishes become more and more ludicrous the deeper you get into the game.
    • 74 Metascore
    • 57 Critic Score
    I hated being talked to like a child when I was one, and as an adult my feelings haven’t changed. There is certainly room for pure, child-like play in videogames: Nintendo has built an empire on it, and there’s a similar giddiness in the work of Keita Takahashi and many of the best sandbox-style games. But telling the player over and over again that she is a baby is not the route toward this state of cerebral freedom.
    • 74 Metascore
    • 55 Critic Score
    But once the initial rush of simpler controls and more on-field action wears off—and it happens quickly—you’re left with an empty, meaningless celebration of the sport’s inclusiveness. FIFA World Cup Brazil is then, perhaps, perfectly representative of its real life counterpart. It has the potential to bring people together, but it’s also a lot of pomp and circumstance in the name of “unity” that masks the political and cultural tensions that come with the event.
    • 74 Metascore
    • 55 Critic Score
    “Why do the gods continue to shit on this house?” asks Sir Royland, shaking his fist up at the sky and its oily, vague shades of blue. It’s a question I’ve asked myself again and again throughout this series, and one Telltale has avoided answering far too many times.
    • 73 Metascore
    • 71 Critic Score
    What remains to be seen is whether there is such thing as a redemptive arc in Game of Thrones, or if feebly limping out of a string of unfair compromises is truly as “good” of an ending as Westeros has to offer.
    • 73 Metascore
    • 72 Critic Score
    For the most part, Ladykiller in a Bind dares to be unapologetically itself rather than a game made for any one set of people.
    • 73 Metascore
    • 65 Critic Score
    That said, while The Deadly Tower of Monsters might be silly and a little clunky, it’s hard not to root for something that lovingly apes (for lack of a better word) a bygone era so successfully.
    • 73 Metascore
    • 50 Critic Score
    We can see in its lack of substance a reflection of a disturbing social complacency when it comes to exploring complicated issues like police violence and systemic racism. We can also recognize what little faith it has in its players to wrestle with difficult concepts, to find something meaningful and troubling behind using a digital badge and police-issued firearm in equal measure to solve our crime problems.
    • 73 Metascore
    • 50 Critic Score
    Remixes can be irreverent or sacrosanct, but more than anything else they must disrupt their original context. NES Remix 2 fails this test. It’s not a new way of experiencing old ideas; it’s a highlight reel. If NES Remix were a DJ, it wouldn’t be Danger Mouse tearing up The Grey Album—it would be that guy in your dorm who insisted on DJing at college parties but couldn’t bear to play a single song all the way through.
    • 73 Metascore
    • 60 Critic Score
    Kirby and the Rainbow Curse is still a thing of beauty, lovely to look at and challenging (but not punitive) in play. In places, you can even see the sculptor’s fingerprints, but you can’t leave any of your own.
    • 73 Metascore
    • 60 Critic Score
    Fantasy Life proposes that simple skills such as sewing and mining are worth devoting one’s existence to. But by hewing to the constraints of traditional RPG design, these are best enjoyed as means to other, more vicious ends: stitch up your cloak so as to take less damage from enemies; pound that iron into a stronger, mightier blade. You can play the game as a Tailor. But you’ll want to switch over to Mercenary soon enough.
    • 73 Metascore
    • 65 Critic Score
    Without compelling characters or inventive story missions, all that’s left to keep the audience entertained is destruction, repeated ad nauseum. There’s value in the small-scale satisfaction each explosion creates, but an empty feeling lingers after every plume of smoke has cleared.

Top Trailers