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
    • 59 Metascore
    • 66 Critic Score
    It’s true that Dream can be beautiful and fun at times, but its structure too often holds it back from being something great.
    • 72 Metascore
    • 66 Critic Score
    Stomaching the jump scares and heavily recycled horror imagery will earn you a handful of mesmerizing vistas, but Layers of Fear fails to challenge or transform its central trope.
    • 71 Metascore
    • 66 Critic Score
    Playing Tomodachi Life is no different than life in its purest sense, but it makes one wonder: who’s playing you? Should we care?
    • tbd Metascore
    • 66 Critic Score
    Having laid the groundwork for interrogating this dynamic, however, Solstice tends more toward murder mystery dinner theater than fantasy film noir. A penchant for playful melodrama and comedic banter in many ways undercuts the tension established through the game’s mystery and its interactive methods for unraveling it.
    • 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.
    • 72 Metascore
    • 65 Critic Score
    But Type-0 shows that Final Fantasy, despite its best efforts, probably doesn’t know how to grow up in the way it wants to—that it can only grasp at greater dramatic impact even as its battle systems are further refined, its attempts to dig something out of the ancient muck of a subject as heavy as war itself constantly curtailed by concessions to the iconography of its past.
    • 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.
    • 70 Metascore
    • 65 Critic Score
    If the games hope to be considered worthy additions to the phenomenon, they'll need to take advantage of that vast world, and all its opportunities for original storytelling. While also remembering that we’d like to see a bit more than the bottom of a Whitehill’s shoe.
    • 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.
    • 75 Metascore
    • 65 Critic Score
    If you liked the previous Borderlands, you’ll love it.
    • 68 Metascore
    • 65 Critic Score
    It is flashy fun, a succinct use of the Vita’s abilities, but the game burns quick and leaves nothing to chew on afterwards, like an infographic that missed its own point.
    • 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.
    • 62 Metascore
    • 65 Critic Score
    While Moon Hunters may not be the perfect game, it nobly aims for the stars, and for that alone it is memorable.
    • 65 Metascore
    • 65 Critic Score
    The game’s insistence on minimalism gives it an elegance but, conversely, it also gets in the way.
    • 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.
    • 70 Metascore
    • 65 Critic Score
    Ultimately, though, Near Death has nothing to say beyond the struggle to navigate the harshest environment on Earth.
    • 66 Metascore
    • 65 Critic Score
    Mario Party 10 is the purest embodiment of an actual board game yet seen in the series.
    • 78 Metascore
    • 65 Critic Score
    The translation from urn to game is nearly flawless.
    • 72 Metascore
    • 65 Critic Score
    The interplay of Dungeon Master and player is controlled chaos, thrilling in its unpredictability, while the outcome of Guild of Dungeoneering is a foregone conclusion: I will throw a neverending horde of adventurers at a dungeon until I complete it or get bored and wander away.
    • 51 Metascore
    • 65 Critic Score
    When I finished, I didn’t expect Daylight to stick with me as much as it did. The story did very little new; the levels weren’t novel; the ghosts were ones I’d seen before. But when I closed my eyes that night, all I could see was that Shadow at the end of the hallway, watching me.
    • 77 Metascore
    • 65 Critic Score
    Revives the visual style of a cartoon aimed at ten-year-olds.
    • 75 Metascore
    • 65 Critic Score
    Bigby Wolf is a surrogate parent for Fabletown, but the stakes are lowered.
    • 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.
    • 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.
    • tbd Metascore
    • 65 Critic Score
    You’d hope that, once you’ve figured out Beglitched’s puzzle system it would start to gain momentum. In fact, what happens is it starts to feel a little repetitive.
    • 63 Metascore
    • 65 Critic Score
    As an allegory of healing, Spirits of Spring takes on the difficult task of cleaning an open wound, and trusts that each player will be able to trace the edges on their own.
    • 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.
    • 68 Metascore
    • 65 Critic Score
    Mafia III is a game that’s held back by its conventional anchors. It wants to be game about the South but remains content to use its setting rarely as little more than a local color curiosity. It proposes a radical representation of race but falls prey to the conventional chores of open-world banality. Though it initially seems eager to “Tell about the South,” Mafia III does not have the patience or interest to do so. Its violence and exploitation-style racial politics, however, make the trip to New Bordeaux worth effort—as long as the person heading down South isn’t looking for anything more than a sightseeing tour.
    • 83 Metascore
    • 65 Critic Score
    The game retains the Scooby-Doo vibe that was so charming about the original.
    • 70 Metascore
    • 65 Critic Score
    Unity’s metanarrative turns something specific into something simple, general, a clean way to experience a false history devoid of any attempt to explore what made the era so significant.
    • 70 Metascore
    • 64 Critic Score
    Between those shooting star moments, too much of Odyssey weakens under the pile. It’s many things at once with new ideas; this is the both the kindest and most damning thing to be said about it.
    • tbd Metascore
    • 64 Critic Score
    I’m a big Game of Thrones fan, but Telltale’s game series is, unfortunately, inessential material.
    • 76 Metascore
    • 64 Critic Score
    Imagine a self-filling pinata. Imagine a hundred of them. Imagine them lumbering at you, wielding swords.
    • 87 Metascore
    • 64 Critic Score
    PES 2016 stumbles under the weight of all its divergent modes and duties
    • 68 Metascore
    • 63 Critic Score
    The game is most frightening when it is you, the house, and whatever is in it. It feels a little like the game Gone Home’s opening hinted at, but actually inhabited by evil.
    • 69 Metascore
    • 63 Critic Score
    Pneuma is an absolutely unsuitable receptacle for questions of spirit or life.
    • 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.
    • 69 Metascore
    • 62 Critic Score
    In large part, the ultimate success of The Wolf Among Us rests on how well Telltale handles Episode 5.
    • 70 Metascore
    • 62 Critic Score
    The most flattering description I can offer Mother Russia Bleeds is that of an enjoyably formulaic brawler, but the ferocity of its execution was refined enough to get lodged in my head. I can’t quite work it out: it exists like a ringing in my ears that has no obvious source. Or, rather, it’s a third-gen VHS copy of its influences, a quavery deja vu of a violent brawler both familiar and unsettling.
    • 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.
    • 64 Metascore
    • 62 Critic Score
    The prospect of fresh exploration still holds a spell over me.
    • 65 Metascore
    • 62 Critic Score
    Is it worth replaying challenges you’ve already overcome until you beat so many at once, some arbitrary quota? Was I learning more by doing so, becoming a master of skill? Did I conquer, or was I conquered, playing enough to unlock the additional credits I needed to make it through alive?...Just a hundred more cubes, just one more.
    • 81 Metascore
    • 62 Critic Score
    What Sunset Overdrive was shooting for was punk. Where it landed was mallternative.
    • 66 Metascore
    • 62 Critic Score
    Quantum Break, in enlarging their length and complexity, turns them into a crutch that’s forced to support a game that can’t consistently match their appeal.
    • 72 Metascore
    • 61 Critic Score
    The Last Tinker doesn’t play poorly, just unremarkably. And for the type of game it aspires to be—one that sets itself the unenviable task of recapturing the spirit of a genre’s golden age—an experience that is ”just good enough” can feel a bit underwhelming.
    • 67 Metascore
    • 61 Critic Score
    Thankfully, the lynchpin for this game is a pretty decent lynchpin, so if you love ghosts and Instagram and don’t mind redundancy, then Fatal Frame: Maiden of Black Water is the sixth scariest thing you can do with a camera.
    • 80 Metascore
    • 60 Critic Score
    It makes the best argument in favor of the 3DS's defining feature since Super Mario 3D World.
    • 83 Metascore
    • 60 Critic Score
    Without any friction to the player’s actions, the game’s title becomes a suggestion rather than a command.
    • 54 Metascore
    • 60 Critic Score
    And it wasn’t until later, when I settled down and reflected on the game, that I realized a potential purpose of such mundane tasks in Moebius: Empire Rising: Jane Jensen wants you to feel––not just see––the psychology of Malachi Rector, a man scarred by a family tragedy, and tormented with a genetic gift. If that is indeed the primary purpose, then I applaud Jensen.
    • 71 Metascore
    • 60 Critic Score
    Volume’s strengths are primal but simple, at times feeling like a Crossy Road-style time-passer with a cyberpunk sheen. It tries but ultimately doesn’t say much of modern society or governments beyond the elementary. Indeed, it is the modern videogame incarnate, warts and all.
    • 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
    Battlefront offers everything my childhood experience of Star Wars did not. For all its polish, it brand-name polish, it lacks that creative energy found in building battles from faded toys and dumb ideas. Battlefront imposes limits and gates on an expansive universe, reigning in instead of expanding the possible ways to become part of that world. As such, the game remains mercenary in its goal of selling an experience solely on those feelings we have about that galaxy far, far away.
    • 62 Metascore
    • 60 Critic Score
    WWE 2k15 certainly propagates that fantasy, but along the way, it also stumbles into a repetitive pattern that, completely by accident, reveals a harsher and poignant truth about what professional wrestling, and being a sports entertainment performer, really is: it’s a job, just like any other job.
    • 66 Metascore
    • 60 Critic Score
    Yet in Need for Speed the handling, the fun, the art, all of this, they are so stacked under layer after layer of meaninglessness, multi-faceted surfaces that gesture at everything and deliver nothing. It was a good run, but as I came off the slope and headed into a tunnel bathed in tungsten glow the moment was lost.
    • 53 Metascore
    • 60 Critic Score
    With more time to flesh out the world and, most importantly, a more creative progression of challenges to match your skill, this could have been a special game. Instead, just as its titular character is trapped in time by default, Shadwen is a stealth game forever trapped in a state of adolescence.
    • 60 Metascore
    • 60 Critic Score
    You can be bread. I can be bread. I can be destructive. I am destructive. I am bread.
    • tbd Metascore
    • 60 Critic Score
    Ace of Seafood is not a game about what it’s like to be a fish. But it does, in oddly literal ways, imagine what it would be like for a human to be a fish, albeit a marauding and cybernetic one. But perhaps that’s exactly the point.
    • 73 Metascore
    • 60 Critic Score
    Despite relative improvements in presentation, WWE 2K16 ultimately makes a crucial mistake when it comes to understanding professional wrestling: the fiction is a lot more fun than the reality.
    • 72 Metascore
    • 60 Critic Score
    The majority of Full Bore is a balancing act—charging blindly through the map may incite agoraphobia, while obsessing over a particular nook for too long yields claustrophobia. Getting lost in this game is equally fun and frustrating, in almost exactly even measure.
    • tbd Metascore
    • 60 Critic Score
    It cares much more about sustaining self-irony than making a good-faith attempt at realism. In it we might see the specter of Ackerley’s self-ironizing narrator, obsessing over urine because he knows the limitations of his own perspective. Or we might see something else—because, like dogs themselves, the game begs for an interpretation even when it’s taking a shit.
    • 76 Metascore
    • 60 Critic Score
    As with many Nintendo games of the last few years, its gameplay elements are immaculately designed but risk nothing.
    • 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.
    • 63 Metascore
    • 60 Critic Score
    The game does deliver scenes between levels that color some of your writers’ inner lives, but they are too minor to establish much empathy for, say, a writer disappearing by the regime’s hand in the post-game wrap up.
    • 68 Metascore
    • 60 Critic Score
    Parallax has no plot. It has no character(s). We get no indication of where this Will Shortzean universe is or who made it or why we’re here. We get puzzles. And we do them because they are puzzles, and puzzles demand doing. Because level B-7 is after B-6 and you haven’t finished B-6 yet, have you? This type of circular motivation is where spectacle could save Parallax from itself. Any kind of motivation (even the kind you forget!) is better than knowing that there is no motivation.
    • tbd Metascore
    • 60 Critic Score
    Thoth isn’t here to make friends. It is decidedly ruthless and daunting, a challenge with matched aesthetics, but not a whole lot more than that.
    • tbd Metascore
    • 60 Critic Score
    Lovely Weather is Animal Crossing without all the stuff.
    • 59 Metascore
    • 60 Critic Score
    Its disparate parts don’t align toward the same end: the karma system doesn’t mean anything here , just like the pixel art doesn’t mean anything, and the roguelike bits don’t mean anything.
    • 66 Metascore
    • 58 Critic Score
    Although it suffers from the dated standards of structure and action—acting more as an imitation of what we might remember of the SNES-era than a succession—Citizens of Earth flourishes when it embraces its own silliness.
    • 67 Metascore
    • 58 Critic Score
    Although it suffers from the dated standards of structure and action—acting more as an imitation of what we might remember of the SNES-era than a succession—Citizens of Earth flourishes when it embraces its own silliness.
    • 59 Metascore
    • 58 Critic Score
    In No Pineapple Left Behind, from Subaltern Games, you play as this peculiar principal. You have to juggle the responsibilities of supporting teachers, improving students’ grades, and managing a budget. This is quite a job, where accounting for every dollar of your daily spending allowance becomes crucial. It is much easier to resort to your magical power, which drains the humanity from kids, turning them into pineapples.
    • 69 Metascore
    • 58 Critic Score
    It delivers a vast, meticulously rendered desert with nothing special to see.
    • 57 Metascore
    • 58 Critic Score
    By the time it’s done, Armikrog feels more like The Neverhood’s mulligan.
    • 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.
    • tbd Metascore
    • 57 Critic Score
    Prominence isn’t so much a failure as it is a missed opportunity. With a narrative background about an oppressed people struggling to free themselves by pushing the limits of science and technology, the story is set up for success. But unfortunately, those possibilities are rarely explored in Prominence itself, making for a rather sterile narrative experience with sleek sci-fi surroundings.
    • 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.
    • 71 Metascore
    • 56 Critic Score
    A good game, like any good work of art, should make you wonder; it should give you a reason to care about what happens, just as it should give you reasons to enjoy what it asks you do. Aragami feels only half-invested in doing both of those things, so it does neither. By failing to follow through on its own best ideas, it leaves us with nothing but a shadow of the game that could have been.
    • 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.
    • 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.
    • 62 Metascore
    • 55 Critic Score
    Its mechanics and narrative grew routine. I appreciated those aesthetics only from a distance it wouldn’t give me. It’s hard to criticize a game for being good-looking, but it’s hard not to when its ambitions so clearly lay beyond that.
    • 64 Metascore
    • 55 Critic Score
    Californium is only here to deliver the report: life is a pixel hunt, and there is no hint line.
    • 66 Metascore
    • 55 Critic Score
    Knee Deep is at best ankle-high. It’s shallow, and it constantly flops between making fun of gossip and a perpetuator of it.
    • tbd Metascore
    • 55 Critic Score
    A couple hours into Glitchspace, I hoped for a break in the progression and the chance to explore my newly acquired skills, but instead the complexity is continuously layered on top of itself until the game ends.
    • 66 Metascore
    • 55 Critic Score
    There’s no danger in Absolute Drift, just repetition. Every point is a slam dunk. Every swing a hole-in-one. Every meal is dessert, and I’m starting to miss broccoli.
    • 72 Metascore
    • 55 Critic Score
    Glorious though Anno 2205’s cityscapes may be, a game that justifies the banality of numerical mechanics through visual sensation alone is inevitably one that provokes the question of whether or not it needed to exist at all.
    • 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.
    • 72 Metascore
    • 55 Critic Score
    In the end, I was allowed to play Tormentum like I play all games that ask you to make moral choices. I skated through the game unlocking cages, freeing prisoners, and forgiving murderers with impunity. And I wasn’t punished for it even once.
    • 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.
    • 43 Metascore
    • 55 Critic Score
    Being a robot that can transform into different shapes and use cartoony weapons to blow up other robots is fun, and maybe story is unnecessary for this kind of play.
    • 72 Metascore
    • 55 Critic Score
    In a detail that I can only laugh at, my most enjoyable time spent with Rise of Iron was in fact spent climbing a mountain.
    • 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.
    • 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.
    • 64 Metascore
    • 54 Critic Score
    Masquerada declines as the plot slows down. The herky-jerky pace gets more grating, the mania for proper nouns more distracting. What looked like a scrappy little underdog RPG turns out to be a collection of worn-out ideas.
    • 58 Metascore
    • 54 Critic Score
    By the game’s end, I found I didn’t care about any of the characters. Instead, I was fed up, hunting down the rest of the prismatic cores in order to reach the end. The game had done a full 180. It’s a major disappointment, given the promise ReCore shows at its beginning, when it’s just Joule and Mack.
    • 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.
    • 66 Metascore
    • 51 Critic Score
    A competently executed tactical RPG with a jejune script and stylized window dressing.
    • tbd Metascore
    • 50 Critic Score
    Enter Skies is trying very hard to win the title of the weirdest RPG this year with Fearless Fantasy but its biggest mistake is in trying at all.
    • 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.
    • 72 Metascore
    • 50 Critic Score
    Rogue paints the picture of an arbitrary war drawing arbitrary lines.
    • 60 Metascore
    • 50 Critic Score
    NHL 15 is not very good. It’s not whole. But I keep playing, because it’s enough.
    • 78 Metascore
    • 50 Critic Score
    Out of all of the episodes, “No Going Back” is the most relentless.

Top Trailers