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
    • 68 Metascore
    • 70 Critic Score
    If you prefer plots that are weird to begin with and just get weirder, you will be extremely happy with Hatoful Boyfriend; if you don’t feel excited by every single Japanese pop culture trope re-enacted by pigeons, Hatoful Boyfriend might not be for you.
    • 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.
    • 73 Metascore
    • 70 Critic Score
    Its view of America is simple, but simplicity keeps the game focused on survival in a wilderness that refuses to be tamed.
    • 73 Metascore
    • 70 Critic Score
    By following the tangled paths of lineage, we’re left with tales too large to be understood in terms of the lone hero.
    • 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.
    • 78 Metascore
    • 70 Critic Score
    It’s the ludic equivalent of the James Bond series.
    • 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.
    • 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.
    • 65 Metascore
    • 70 Critic Score
    “Complicated” is not the same as “complex,” and nowhere does Rememoried fail to parse this distinction than in its unconventional ruleset.
    • 55 Metascore
    • 70 Critic Score
    Monochroma wants you to debate your every move, to drain you of color and splash you with hope when you play well. It’s often too quiet to know if you’re doing just that.
    • 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
    • 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.
    • 71 Metascore
    • 70 Critic Score
    Grow Home had a simple purity to it—you were a robot, it could climb, and so it did, all the way up to space. Grow Up repeats this journey but steadily turns BUD into Inspector Gadget as you complete its trials.
    • 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.
    • 81 Metascore
    • 70 Critic Score
    The twist at the end of “Chaos Theory” is nothing less than staggering in its audacity.
    • 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.
    • 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.
    • 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.
    • 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.
    • 49 Metascore
    • 69 Critic Score
    You are not truly alone in Corpse of Discovery, but the videogame shows how loneliness is a question of degrees and shades, and not a simple binary. It is through this three-dimensional exploration of the pilgrim on a foreign world that the game shows its worth.
    • 71 Metascore
    • 69 Critic Score
    In a game about big-picture, important ideas of societal problems, a lot of the choices feel not-so-important.
    • 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.
    • 76 Metascore
    • 68 Critic Score
    Today, of course, Destiny is a mess, but I sympathize with it.
    • 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.
    • 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.
    • tbd Metascore
    • 68 Critic Score
    An early experiment in a genre that has already seen some very sophisticated entries.
    • 78 Metascore
    • 68 Critic Score
    It’s still easier to construct narrative contingency than to make it meaningful.
    • 46 Metascore
    • 68 Critic Score
    The game is best experienced as an occasional therapeutic exercise.
    • 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.
    • 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.

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