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
    • 75 Metascore
    • 77 Critic Score
    Don’t expect to find touchscreens, paper-thin televisions, or computers any smaller than a child here.
    • 74 Metascore
    • 77 Critic Score
    It's both love letter and time capsule, for fans and for the newly curious. In a few years, when it's faded almost completely from memory again, I look forward, not to playing it, but to finishing it, and remembering it fondly yet again.
    • 74 Metascore
    • 78 Critic Score
    Titan Souls takes a motif in film that’s so played out as to be empty, and uses it to create joy, triumph, and meaning in a context where we’ve come to expect the absence of all three. It’s an argument for what games can do that other media can’t because of their interactive and iterative natures.
    • 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
    • 81 Critic Score
    This is the National Pastime deconstructed. This is also Nintendo’s past commingling with its future: A perfect, tiny game, forced into this strange new shape and sold piecemeal.
    • 74 Metascore
    • 80 Critic Score
    Street Fighter V has traded a physical space for the intimacy of a digital one: an internet meeting with a mysterious stranger. When a match announces itself, loudly, it’s impossible to not get excited. And suddenly, you’re fighting: you, some anonymous other, and the small, limited locale in which you’ve agreed to meet.
    • 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.
    • 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.
    • 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.
    • 73 Metascore
    • 70 Critic Score
    It manages to provide an intimate journey for each player despite the breadth of human diversity.
    • 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.
    • 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
    • 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.
    • 73 Metascore
    • 67 Critic Score
    Rainbow Six: Siege has the basic pieces in place to offer that experience but sabotages them by forcing the illusion to rub against the real world in ways the fantasy isn’t prepared to handle. More often than not, playing Siege, one doesn’t feel like a soldier. You feel like a player. And that’s precisely what this game doesn’t want.
    • 73 Metascore
    • 68 Critic Score
    It doesn’t exactly crack open the full literary potential of randomly-generated story beats, but it does use it to an enjoyable-enough cutesy effect, which is pages more than most flarfy corpses have ever achieved.
    • 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.
    • 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.
    • 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.

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