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
    • 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.
    • 79 Metascore
    • 68 Critic Score
    In the end, the game attempts to pull back the curtain with a certain amount of Scooby-Doo.
    • 81 Metascore
    • 81 Critic Score
    Madden NFL 15 is a truly impressive football videogame, and probably the best I’ve ever played.
    • 67 Metascore
    • 68 Critic Score
    When the stakes are low, the incongruity between CounterSpy’s stealth and action components matters little, but at DEFCON 1, you’re looking at mutual assured destruction. It’s a bit ironic that a game about escalating international tensions stumbles when it comes to its own escalating action.
    • Kill Screen
    • 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.
    • 64 Metascore
    • 62 Critic Score
    The prospect of fresh exploration still holds a spell over me.
    • 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
    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.
    • 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.
    • 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.
    • 39 Metascore
    • 21 Critic Score
    At times it seems like Only If might actively hate its audience, that it resents being played at all.
    • 65 Metascore
    • 76 Critic Score
    Unrest is a short, smart work. Most roleplaying games are about those in power, but Unrest is also about those who aren't.
    • 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.
    • 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.
    • 76 Metascore
    • 76 Critic Score
    The game is a throwback to the old-style point-and-click adventure game, requiring you to solve puzzles with limited assets within a constantly shifting scaffold of constraints that limits what is and is not possible. For the most part, the game avoids the exasperating opacity that once plagued adventure games—flush the pickle down the toilet in order to get the car keys—but there is nevertheless little room for variation in how one solves the puzzles, and little room for choice within the story.
    • 87 Metascore
    • 77 Critic Score
    The game is not about death or life but about the soul leaving the body and heading someplace new. It’s about the brief moment it spends flying.
    • 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.
    • 75 Metascore
    • 65 Critic Score
    Bigby Wolf is a surrogate parent for Fabletown, but the stakes are lowered.
    • 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.
    • 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.
    • 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.
    • tbd Metascore
    • 80 Critic Score
    O’Reilly’s work dances around the intersection between the quiet, meditative moments of life and the broader technological world always encroaching on that serenity, but he’s never been afraid to throw out a curveball every once in awhile.
    • 83 Metascore
    • 77 Critic Score
    But somehow, the small scale trials found in the levels of 1001 Spikes bring me back. Grabbing the key and making it inches from the stage door before dying carries a similar weight, and makes realizing the far-fetched goal all the sweeter.
    • 85 Metascore
    • 81 Critic Score
    The cumulative effect is a game that is as bright, rich, and lovely as nostalgia would have us believe our favorite NES games always were.
    • 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
    • 81 Critic Score
    The game exults in tomato-can headshots and arms blasted into gristle. Bits pop off bodies with enthusiasm, like giant fingers had flicked them at a wall. And as foes turn to wet paper, Blazkowicz remains a rock.
    • 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.
    • 59 Metascore
    • 67 Critic Score
    Fortunately, Soul Suspect’s fairly uninteresting play takes a backseat to a fast-moving plot that, as predictable as it often is, remains engaging from start to finish.
    • 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?

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