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
    • 65 Metascore
    • 65 Critic Score
    The game’s insistence on minimalism gives it an elegance but, conversely, it also gets in the way.
    • 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.
    • 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.
    • 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.
    • 64 Metascore
    • 55 Critic Score
    Californium is only here to deliver the report: life is a pixel hunt, and there is no hint line.
    • 64 Metascore
    • 48 Critic Score
    “Kooky” is a good word for Albino Lullaby.
    • 64 Metascore
    • 62 Critic Score
    The prospect of fresh exploration still holds a spell over me.
    • 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.
    • 64 Metascore
    • 40 Critic Score
    Had the realization of that universe been more fully fleshed out—expansive and deep rather than restrictive and boardgame-like—Spaceships could have found success as a kind of post-human strategy game. Instead it feels lifeless. But not in the existential, gazing-into-the-void-of-space way. More in the way that an aging child realizes that her blanket is just a blanket, and promptly stops caring about it.
    • 63 Metascore
    • 40 Critic Score
    The repetition of tasks, activities and missions is presented to the player as the lone way to achieve rewards, and yet within the constructed system of randomness and uncertainty that the game offers, these rewards are never certain. This is how it presents the enterprise of self-improvement as content in itself.
    • 63 Metascore
    • 68 Critic Score
    It would be a kind of justice for The Order to have its assets stripped from its skeleton and put into service of a more deserving project.
    • 63 Metascore
    • 45 Critic Score
    All in all, the game feels like a tourist trap rather than a destination.
    • 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.
    • 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.
    • 62 Metascore
    • 72 Critic Score
    Atmospheric traumas might read as much like the privilege of a certain upbringing as the Matisse print hanging up in the protagonist’s childhood home. That said, Between Me And The Night never feels less than sincere and heartfelt while doing this. And if you can embrace its perspective, the game stands to offer a moving and smart depiction of navigating life through the scrim of an angst born in childhood.
    • 62 Metascore
    • 67 Critic Score
    In its best moments, The Old City: Leviathan toggles seamlessly between enchanting dreams and dark realities, tragic memories and tragic futures, and deeply touching realizations on what is actually happening. But they’re all never really meant for the player; they’re meant for the protagonist.
    • 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.
    • 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.
    • 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.
    • 60 Metascore
    • 60 Critic Score
    You can be bread. I can be bread. I can be destructive. I am destructive. I am bread.
    • 60 Metascore
    • 50 Critic Score
    NHL 15 is not very good. It’s not whole. But I keep playing, because it’s enough.
    • 60 Metascore
    • 80 Critic Score
    Sylvio succeeds at every single thing it wants to do. Games don’t do this kind of hermetic horror often, and Sylvio makes zero concessions. The car, the gun, the reel-to-reel, the black blobs: they’re all secondary to Juliette Waters and her journey through the abyss.
    • 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.
    • 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.
    • 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.
    • 59 Metascore
    • 35 Critic Score
    In the annals of dungeoneering, Necropolis stands out for its lack of imagination.
    • 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.
    • 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.
    • 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.
    • 58 Metascore
    • 40 Critic Score
    I won’t remember my time with The Girl and the Robot feeling like a magical fairytale. I’ll recall it being a poorly designed, stressful videogame. And that’s a shame, because that initial art sure was cute.

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