Quarter to Three's Scores

  • Games
For 391 reviews, this publication has graded:
  • 37% higher than the average critic
  • 7% same as the average critic
  • 56% lower than the average critic
On average, this publication grades 9.7 points lower than other critics. (0-100 point scale)
Average Game review score: 65
Highest review score: 100 Xenoblade Chronicles
Lowest review score: 20 Toy Soldiers: War Chest
Score distribution:
391 game reviews
    • 92 Metascore
    • 40 Critic Score
    It mostly reminded me of some of the dull and barely interactive bits of Uncharted 3. I think the lesson here is that deserts are often poorly suited to games without dune buggies...There's no challenge and no real gameplay, which isn't necessarily a criticism. It's sort of like Shadow of the Colossus without any colossi, or Ico without the little girl.
    • 88 Metascore
    • 20 Critic Score
    There was a kind of magic in the early Ratchet & Clank games, and then a competence in the later lesser games. The frenetic onscreen chaos of wacky cartoon monsters, smashed crates, imaginative gunplay, and a swarm of bouncing coins was a true joy as we all discovered it twenty years ago. These days, it’s all on offer in a hundred different games. But without the magic or at least the competence, it’s just a flurry of sloppy colors and shapes, a whirlwind of ineffectual nostalgia, absent any innovation, creativity, confidence, or finesse. It took many years, but now that it’s being used to prop up a piece of hardware, Ratchet & Clank finally feels like the soulless corporate property it’s become.
    • 88 Metascore
    • 40 Critic Score
    It’s not my place to second guess game design. As you know, you go to Civilization with the game you have, not the game you might want or wish to have at a later time. But it is my place to note that when I go to Civilization, I’m looking for more than just a laid back single-player cities builder with the AI frittering idly in the margins. I cut my teeth on Sid Meier’s grand strategy without a brain-dead tactical layer drizzled over the top. I admire a lot of what Firaxis is doing to move on from the mess of Civilization V. They’re headed in the right direction, even if they are dragging a lot of baggage.
    • 87 Metascore
    • 20 Critic Score
    A shiny old dog without any new tricks. I got more out of the Halo 1 remake, which at least had the appeal of nostalgia. Playing through an updated version of the original Halo was at times tired or tedious. But it was also a reminder of the raw genius that launched the series. There is none of that in Halo 4, which is a drawn-out retread without any fresh perspective or energy, and furthermore missing a lot of what I need to pull me through a Halo game. Halo 4 demonstrates that if there's one thing worse than more of the same, it's less of the same.
    • 87 Metascore
    • 40 Critic Score
    It’s a careful, intricate, and skillful creation that no one can accuse of being too short. But as a game that does nothing other than teach you how to play, it is perhaps the most meaningless game I’ve ever played. Considering the games I’ve played, that’s saying a lot.
    • 86 Metascore
    • 40 Critic Score
    The campaign is poorly written, poorly acted, erratically paced, full of pointless upgrades and meaningless choices, crammed full of overproduced cutscenes that fail to relate to the gameplay, and without a shred of creative insight into how to use a real time strategy game to tell a story, much less how to get me to click "next mission" without heaving a tired sigh. For all their incomparable game design smarts, Blizzard remains one of the worst storytellers in the business, partly for how hard they try and mostly for how spectacularly they fail.
    • 86 Metascore
    • 40 Critic Score
    The shootporn is satisfying enough, if you're into that sort of thing. I know I am. Which is why I have so little patience for how often the awful story and grim prattle get in the way.
    • 86 Metascore
    • 20 Critic Score
    The most disappointing thing about Forza Horizon 2 is how little it’s improved since the first Horizon. There is still no meaningful career progression or economy. The career is quite literally running a circle around six chunks of Europe, over and over and over again, in the pursuit of colored bracelets with, as far as I can tell, no significance. Canned bucket list challenges and barn scavenger hunts supposedly break up the action if you feel like heading off in that direction.
    • 86 Metascore
    • 40 Critic Score
    Cyberpunk’s running time is littered with familiar problems and zero interest in their solutions. It’s a design cluttered with the failings of a hundred other designs. The safe and familiar failings of the medium that can’t be pinned to CD Projekt specifically, but are nevertheless embraced with something that feels like enthusiasm. So I sigh and carry on to the ending of my choice, looking in vain for the actual cyberpunk in a sprawl of contrived and bland sci-fi.
    • 85 Metascore
    • 40 Critic Score
    It peppers the game with busywork where you’d normally be hitting “next turn” over and over, waiting to administer a beating to the game’s brain dead military. Now you’re playing on turf where the AI is stronger, managing the strategy level of the game, finessing the economy, wrangling trade routes, expanding out into the map. It helps the pacing in a not very good game where pacing was one of the significant problems. So if I’m going to play Civilization V, the best thing I can say about Brave New World is that this is the preferred way to do it.
    • 85 Metascore
    • 20 Critic Score
    So the prominent new feature in Magic 2014 is the ability to pay Wizards of the Coast extra money each time you play it. What a horribly crass presentation of a wonderful feature. It sits like a stinking hole in the middle of an otherwise presentable game and therefore completely undermines any reason to play this when you could instead be enjoying last year’s planechases.
    • 84 Metascore
    • 40 Critic Score
    Why not think of Assassin’s Creed: Origins as a lovely and chill sightseer sim? It only took about forty hours of game tax to get here, but you’ve earned it.
    • 83 Metascore
    • 40 Critic Score
    I recall Bastion feeling far more open ended, offering me a scoring challenge and plenty of incentive to boost the difficulty level. But Transistor commits the cardinal sin of not making me want to keep going. It feels as if it’s ended before it’s over. The new game plus should be the opportunity to flex everything I’ve unlocked and yet here I am using the same tools, with no reason to raise the difficulty because I’m pretty sure I’ve seen all it has to offer.
    • 83 Metascore
    • 40 Critic Score
    Resident Evil 7 has a strong opening, a sagging middle, and a disappointing finale. In other words, it hews closely to the arc of most horror. But to Capcom’s credit, this Resident Evil is taking pages from books it hasn’t previously read. I’m not convinced it understands those pages, but at least it’s attempting something other than the usual roiling mass of black goo with bright orange weak points you have to shoot. For a while at least. It’ll get to that. But before it plods through its sagging middle to its disappointing finale, Resident Evil 7 is at least trying.
    • 83 Metascore
    • 40 Critic Score
    A grand rogue's gallery stuck in a small world and a disappointingly familiar game design.
    • 82 Metascore
    • 40 Critic Score
    Wildstar, which has very little sense of identity, which has very little pull, which feels like a collection of features, which has a subscription fee, was a relic as soon as it was released. And I’m afraid one of the most trenchant facts about it is one of the worst things you could say about any MMO: it’s going to be easy to stop playing.
    • 81 Metascore
    • 20 Critic Score
    Gearbox is at their best when they’re engineering the act of shooting something. If their game would just shut up and let the gleeful gunplay speak for itself, Borderlands would go a lot further. Instead, the gunplay is clogged up with meaningless loot, smugly unfunny jokes, and lots of using the same ol’ gun while waiting for the parsimonious skill point drip to finally drop. Where’s the glee in all that?
    • 81 Metascore
    • 40 Critic Score
    All the decisions I’ve made have snowballed into a massive unwieldy clockwork of inconsequence, lumbering towards an inevitable conclusion like a giant Katamari ball consisting of all those little decisions, none of them steering it in any meaningful way, but each of them lending the monstrosity a tiny bit of mass. Then the ball reaches the requisite mass and a screen tells me I’ve won and I’m back at the main menu. No recap, no score breakdown, no map to admire, no ranking. Poof.
    • 81 Metascore
    • 40 Critic Score
    In the campaign, white phosphorus is a horrific set-piece accompanied by screams and whimpers. That’s some heavy shit. In multiplayer, white phosphorus is a reward for competent play that brings high-fives and fierce guitar licks. That’s some badass shit, Bro! You can have this cake and you can eat it, Modern Warfare assures us. In past installments, this dissonance would be funny, but here, it’s another reminder that these are really two separate games, and never shall the twain meet.
    • 80 Metascore
    • 40 Critic Score
    This is the same disappointing strategy game it was a year and a half ago, except that it now has two finicky and mostly unimpressive systems shoehorned in.
    • 80 Metascore
    • 20 Critic Score
    If only the Disney Infinity game had been crafted with half as much care, love, and attention as the Disney Infinity sculptures.
    • 80 Metascore
    • 40 Critic Score
    A middling open-world game can get by if it's well paced. The Saboteur and Prototype 2, for instance, weren't necessarily good, but they moved. Really moved. They pulled you forward, thanks in large part to great progression systems. There is no such sense of progression in Sleeping Dogs. You have a few tracks that gradually unlock moves you may never use.
    • 80 Metascore
    • 20 Critic Score
    Company of Heroes 2 might be the steepest tumble from game design genius to crassly missing the point that I’ve ever seen.
    • 80 Metascore
    • 40 Critic Score
    Valorant considers a standard match as best of thirteen rounds. Thirteen rounds! You don’t know which team is dominating in three rounds, Valorant? Because I sure do. It’s the team running rampant all over the map. Your Spike Rush mode is only slightly better at best of seven, but even that can drag. It’s all in service of the eSports focus. Anything quicker would be too fast for dramatic shows. Riot has made eSports their bread and butter, so it’s no surprise that Valorant is heavily skewed to that audience. Gone are the days of 1v1 arena fights in LAN tournaments with fullbright settings. One match. One result. One mistake and you were done. There were no upset wins or swings. You did a looping run from the railgun spawn and the keg of health and you didn’t dare deviate because it could all be over with one high-ping hit. Anyway, I’m old. Valorant has made me realize that I don’t recognize the landscape I grew up with. I’ll let the younger generation deal with Valorant’s sequel.
    • 80 Metascore
    • 40 Critic Score
    Second Son looks fantastic and from a technical perspective, it’s a pretty impressive feat especially given that the game is out less than six months from the release of the Playstation 4. Unfortunately the gameplay isn’t up to par with the light show. Like the neon that Delsin channels, it’s all light and no heat.
    • 79 Metascore
    • 40 Critic Score
    Dungeon Raid was based on building up your RPG character and earning high scores. But with its crass Farmville skin, Puzzle Craft is ultimately a variation on one of those godawful free-to-play play-now-m'lord microtranscation boondoogles. It's like a time waster wrapped around a time waster. Time wasters all the way down.
    • 79 Metascore
    • 40 Critic Score
    The problem with Orcs Must Die isn't necessarily Orcs Must Die. The problem is Toy Solders: Cold War, Plants vs. Zombies, Defender Chronicles, and Dungeon Defenders. Because a good tower defense game is just the first step to a good full-featured tower defense game.
    • 79 Metascore
    • 40 Critic Score
    It’s a bad sign that the weakest parts of Alien: Isolation are the parts with the alien. You’d think getting that right would be a priority. Instead, the best parts of the game involve running around space corridors and turning space handles and flipping space switches and pressing space buttons and getting through space doors and turning on space generators. But then an alien comes along and forces you to play something else entirely.
    • 79 Metascore
    • 40 Critic Score
    If there's no payoff - or, as is the case here, if the payoff is hidden behind such a clot of unavoidable tedium that it ultimately overwhelms how much I care about reaching that payoff - then hasn't the game failed? The balancing act for any game designer is to make me care in proportion to the challenge level you throw at me. And given how close I must be to the end, and how little I care to push on, Final Fantasy XIII-2 ultimately fails.
    • 79 Metascore
    • 40 Critic Score
    If only the game mechanics were as clearly laid out as the business model.

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