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 Immortals Fenyx Rising
Lowest review score: 20 Inversion
Score distribution:
391 game reviews
    • 80 Metascore
    • 80 Critic Score
    I'm guessing the average shmup fan is going to gladly part with the full four dollars.
    • 76 Metascore
    • 80 Critic Score
    Eufloria is as unique, languidly haunting, and eminently playable as any of Introversion's brilliant Darwinia games. And now it's also a perfect fit for the iPad.
    • 79 Metascore
    • 80 Critic Score
    At last, the single-player Netrunner videogame I've been waiting for someone to make!
    • 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.
    • 62 Metascore
    • 60 Critic Score
    Painkiller's nutso violence meets Titanfall's nutso nimbleness meets Doom's nutso pacing, all in a grimfuture Warhammer world cobbled together by a nutso French studio.
    • 66 Metascore
    • 20 Critic Score
    Biomutant is what happens when someone makes an Ubisoft game, but without Ubisoft’s resources, experience, talent, or even willingness to take risks. With the exception of the art design, everything about Biomutant feels safe and familiar, but without the confidence or polish needed to make it effective. Safe, familiar, and hopelessly lost in the detritus-littered wasteland between design document and actual game.
    • 83 Metascore
    • 40 Critic Score
    A grand rogue's gallery stuck in a small world and a disappointingly familiar game design.
    • 68 Metascore
    • 80 Critic Score
    At last a racing game carefully and entirely built around drive well instead of just driving fast.
    • 79 Metascore
    • 100 Critic Score
    A triumph of open world design, exploration, and writing. And one of the most endearing characters you'll meet in a videogame.
    • 82 Metascore
    • 100 Critic Score
    Snowrunner is what happens when an immovable object meets an irresistible force. As long as the irresistible force has a winch, the immovable object will lose.
    • tbd Metascore
    • 100 Critic Score
    I’ve played a handful of card games I think about when I’m not playing. They’re good enough to roll around in my head even when I’m not at the table. Apocrypha, Netrunner, and Arkham Horror come to mind. But they’re all physical tabletop games, and none of them is the usual head-to-head card battle. Yet Mythgard, an online free-to-play game squarely in the tradition of the 1958 Richard Garfield classic that started it all, has found a place alongside them.
    • 79 Metascore
    • 100 Critic Score
    It might not have all the detail a gearhead expects, but that doesn’t mean it’s superficial. The cars might look like toys, but the driving model is no joke. It might not have a first-person view, or upgradable cars, or a career mode RPG, or demanding graphics, or product placement, or a shouting co-driver, but that doesn’t mean it’s any less of a rally racing game. Instead, it’s an adoring and adorable idyll about taking a relaxing drive through a lovely countryside, and doing it as fast as you can.
    • 72 Metascore
    • 80 Critic Score
    What if there were a Dark Souls for people who want something to do instead of play the same boss fight over and over until I get lucky and don't die? Well, this is! And this is it!
    • 86 Metascore
    • 80 Critic Score
    It’s got what it needs: a keen appreciation for how to smooth the tedium out of stealth games, adroitly presented by its rakish cast on a picante Western stage.
    • tbd Metascore
    • 60 Critic Score
    Creeper Worlds are basically puzzle games. But with the new sense of scale that comes with 3D, with new visuals to show off the ocean as sullen pools and looming waves, it’s enough to make it feel like a new world and, therefore, a new game.
    • 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.
    • 72 Metascore
    • 40 Critic Score
    Dirt 5 can afford to be vain, because it’s the kind of game you play because you think the levels are pretty. And you’re not wrong. They’re very pretty. But it’s not the game you play if you want to play a racing game. It’s barely the kind of game you play if you want to play a driving game. It’s the kind of game you play if you just want to move through pretty levels, which is something lots of videogames do these days. So Dirt 5 at least has that going for it.
    • 82 Metascore
    • 60 Critic Score
    Even without the Aegean sparkle of Odyssey, this is an idyllic tapestry for Ubisoft’s artists. This sunlight streaming through the clouds, bathing rich greed fields and vine-covered ruins and burgeoning cathedrals in its golden benediction! Ubisoft’s artists are to open world games what Richard II is to words, and their talent shines throughout Valhalla’s England: this sceptered isle, this earth of majesty, this other Eden, demi-paradise, this little world, this precious stone set in the silver sea, this blessed plot, this earth, this realm, this England. So what if it’s not as good as Odyssey? I’ll take it!
    • 72 Metascore
    • 20 Critic Score
    A group of disparate people with unique strengths and weaknesses come together to try to save London from a high-tech dystopia. Unfortunately, I couldn't care less about any of them.
    • 93 Metascore
    • 100 Critic Score
    Hades success is very much indebted to its pacing. Game pacing is difficult in the best of circumstances; it’s impossible without extensive testing, consideration, and willingness to change things for the sake of player experience. This is all easy for people like me to say, with our monocles and berets and copies of the Chicago Manual of Style, plus maybe some Foucault if really pressed. “It’s all about the player experience.” “Design is law.” You can talk all day. But when the player starts getting frustrated at the lack of progress, or insufficient game cues, you might find yourself in a tough spot as a designer. How you get out of it, or if you even do, says a lot about your skill with design and production.
    • tbd Metascore
    • 40 Critic Score
    What could have been a worthy and equally quirky follow-up to Reus and Renowned Explorers is instead a confused combination of soccer management, tax forms, and bad documentation lightly dusted with a flurry of religious words.
    • 75 Metascore
    • 60 Critic Score
    All the blood and gore and screaming and gnashing of teeth turn into an aggravating set of puzzles. The chaos grinds to a halt, waiting for you to parse some this-then-that-next puzzle logic. Do you even know where to go next? This tunnel looks like every other tunnel. There’s nothing left to eat. The roiling protoplasm is restless and impatient. It’s tempted to grow a foot just so it can tap it peevishly, but that would be too cheeky. It’s beneath a shoggoth’s dignity. So it waits while you lead it around and try to figure out how to open that door. Such an amazing monster, trapped in such a middling game.
    • tbd Metascore
    • 20 Critic Score
    Shadow Empire has tons of personality, playing with science fiction, apocalypses, resource management, RPGs, and card games. But everything in Secret Government feels like a dry imitation of a dry Paradox game. Shadow Empire also reveals things as you play. You learn clever systems that interact with each other in interesting ways. But playing Secret Government never goes beyond the feeling of tweaking values in a spreadsheet without any innovative interactions or even meaningful systems. Numbers, all the way down, lined up in rows and columns with all the expected interactions, in a game that lets you do a lot of little things that don’t matter much in the hopes that eventually something’s going to happen that might matter a little. All the while, make sure you keep Ramiro Vazquez’ secrecy topped off.
    • 74 Metascore
    • 100 Critic Score
    Infused with the jovial DNA of Strange Brigade, Rebellion's canny combination of horror and absurdity is their best game yet and a grand example of how to add progression and scoring to a modern shooter.
    • 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.
    • 78 Metascore
    • 60 Critic Score
    In this situation, my diplomatic standing with a neighboring regime, the loyalty of some of my leaders, my regime’s profile, the units I can use in my army, the stratagem cards I’ll be able to draw, and global bonuses for diplomacy, food income, and combat are all connected. I hope it’s not a spoiler to tell you that a war with Tiefmark — an avoidable war — broke out a few turns later.
    • 88 Metascore
    • 60 Critic Score
    It can be tedious and exhausting. Its faux angst and exuberance and hellstory can be grating. It’s probably a level or two too long. But in the end, there’s something so lovable about Doom Eternal, so endearingly goofy about the gory glory kills, so affectionate in the way a monster looks at me cross-eyed as I shove a blade up through its chin and out of the top of its skull. The conventional wisdom is that the monsters in this rebooted Doom gameplay are resources, and what I call shortage is just the necessary harvesting of a monster crop. But more to the point, they’re my playmates in this hopped-up jungle gym with its trampolines and swing bars and tunnels. We’re all in this together to make a colorful over-the-top playground with blaring metal music and blazing quick movement and splatter gunplay and chainsawyering. It’s enough to win over even the coldest critical heart.
    • 87 Metascore
    • 100 Critic Score
    Failbetter finally balances smart gameplay and ingenious prose in this poignant saga of mortality, writ large.
    • 83 Metascore
    • 100 Critic Score
    There’s never been a fighting game like this (One Finger Death Punch 1 excepted) and you’ll never be as Jackie Chan or John Wick as you are here.
    • 81 Metascore
    • 100 Critic Score
    The thrill of the unpredictable was the driving force behind this charming and spirited rogue-like heister.
    • 81 Metascore
    • 80 Critic Score
    Of course, this mix-and-match approach will only be as good as the imagination that goes into its parts. Paradox tried something similar with Stellaris, using a set of opposing attributes. But that game’s spreadsheet-dry sci-fi doesn’t have room for the kind of glee, personality, and interactivity that drives Planetfall. Stellaris is the rasp of pages turning in a ledger. Run your index finger across the paper, along the row and then down the column, find a number that supposedly suggests the high-concept sci-fi in one of those dull classics you felt obligated to read and even more obligated to pretend to like. But Planetfall is a shelf of old sci-fi dime store novels in the back of a tiny bookstore inexplicably still in business. Pick the lurid title that calls out to you best. Pull it out and delight at the splash of imaginative cover art. This is your story for today.
    • 76 Metascore
    • 80 Critic Score
    Did I mention the unique gameplay touches designed into some of the nations? The excellent interface that makes it easy to jump to whatever information I need, whether it’s the size of the Carthaginian navy, the closest source of amber, if there’s a river crossing on the way to the next province, or how good that unit is at besieging fortifications? The scattered tidbits of historical flavor text, especially on each of the buildings? The post-release support, which includes a new diplomacy system currently available in a beta build? And did I mention that I haven’t played a strategy game this unique and absorbing since Victoria and Imperialism before it?
    • 77 Metascore
    • 80 Critic Score
    Among the many insights offered in Rebel Galaxy Outlaw, it knows that if there’s one thing better than cruising around in a sweet ride blowing stuff up and flying through their explosions, it’s cruising around in a sweet ride blowing stuff up and flying through their explosions while listening to sweet tunes.
    • 76 Metascore
    • 80 Critic Score
    Like Anno 1800, it gives you plenty of tools to watch and admire, but unlike Anno 1800, it’s got all the time in the world for watching and admiring. The scenery goes by, the tracks rattle, the whistle blows, the truck’s engine purrs, the boat drifts lazily downriver, the plane banks and dips toward the runway. No one is pushing me to get out and build new plantain farms. There is no opponent AI whose company might get in the way of whatever railroad route I build later. There is no multiplayer. It’s just me and a map of stuff that wants to get somewhere else, waiting patiently for me to build it a way.
    • tbd Metascore
    • 60 Critic Score
    The premise is cyberpunk, the parameters are thoughtful, and the payoff is worth the bother.
    • tbd Metascore
    • 60 Critic Score
    This is state-of-the-art for action RPGs in Soldak’s fantasy worlds.
    • 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
    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.
    • 82 Metascore
    • 100 Critic Score
    I don’t want to use the word masterpiece lightly, but what else do you call the combination of gleefully chaotic gameplay with earnest storytelling in a setting as refreshingly unique as Bioshock? What else do you call a combat system that goes so far beyond the simple act of shooting a gun without drilling down into a set of intricate menus and complicated controls? What else do you call darkly malevolent horror that doesn’t feel like it was cribbed from someplace else? What else do you call the crowning achievement of a studio with a unique voice, an uneven track record, and 25 years of experience? If there’s a better word to describe what Remedy has achieved with Control, I can’t think of it.
    • 82 Metascore
    • 80 Critic Score
    But what the elevator pitch and basic description don’t convey is Children of Morta’s unique charm.
    • 73 Metascore
    • 80 Critic Score
    These are the colorful bursts of superhero nonsense I’ve missed since 2017, splashy and unserious, as intricate as I want it to be, stretching out for as long a grind as I care to ride, brimming with the loot and customization I want in an action RPG, and enough content to make me forget I’ll never again play my leveled up Squirrel Girl. Oh, Marvel/Disney/Nintendo.
    • 64 Metascore
    • 20 Critic Score
    I don’t mean to make light of someone who’s obviously — maybe too obviously — writing about things that make her sad. I get it. But being sad doesn’t make your poetry worth reading. I’m sorry, I know that’s a dick thing to say, but I’m not your therapist. I’m not even your friend. I don’t know you.
    • 59 Metascore
    • 40 Critic Score
    How did BioWare, veterans of making games with fine-tuned progression systems, make this uninteresting slog of bad loot and dull advancement? How could the developers that gave us Dragon Age, Mass Effect, and even Sonic Chronicles: The Dark Brotherhood create such a technically incompetent mess of loading screens and disconnects?
    • 76 Metascore
    • 80 Critic Score
    What hasn’t been done before is something this accessible, smartly paced, and most importantly, playful.
    • tbd Metascore
    • 20 Critic Score
    That’s this boardgame port in a nutshell: an incomplete effort stripped of personality and then a door slammed shut before you can admire your work.
    • 88 Metascore
    • 100 Critic Score
    It’s insane. It’s absolutely insane. Utter havoc. It’s what makes Diablo 3 the preeminent action RPG, even if there are newer and arguably better designs out there. I still grin, shake my head, and marvel at Blizzard’s ability to fuse charm, character, and technical prowess. They are the masters of swirling cartoonish videogame power fantasies, they belong on the Switch, and they’re here at last.
    • 97 Metascore
    • 100 Critic Score
    Imagine an arthouse movie with summer blockbuster production values, as if Terrence Malick had been given a Star Wars movie. Imagine if Ubisoft had made Gone Home. Like Arthur Morgan himself, Red Dead Redemption 2 is meditative, laconic, a slow burn, drawn out and unhurried, sometimes even morose, more concerned with characters than spectacle. Let us go then, it suggests.
    • 68 Metascore
    • 60 Critic Score
    A spirited shooter with an admirable commitment to aesthetic, but without the game design chops to pull off the progression system it wants to offer.
    • 77 Metascore
    • 20 Critic Score
    Tomb Raider was personal because it was personal. But now it’s come full circle to yet another vapid videogame character muddling through bad writing, rote familiar gameplay, and fewer features than the last time. Wake me when the next reboot is here.
    • tbd Metascore
    • 20 Critic Score
    Remember how good the DLC was in the first State of Decay? Lifeline and Breakdown? If so, definitely steer clear of this waste of $10.
    • 82 Metascore
    • 80 Critic Score
    Bring the Van Morrison with your shotgun and you should be fine.
    • 71 Metascore
    • 80 Critic Score
    Too many strategy games mistake detail for design, activity for gameplay. Gladius knows better.
    • 66 Metascore
    • 20 Critic Score
    What a delight to re-appreciate The Crew all over again! The first one. Not this underdeveloped and terribly misguided sequel.
    • 81 Metascore
    • 100 Critic Score
    It is the anti-Forza. It luxuriates in the dents on a day-to-day sedan instead of the aerodynamic swoop of something Italian and impossibly expensive. It’s too serious for Electronic Arts, but too wild for Papyrus. It’s not interested in car culture or faux social media or sexy street racing. It hasn’t seen any of the Fast and Furious movies. It loves tough cars, not sleek cars. It knows dents add character. You don’t need to drive these beasts around in the desert to make them look like they’ve been scavenging the wasteland. They come that way.
    • 71 Metascore
    • 80 Critic Score
    The end result is a glittering construct of stunningly good prose.
    • tbd Metascore
    • 40 Critic Score
    Unlike Sentinels of the Multiverse, I’d still rather play this on the tabletop. Handelabra seems so preoccupied with whether or not they could make a One Deck Dungeon videogame (they can!), but they didn’t stop to think if they should.
    • 69 Metascore
    • 100 Critic Score
    Besides, polish is overrated. Consider Dawn of the Dead. Both of them. Zack “Justice League” Snyder’s update is polished, contemporary, and appropriately dumb. But Romero’s original is raw, uneven, and still powerful. They each have their place, but only one of them is timeless. If you want the fullest and most thorough expression of zombie mythology in a movie, you watch Romero’s Dawn of the Dead. If you want the fullest and most thorough expression of zombie mythology in a game, you play Undead Labs’ State of Decay 2.
    • 54 Metascore
    • 60 Critic Score
    Because it’s trying so hard to be a Metal Gear game, and falling so short, Metal Gear Survive is the wrong kind of off-kilter. Sometimes a Kojima game without Kojima just isn’t a Kojima game. Sometimes it’s just a snack to tide me over.
    • 78 Metascore
    • 100 Critic Score
    What perfect videogame comfort food for at least, say, another 205 days.
    • tbd Metascore
    • 80 Critic Score
    If I had to pick one thing Space Tyrant does best, it would be pacing. Because this is how a game has to move in order to cook a Marie Callender chicken pot pie in 20 minutes.
    • tbd Metascore
    • 80 Critic Score
    When the puzzle elements fall away and you’ve established a rapport with the hardware, and perhaps even an affection for its idiosyncrasies, you’re sitting in Dan O’Bannon’s chair. Now you’re Pinback. Now that galloping finger jab — right-left-right-left — actually does something.
    • 73 Metascore
    • 60 Critic Score
    There is no gameplay incentive to push the number of enemies up and play this gloriously unfair exercise in managing swarms and randomness. When I can get past a level by playing the display settings instead of the actual game, 10tons hasn’t done their job. I love the game I thought Tesla vs Lovecraft was, but I don’t love how the graphics dictate the gameplay.
    • 78 Metascore
    • 80 Critic Score
    The first hour or so are intentionally insufferable. Some of the best horror takes its time establishing what’s normal, because it has to show you what it’s going to break. Without normal, you wouldn’t know what’s weird. Without real, you wouldn’t know what’s surreal. Without victims, you wouldn’t know what’s monstrous. Without the anime dating sim, you wouldn’t know Doki Doki Literature Club.
    • tbd Metascore
    • 40 Critic Score
    When it comes to free-to-play games from Russia about fishing, you could do a lot worse.
    • 79 Metascore
    • 100 Critic Score
    Suffice to say, A Hat in Time won’t waste your time. It has put you in the paint program for the same reason it does everything else: because whereas most games are content to occupy your time, A Hat in Time has something it wants to show you. Now get busy with the virtual crayons. It’ll be worth it.
    • 73 Metascore
    • 40 Critic Score
    Really, it feels like shovelware.
    • tbd Metascore
    • 100 Critic Score
    This is what pinball should be, but unlike most pinball tables that have to fit the subject matter to the gonzo mechanical gravity-powered contrivances of pinball, Adventure Land is already there. Who cares about Star Wars or Skyrim or Spider-Man when you have tables like this!
    • 75 Metascore
    • 40 Critic Score
    The problem is the way the game is balanced. Instead of being a cool rogueishlike clicker with interesting busywork and a coherent, connected storyline, it’s balanced like a level-based arcade game where you need to learn the tricks to beat a particular level, with the concomitant arcade mechanism of arbitrary punishment to make the highs more high.
    • 65 Metascore
    • 60 Critic Score
    Oh, and my sweet Lord, this game does wonders in the space battles department. You’ll fly around Star Destroyers and through Death Star debris, zipping between laser blasts and missiles. Eventually, just as in Galactic Assault, in Starfighter Assault games, you’ll spawn in hero ships like the Millenium Falcon and Slave I. Or that one green ship that looks like a bathtub turned upside down. Is it Bossk’s ship? Regardless, you can fly in it, if the cool ships are taken.
    • 82 Metascore
    • 60 Critic Score
    Many of its elements never quite come together, so there’s no payoff. The clumsy human stories, the botched difficulty curve, the dangling gameplay threads, the pointless decisions, the cool 3D printer scavenging economy, the coral, the hunters, the various survivors who need saving. If I never had fewer than a dozen mana potions, what did it matter whether I did the quest to put mana healing into the water supply?
    • 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.
    • tbd Metascore
    • 100 Critic Score
    Thaumistry is exactly what you want if you’re an Infocom fanboy like me. It has that thoughtful, funny writing Infocom spoiled us with, dozens of just-hard-enough puzzles, a cast of characters with enough personality to be interesting, an over-the-top set-piece climax, and all the refinements you expect from a modern adventure game. You can’t break it and make it unwinnable. You can’t die, with one obvious exception, blatantly telegraphed several turns before it happens. But this isn’t posturing, hipstery “art house” interactive fiction — it’s a hardcore, puzzles-first design. The heart of a 1980s text adventure throbs beneath all the 21st-century niceties.
    • 89 Metascore
    • 100 Critic Score
    What a horrible thing to do to pinball to make it relevant, compelling, and gratifying.
    • tbd Metascore
    • 20 Critic Score
    Not quite beer n' pretzels. More like suds n' crumbs. With its hand out for more of your money.
    • 68 Metascore
    • 100 Critic Score
    Agents of Mayhem stands mightily on its own. This is not just an open-world Overwatch. This is not just Saints Row with superheroes. This is a masterpiece that’s been waiting for 30 years to bust out from the collection of talent at Volition. For a number of reasons, it demands a place among the best of the best.
    • tbd Metascore
    • 20 Critic Score
    Rapture: World Conquest demonstrates what every other game with a globe-shaped map has demonstrated for as long as they’ve been around. Namely, that a globe is never a good idea for a strategy game. Never. Information is a critical component in a strategy game, especially a real-time strategy game. But a globe hides exactly half the information at all times. That’s a misguided attempt at immersion at best, a dick move at worst.
    • 70 Metascore
    • 80 Critic Score
    It’s all very cheerful, friendly, cute. Fat pharaohs and stubby boars and hopping sarcophagi spitting out midget mummies and some sort of weird Cirque du Soleil gymnasts hanging from ceiling poles shooting fire and dog-headed archers and hordes of hopping toads. Dopey, but self-aware dopey. Polished. Slick. Smart. In other words, not what you’d expect from something with the word “redneck” in the title.
    • 69 Metascore
    • 80 Critic Score
    Hover isn’t just free-form faffing about. There’s a movement here and if you want to join it, well…I’ll let you discover that stuff. Even anarchists’ playgrounds can have structured activities.
    • 75 Metascore
    • 80 Critic Score
    What’s most remarkable about Stars in Shadow is that it holds it own among arguably better games like Endless Space 2, Galactic Civilizations III, Star Ruler 2, and Stellaris. Those games all embrace the epic sweep of science fiction with detail and breadth. They must do everything and they must do it epicly. After all, if it’s out in space, it has to be as vast and formidable as space itself. But Stars in Shadow, by contrast, knows how to do something too few games do. It knows how to focus.
    • 73 Metascore
    • 60 Critic Score
    Domina is so indolent that some might describe as a bad game. I don’t necessarily disagree. You might as well watch Spartacus on Starz. The graphics are probably better. The thrills of occasional action are probably more elaborate. But when it comes to RPing a lazy Roman noble who can barely be arsed to lift his arm high enough to give the wrist enough play for a dismissive flick, there’s nothing better than lolling around in the shade with Domina.
    • 69 Metascore
    • 60 Critic Score
    The fundamental fact about Desync is a paradox. Its difficulty level is an obstacle and a draw. When I’m playing Desync, it takes me about thirty minutes to decide “this is too hard, f.ck it”. And when I’m not playing Desync, it takes me about a week to decide “hmm, I should give Desync another try”.
    • tbd Metascore
    • 60 Critic Score
    Ponder the lushly informative and sexily Sumerian visuals as you bake bread and make beer for a cooing fertility goddess who peers in from above like someone’s mom asking who’s winning. It’s going to be close.
    • tbd Metascore
    • 100 Critic Score
    One of the smartest things about Age of Rivals is how strikes a balance among separate but interrelated systems for armies, economies, art, religion, espionage. I especially like how it handles military strategies. Armies are important, but they’re not dominant. Your opponent can go all-out aggressive on your ass, but you can still win a cultural victory. Try that in a 4X.
    • 68 Metascore
    • 60 Critic Score
    Dynasty Feud is a game that demands local friends, who must furthermore be willing to learn how to play a set of characters with unique abilities. But if you’ve got any such friends — Dynasty Feud will support four players at a time for maximal intricate insanity — this is the Starcraft of people running around punching each other.
    • tbd Metascore
    • 80 Critic Score
    The gameplay appeal of Caladrius Blaze is its variety and progression within each match.
    • tbd Metascore
    • 80 Critic Score
    It’s delivering a quick sharp jolt of gore, profanity, and arcade-induced dexterity. It will last maybe two minutes if you’re good. Three or even four if you’re really good or lucky. At which point it doesn’t even ask you if you want to restart. It knows you do. So it just does.
    • 64 Metascore
    • 40 Critic Score
    Danger Zone is good for a couple of fancy crashes, and not much else, before an uninstall. It’s like a mild hit-and-run where it was never really worth taking the other driver’s insurance information anyway.
    • 89 Metascore
    • 60 Critic Score
    The unfortunate fact of Horizon is that most of what it does well, other games have done better, and they did it with a compelling who and where. This is the game you play after you’ve finished The Witcher 3, Assassin’s Creed: Syndicate, and Far Cry: Primal. It is the greatest hits compilation of open-world games. Yeah, sure, you might want to own it, but the real connoisseur has the original albums.
    • tbd Metascore
    • 100 Critic Score
    A remarkable essay about history and game design. Also a damn fine game.
    • 86 Metascore
    • 80 Critic Score
    Several times over the last week or so, I’ve considered whether to sit down with Nier, Horizon, Torment, or Gravity Rush 2. It’s a tough decision. They’re worlds you fall into. Each of them is the sort of game you play for several hours at a time. You don’t boot them up lightly. Which one have I chosen? Well, before I commit, how about running a character real quick in Monster Slayers? Oops, I’ve just fallen into a world. A deck-building utopia.
    • 69 Metascore
    • 40 Critic Score
    Ghost Recon Wildlands is what it would be like if Disney World had a section called Shootland. A swathe of geography dedicated to the theme of shooting guns, expensive looking, consisting of simple and contrived thrills interspersed with waiting in line, built to impress in a compressed burst rather than entertain over the long run. Great place to visit, sure.
    • tbd Metascore
    • 60 Critic Score
    It’s mostly a numbers-heavy realtime party-based dungeon crawl combat extravaganza. Sci fi, to boot. You’d think the developers at Quadro Delta would come up with a more thematic title to distinguish it from their previous game, Pixel Piracy. That one wasn’t sci-fi. It was your garden variety Caribbean pirates, but in pixels.
    • 72 Metascore
    • 100 Critic Score
    The paradoxically relaxing thrill of skiing, without getting cold and wet, without having to travel up into some distant mountains, and without having to do practice a bunch of stunt combos so you can beat this track to unlock the next one. This is the Far Cry 2 of extreme sports games.
    • 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.
    • tbd Metascore
    • 60 Critic Score
    for a throwaway tower defense game, Alien Shooter TD does what it needs to do: pass the time by slathering a map in alien gore.
    • tbd Metascore
    • 60 Critic Score
    Rearranging ingredients is a viable way to make a different meal. And the Last Roman campaign is an edifying alternative to all that tasty Warhammer junk food.
    • tbd Metascore
    • 80 Critic Score
    Carmageddon: Max Damage is unique, hilarious, a little long in the tooth, and a comedy Charles B. Griffith would be proud to have inspired.
    • 78 Metascore
    • 100 Critic Score
    For its exuberance, intelligence, and absolute batshit over-the-top nonsense, Shadow Warrior 2 is the reason I play shooters.
    • 58 Metascore
    • 20 Critic Score
    If I was to make a game that I didn’t want anyone to actually play, it would look a lot like Clockwork Empires.
    • 88 Metascore
    • 80 Critic Score
    Close combat, ragdoll explosions, mud, poison gas, and the violence of one of the bloodiest conflicts in history mix with pigeon babysitting. War Pigeons is a good summary of Battlefield 1 in general.

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