Reid McCarter


64 games reviewed
70.0 average score
71 median score
34.9% of games recommended

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Paste Magazine
Reid McCarter
7.5 / 10.0 - Splatoon 2
Jul 18, 2017

Even though Splatoon 2 outdoes the first game in every technical sense, it still feels lesser simply because it's more of the same. What was captivatingly eccentric in 2015 feels safer now, its quirks predictable even though they're still impressive. Get lost in the speed and noise of one of its matches and it might not seem like any of these problems matter, but a slower, sober moment looking at Splatoon 2 as a whole makes it difficult to ignore.

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Paste Magazine
Reid McCarter
6 / 10.0 - Prey
May 10, 2017

The people and aliens who fill its space—and the reasons Morgan has for spending so much time picking through its confines—are retreads of ideas and conventions visited many other times before. As much as its opening objective prompt promises, Prey doesn't represent change. It's just more of what what's been done before.

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Paste Magazine
Reid McCarter
May 1, 2017

Given its wide scope, it's understandable that it's also a game that succeeds more in concept than execution. Like the subjects of the multi-generational novels whose tradition it embraces, Edith Finch's individual successes and failures are less important than its overall effect. It's a story made of stories, and the results of its breadth seem more important than the fine details.

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Paste Magazine
Reid McCarter
4.5 / 10.0 - Mass Effect Andromeda
Apr 10, 2017

There are a handful of good stories to be found in Andromeda, but they’re hidden away, worthwhile moments tucked within hours and hours of disposable ones. In an effort to be as comprehensive as possible in tone, styles of mission objective and purpose, the game ends up feeling as impossibly vast as nature but as rigid and artificial as a computer system.

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Paste Magazine
Reid McCarter

This is a game that doesn’t seem to care at all about the very real horrors of modern Central and South American history—that presents a dire international problem as something that can be solved through the clean precision of four American badasses pulling off sync shots. Whether out of neglect, a lack of understanding or a deep callousness, it turns the suffering of the people who right now live under vicious cartels into a playground for a forgettable sandbox shooter. Its audience needs either a willful ignorance of—or a disturbing outlook on—the world around them to be able to play Wildlands without a deep sense of unease.

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Paste Magazine
Reid McCarter
6 / 10.0 - Horizon Zero Dawn
Feb 20, 2017

There is much beauty to see in the game's world—such incredible vision and craft exercised in its conception—but it's subservient to a poor story, lackluster combat and, worst of all, an evident paranoia that players won't appreciate the world Aloy inhabits unless it's put within the context of a laundry list of tasks that have to be completed.

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Paste Magazine
Reid McCarter
8.5 / 10.0 - The Last Guardian
Dec 5, 2016

Regardless of a few messy puzzles, the way The Last Guardian communicates this message is worth paying attention to.

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Reid McCarter
7 / 10.0 - Battlefield 1
Oct 24, 2016

Its developer is afraid of settling down for even a moment, worried that players will grow bored with even a second of necessary peace. This approach works in the meat-grinder of multiplayer and the series of American corpses of its opening moments, but fails elsewhere. The result is a game pulling in all directions, aesthetically coherent, but with a muddled design ethos that allows it to come near something extraordinary without ever quite achieving it.

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Kill Screen
Reid McCarter
68 / 100 - Gears of War 4
Oct 11, 2016

Gears 4 takes only half measures. It discards a lighthearted adventure premise for another fate-of-humanity monster invasion. It gives up on the anti-militarist bent of its early fight against the COG for another plot about soldiers trying to save humanity.

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Kill Screen
Reid McCarter
Sep 21, 2016

the end, it's kitsch. It's a Soviet-themed Lego set that renders a monumental socio-political phenomenon into little else but a toy. And an exceptionally boring one at that.

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Reid McCarter
85 / 100 - Doom
May 18, 2016

The 2016 DOOM's rebellion is smaller than its predecessor, but still impressive: it is unabashedly itself. It's a game with confidence in the worth of revisiting its history and an earnest belief that doing so can result in much more than an empty exercise in nostalgia.

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Kill Screen
Reid McCarter
62 / 100 - Quantum Break
Apr 12, 2016

While the interactive core of Quantum Break is a serviceable ode to pulp science-fiction, the episodes are a reminder of what makes the genre enjoyable beyond metaphysical thought exercises: the ridiculousness.

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Paste Magazine
Reid McCarter
Mar 18, 2016

Every work is entitled to express its own worldview, but the value of one as profoundly distrustful as The Division's is questionable. In an era when such cynicism colors our collective culture and political processes, influencing popular views on issues ranging from immigration to international relations, indulging in a fantasy so ready to justify our paranoia can be hard to swallow.

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CGMagazine
Reid McCarter

Ultimate Edition doesn’t represent a drastic change from the Xbox 360 original.

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Kill Screen
Reid McCarter
78 / 100 - SUPERHOT
Feb 25, 2016

There is no shooter quite as willing to prostrate itself before its audience as SUPERHOT while always reminding them that, no matter how tough the game may make them feel, that same sensation can be stolen from them in a heartbeat.

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CGMagazine
Reid McCarter
Feb 17, 2016

Though Rise of the Tomb Raider wastes little time in getting Lara into the thick of a brand new adventure, it's still burdened by much of its predecessor's baggage.

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CGMagazine
Reid McCarter
8 / 10.0 - XCOM 2
Feb 12, 2016

It isn't an overstatement to say that the attention paid to diversifying the look and tactical possibilities of the levels is key to what makes XCOM 2 work.

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CGMagazine
Reid McCarter
7 / 10.0 - The Park
Oct 30, 2015

Despite how [The Park's] conclusion stands out as both horrifying and emotionally resonant, the plot suffers in a lead-up that can feel a bit aimless.

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CGMagazine
Reid McCarter

Life Is Strange's conclusion cements its story as one of the more noteworthy in recent videogames.

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CGMagazine
Reid McCarter
Oct 13, 2015

Wasteland 2 makes a strong case for the revival of a long dormant style of videogame design.

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