Reid McCarter


72 games reviewed
70.0 average score
70 median score
34.3% of games recommended
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Unscored - Tearaway
Nov 27, 2013

Tearaway takes its developers’ aims further by coupling the tactile nature of touch screens with constant prompts to bring the player’s face, surroundings, fingers, and creativity into most every gameplay scenario.

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Oct 17, 2022

Though pandemic fiction may seem like the last thing audiences need right now, the catharsis “Requiem” provides is a valuable salve. It reminds us that others, today and in the past, feel or have felt our same confusion, fear and grief.

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Feb 2, 2022

Unfortunately, though, the narrative is a black hole of missed opportunities, surfacing time and again to remind players of what’s missing from the experience even as they try to forget and just enjoy what does work. If only “Stay Human” could navigate its story of post-apocalyptic morality with the same deftness as its assured, acrobatic protagonist.

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Unscored - Evil West
Nov 21, 2022

Still, disregarding the downtime spent on its charmless characters and bland plot, there’s an undeniable thrill to the fighting. If only the rest of the game packed as memorable a punch as its protagonist does when beating the insides out of Evil West’s vampires, it would be easier to recommend. As it stands, it’s not much more than a series of better-than-average monster-pummeling arenas interrupted by uninspired storytelling.

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Nov 26, 2013

Stick it to the Man is a game that seems almost too obviously referential to a subversive subculture to look as bright and be as assertive as it is. But that doesn't stop it from being as boldly weird (and ultimately super funny) as it is.

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3 / 10.0 - Wayward Manor
Jul 18, 2014

I have a feeling that even [Gaiman's] most devoted fans will be disappointed with the experience.

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3 / 10.0 - Daylight
May 5, 2014

The promise of Daylight—never feeling safe because random scares defy predictability—ends up seeming like the main cause of its problems instead of a genre-changing bit of design.

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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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4 / 10.0 - DreadOut
May 20, 2014

Without either a compelling cast or plot, there's little to draw the player into the mundane gameplay.

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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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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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5 / 10.0 - Traverser
Jul 6, 2015

There's the outline of a great game one whose aesthetic would likely attract audiences young and old—but it only ever appears in glimpses.

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5 / 10.0 - Kholat
Jun 8, 2015

A certain type of player will find a lot to enjoy in simply puzzling out their location and trekking toward the objectives.

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6 / 10.0 - ZOMBI
Aug 28, 2015

Zombi's unique take on survival horror isn't enough to compensate for an otherwise bland experience.

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6 / 10.0 - Betrayer
Apr 1, 2014

The same design elements that give the experience [of playing Betrayer] such a wonderfully palpable sense of dread are misused to the point of tedium.

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Oct 6, 2014

As superb as the experience of simply exploring [The Vanishing of Ethan Carter's] eerie environments is, unravelling the plot's mystery isn't terribly enjoyable.

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Mar 22, 2015

Wrong Number, more than a direct continuation, is an expansion and affirmation of Hotline Miami's themes.

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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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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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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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