Austin Walker


13 games reviewed
69.2 average score
80 median score
53.8% of games recommended
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Homefront may look pretty, but it's a monotonous and confused slog.

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Apr 12, 2016

Though a handful of major bugs hold back the PC release a bit, Dark Souls III is a satisfying finale to the monumental series.

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Oct 1, 2015

The Beginner's Guide offers a personal and sometimes eerie perspective on amateur game development.

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Sep 25, 2015

Undertale combines charming characters, smart writing, and a unique combat system to make one of this fall's biggest surprises.

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Sep 18, 2015

Uneven pacing and a handful of poor design decisions can't bring down Cradle's unique, sci-fi mystery.

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Aug 10, 2015

By combining tactical action, complex enemy design, and a whole lot of style, Galak-Z offers an intense game that's more than just empty nostalgia.

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8 / 10 - Project CARS
May 11, 2015

Project CARS offers a sharp racing simulation with an open-ended structure.

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Apr 2, 2015

Considered on its own, Starships is a little tactical treat. Give it a few hours of your day and you'll be lifted by its modular pieces and its battlefield puzzles. But do not linger: It simply does not have the strength to punch through gravity and carry you to the stars.

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Jaws of Hakkon recalls the best bits Dragon Age: Inquisition, with a couple of caveats.

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Mar 23, 2015

And Hardline could be better. There are shades of it here, now and then. Games in general can be better. But they never will be until we raise our expectations. When even the best of us feels limited to writing "narrative rosaries strung with beads of pure chaos," how do the least of us stand a chance?

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Mar 11, 2015

Code Name: S.T.E.A.M. fails to live up to its potential, offering a clunky and frustrating tactical experience.

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8 / 10 - Grow Home
Feb 18, 2015

Grow Home combines experimental animation and beautiful world-building to create something unique.

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4 / 10.0 - The Crew
Dec 22, 2014

I realize now that I wish that this game could make me feel like an outsider in a strange town: That feeling is America. And The Crew has none of the licentious anticipation for the fictional pile-up, nor any of the guilty pleasure of rubbernecking—American pastimes, both. The missions never just say "Get to Wyoming," and then let me plot my own foolhardy, American route there. They don't even let you look at the map. Just trust the waypoints and go.

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