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Kill Screen

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339 games reviewed
67.5 average score
70 median score
18.7% of games recommended

Kill Screen's Reviews

Mar 18, 2014

If you can get past all of these artifacts of 2001-era game design, however, there's an enormous amount of virtue within both games.

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65 / 100 - Tower of Guns
Mar 24, 2014

There is something so inherently alluring in the empowerment of the player and the collection of genuinely interesting mods that I didn't want to stop playing. Tower of Guns throws itself at the the player so furiously that, for all its flaws, it is an experience that makes the player feel good.

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Mar 25, 2014

inFamous: Second Son shows what the PS4 is capable of, and nothing more

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Mar 26, 2014

Ground Zeroes is an assured, above-average stealth shooter, something there are an abundance of. For years there has been a vocal group of people who have sought to temper the excesses and eccentricities of Hideo Kojima. In Ground Zeroes, Kojima has finally found an editor.

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Mar 31, 2014

There's a hint at something amazing and all too brief, especially in the wake of a game that can and will carry on, ostensibly, forever. Because even without adventure mode, my crunchy new crusader and I were more than willing to continue through Diablo's purgatory; I'm just not sure the game understands why.

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Apr 3, 2014

Perhaps, like a clever university student sitting an exam he's under-prepared for, Age of Wonders III takes the question of how empires are made and rejects it. With the attention that it lavishes on combat—from the panoply of tactical spells and abilities you can discover to the extraordinary visual detail afforded to even insignificant corners of every battlefield—Age of Wonders seems largely uninterested in the mechanisms of power. It's more focused on the application thereof.

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With Burial At Sea episode two, Irrational closes another circle, bringing the series back around to the first game. It is all of the wonder of Elizabeth confined to a smaller, half-known narrative. There is a thin line between giving people the things they are asking for and giving them exactly what they've already had. This game walks that line—in ever-shrinking circles.

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50 / 100 - Cloudbuilt
Apr 4, 2014

When I fall, I flail wildly, smashing buttons in an attempt to boost or double jump back to a safe platform. The protagonist cries out in frustration before giving up, and I can't help but empathize.

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55 / 100 - Goat Simulator
Apr 4, 2014

Goat Simulator is the stupid game it wants to be

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68 / 100 - MLB 14: The Show
Apr 8, 2014

By leaning off the broadcast qualities adopted by so many other titles, MLB '14: The Show emphasizes not the baseball that we know but the baseball that we love.

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55 / 100 - SMITE
Apr 9, 2014

But is it worth it? To somebody familiar with the genre, quite possibly. Despite my trepidation at learning another set of items, I still find myself queueing up for a quick game to explore new gods, because even if their outfits point towards a culture of ingrained sexism, the powers and interactions are compellingly equalized. But for a newcomer? It's a bit more complicated. Smite wants to help them to succeed, but I'm not sure it ultimately knows how.

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If nothing else, Telltale's third episode in the serialized fairytale noir A Crooked Mile certainly knows what it's about.

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55 / 100 - Betrayer
Apr 16, 2014

This is not the case in Betrayer, as its mechanics and narrative grew routine. I appreciated those aesthetics only from a distance it wouldn't give me. It's hard to criticize a game for being good-looking, but it's hard not to when its ambitions so clearly lay beyond that.

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Apr 17, 2014

At its core, Moebius: Empire Rising is a graphic adventure game that unravels with Rector's investigations into scientific theory––namely, the Moebius Theory, which argues that history follows a cyclical pattern, thanks to a fourth dimension.

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74 / 100 - FRACT OSC
Apr 21, 2014

FRACT offers a glimpse into what that reality could look like, but presents a new source of magic at the same time. Instead of bobbing your head out in the audience, now you're behind the decks, steering the ship wherever you want it to go, even when you don't know where you'll end up. FRACT proves that it's through your own creative input that you can continue to surprise yourself beyond those initial magical moments. It's true that FRACT isn't the most mind-bending puzzle game out there or the most powerful music production software on the market; its triumph is in forging a middle path.

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50 / 100 - NES Remix 2
Apr 22, 2014

If NES Remix were a DJ, it wouldn't be Danger Mouse tearing up The Grey Album—it would be that guy in your dorm who insisted on DJing at college parties but couldn't bear to play a single song all the way through.

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Apr 22, 2014

My memories of playing Out of the Park are all couched in numbers—the 0.2 OBP, 0.8 OPS hitter that almost never hit, but when he did sent it out of the titular park; the closer that held a 1.5 ERA going for most of the season; the time my Mets were down to 0.39 winning percentage, but came back up to a 0.49. I have come to love baseball for this. And since a sport that turns people into statistics makes great fodder for a game that turns statistics into people, I have also come to love Out of the Park.

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57 / 100 - Child of Light
Apr 28, 2014

[S]o mark Child of Light as an unfinished work. Its three-pronged idea remains 33% explored: the world is beautiful; the combat progression is callow; the narrative is so obsessed with its own telling that it never leaves the tunnel.

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Apr 29, 2014

Kirby is cushy and kid-proof.

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65 / 100 - Daylight
Apr 29, 2014

nd then again to find the "gate." All of this while fending off a Shadow army straight out of your nightmares. You run out of flares, and you die. And you wake up to a map you have never seen before. This is where Daylight excels. Your surroundings are permanently unknown to you; you have no idea if that desk ahead is empty or contains supplies. You don't know if you're going to have to run back across the map two or three more times before you can exit to the next section. It's tempting to call out proceduralism as lazy level design, particularly after seeing several similar hallway blocks crammed together into one level, but its implementation in Daylight is kind of genius.

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