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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

90 / 100 - Bloodborne
Mar 26, 2015

With this in mind, if Dark Souls is medieval gothic—its dichotomies of heaven and hell gestured at by pointed arches, supporting both a true spirituality and a belief in the divine—then Bloodborne is the epitome of gothic revival—where subjectivity replaces spirituality, and man strives to plumb the depths of human experience.

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88 / 100 - INSIDE
Jun 28, 2016

Playdead’s greatest feat in creating Inside was making it look like they never created it in the first place.

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Jun 9, 2015

Comparison to The Witcher 3 would embarrass almost any RPG. It excels at everything most games suck at, from comic timing to narrative follow-through. It has the most expressive faces, the best drunken banter, the funniest throwaway gags, the most casual sex, and the deftest camera movements. But its best trick is to mold narrative from the materials that games have lately used as a sort of flavorless stuffing. In almost every side-quest and monster-hunting contract you undertake, there are telltale signs of someone at CD Projekt Red actually giving a s***.

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Aug 10, 2015

Everybody's Gone to the Rapture is a triumph.

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87 / 100 - No Man's Sky
Aug 15, 2016

As I became more familiar with its systems, as I began to master the repeating frames of its world, they began to fall away. Mastery brought with it an openness that was dizzying in its freedom. I had a ship I liked, enough units to get by, and an inventory that served my purpose. Unshackled from the grind, I suddenly realized I could wander.

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86 / 100 - Bayonetta 2
Oct 16, 2014

Bayonetta 2 erects some of the most solid fighting mechanics and phantasmagorically gonzo visuals in gaming to date—certainly, something as compulsive and massive as this boosts the Wii U to the front of the pack—and through its formal choices communicates a singular, unfiltered vision of sexualization.

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86 / 100 - Dark Souls III
Apr 14, 2016

When you climb the craggy steps to fight Sword Master, you're maybe 15 minutes into the game, which is enough time to see that it is great.

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Jul 27, 2016

Don’t let Quadrilateral Cowboy slip through your fingers

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Apr 6, 2015

Like Arcanum and Vampire: The Masquerade—Bloodlines before it, Pillars of Eternity is a feat of world-building. Its supporting cast, led by the haunted Grieving Mother and the blowhard priest Durance, is one of the genre's strongest.

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85 / 100 - Samurai Gunn
Jan 27, 2014

Videogame reviews that fail at their description of the sublime often regress into a sort of buyer's guide. They tell you, in short, how far out of your way you should go for the game. But Samurai Gunn inspires just such a decree. If you don't have four controllers, a couch, and three friends yet, Samurai Gunn is a compelling case for making the investment.

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85 / 100 - The Witness
Feb 12, 2016

The Witness is, above all else, a designed space. And while all videogames are designed spaces in their own right, The Witness does away with the façade that it's anything but a designed space.

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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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85 / 100 - Abzu
Aug 2, 2016

Like Journey, Abzû is in some sense a game about archetypes and archetypicality, letting you dwell within and among them as though to remind you of their firm embeddedness at the foundation of other things. And yet, in a significant structural twist, it's about recovering archetypes that no longer seem to have potency, rather than playing through an archetypal sequence—the Journey—that's still going strong.

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85 / 100 - Samorost 3
Mar 24, 2016

The world of Samorost 3 is, quite plainly, unlike any other I’ve encountered.

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84 / 100 - Sunset
May 20, 2015

Though Sunset delights in its complexity, it offers no answers to the friction that results from the intersection of its contrasts. The game consciously places itself at the liminal moment between two points: pure aesthetics and social commitment, wealth and poverty, night and day.

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Oct 7, 2015

Yes, The Beginner's Guide occasionally fumbles its narrative, Wreden sometimes overacts, and the writing can be a little ham-fisted—but the game also provokes incisive, critical thought about the way we read and evaluate games, and does so not by laying out a definitive "message" to be delivered to players, but by prompting us, through play, with open-ended questions.

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84 / 100 - Owlboy
Oct 27, 2016

Owlboy is a masterful tale of transcending disability

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83 / 100 - Dark Souls II
Mar 18, 2014

[T]here's still something powerful about DS2's dogged preservation of old forms

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83 / 100 - Her Story
Jul 1, 2015

True to this experience, Her Story finally operates with a sort of functional ambiguity under its veneer of objective presentation. The player is presented with a crime and a sole suspect. By the end, there is even a narrative of what exactly took place, but no archive is ever truly complete, and all the information is never really all the information. You will have questions at the end of Her Story. Making sure that they're the right ones may require figuring out exactly who is looking and how, though which camera and on which screen.

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Nov 11, 2015

I have played a lot of Destiny with friends and with randomly assigned partners, but it's sort of like being on a car ride together. Halo 5, on the other hand, is full of tense moments of planning and frustration and awe. The same multiplayer mode played in the same environment will never feel the same twice. Which begs the question: If a Halo Moment occurs and a friend isn't there to tell about it, did it happen?

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