Quarter to Three's Scores
- Games
For 391 reviews, this publication has graded:
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37% higher than the average critic
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6% same as the average critic
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57% lower than the average critic
On average, this publication grades 9.2 points lower than other critics.
(0-100 point scale)
Average Game review score: 65
Highest review score: | Grand Theft Auto V | |
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Lowest review score: | Toy Soldiers: War Chest |
Score distribution:
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Positive: 192 out of 391
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Mixed: 69 out of 391
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Negative: 130 out of 391
391
game
reviews
- By Date
- By Critic Score
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- Critic Score
At last, the single-player Netrunner videogame I've been waiting for someone to make!- Quarter to Three
- Posted Jan 18, 2022
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There was a kind of magic in the early Ratchet & Clank games, and then a competence in the later lesser games. The frenetic onscreen chaos of wacky cartoon monsters, smashed crates, imaginative gunplay, and a swarm of bouncing coins was a true joy as we all discovered it twenty years ago. These days, it’s all on offer in a hundred different games. But without the magic or at least the competence, it’s just a flurry of sloppy colors and shapes, a whirlwind of ineffectual nostalgia, absent any innovation, creativity, confidence, or finesse. It took many years, but now that it’s being used to prop up a piece of hardware, Ratchet & Clank finally feels like the soulless corporate property it’s become.- Quarter to Three
- Posted Aug 4, 2021
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Painkiller's nutso violence meets Titanfall's nutso nimbleness meets Doom's nutso pacing, all in a grimfuture Warhammer world cobbled together by a nutso French studio.- Quarter to Three
- Posted Jun 10, 2021
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Biomutant is what happens when someone makes an Ubisoft game, but without Ubisoft’s resources, experience, talent, or even willingness to take risks. With the exception of the art design, everything about Biomutant feels safe and familiar, but without the confidence or polish needed to make it effective. Safe, familiar, and hopelessly lost in the detritus-littered wasteland between design document and actual game.- Quarter to Three
- Posted May 25, 2021
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A grand rogue's gallery stuck in a small world and a disappointingly familiar game design.- Quarter to Three
- Posted May 17, 2021
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At last a racing game carefully and entirely built around drive well instead of just driving fast.- Quarter to Three
- Posted Jan 22, 2021
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A triumph of open world design, exploration, and writing. And one of the most endearing characters you'll meet in a videogame.- Quarter to Three
- Posted Jan 4, 2021
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Snowrunner is what happens when an immovable object meets an irresistible force. As long as the irresistible force has a winch, the immovable object will lose.- Quarter to Three
- Posted Jan 4, 2021
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I’ve played a handful of card games I think about when I’m not playing. They’re good enough to roll around in my head even when I’m not at the table. Apocrypha, Netrunner, and Arkham Horror come to mind. But they’re all physical tabletop games, and none of them is the usual head-to-head card battle. Yet Mythgard, an online free-to-play game squarely in the tradition of the 1958 Richard Garfield classic that started it all, has found a place alongside them.- Quarter to Three
- Posted Jan 4, 2021
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It might not have all the detail a gearhead expects, but that doesn’t mean it’s superficial. The cars might look like toys, but the driving model is no joke. It might not have a first-person view, or upgradable cars, or a career mode RPG, or demanding graphics, or product placement, or a shouting co-driver, but that doesn’t mean it’s any less of a rally racing game. Instead, it’s an adoring and adorable idyll about taking a relaxing drive through a lovely countryside, and doing it as fast as you can.- Quarter to Three
- Posted Jan 4, 2021
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What if there were a Dark Souls for people who want something to do instead of play the same boss fight over and over until I get lucky and don't die? Well, this is! And this is it!- Quarter to Three
- Posted Jan 4, 2021
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It’s got what it needs: a keen appreciation for how to smooth the tedium out of stealth games, adroitly presented by its rakish cast on a picante Western stage.- Quarter to Three
- Posted Jan 4, 2021
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Creeper Worlds are basically puzzle games. But with the new sense of scale that comes with 3D, with new visuals to show off the ocean as sullen pools and looming waves, it’s enough to make it feel like a new world and, therefore, a new game.- Quarter to Three
- Posted Dec 23, 2020
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Cyberpunk’s running time is littered with familiar problems and zero interest in their solutions. It’s a design cluttered with the failings of a hundred other designs. The safe and familiar failings of the medium that can’t be pinned to CD Projekt specifically, but are nevertheless embraced with something that feels like enthusiasm. So I sigh and carry on to the ending of my choice, looking in vain for the actual cyberpunk in a sprawl of contrived and bland sci-fi.- Quarter to Three
- Posted Dec 16, 2020
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Dirt 5 can afford to be vain, because it’s the kind of game you play because you think the levels are pretty. And you’re not wrong. They’re very pretty. But it’s not the game you play if you want to play a racing game. It’s barely the kind of game you play if you want to play a driving game. It’s the kind of game you play if you just want to move through pretty levels, which is something lots of videogames do these days. So Dirt 5 at least has that going for it.- Quarter to Three
- Posted Nov 30, 2020
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Even without the Aegean sparkle of Odyssey, this is an idyllic tapestry for Ubisoft’s artists. This sunlight streaming through the clouds, bathing rich greed fields and vine-covered ruins and burgeoning cathedrals in its golden benediction! Ubisoft’s artists are to open world games what Richard II is to words, and their talent shines throughout Valhalla’s England: this sceptered isle, this earth of majesty, this other Eden, demi-paradise, this little world, this precious stone set in the silver sea, this blessed plot, this earth, this realm, this England. So what if it’s not as good as Odyssey? I’ll take it!- Quarter to Three
- Posted Nov 25, 2020
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A group of disparate people with unique strengths and weaknesses come together to try to save London from a high-tech dystopia. Unfortunately, I couldn't care less about any of them.- Quarter to Three
- Posted Nov 16, 2020
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Hades success is very much indebted to its pacing. Game pacing is difficult in the best of circumstances; it’s impossible without extensive testing, consideration, and willingness to change things for the sake of player experience. This is all easy for people like me to say, with our monocles and berets and copies of the Chicago Manual of Style, plus maybe some Foucault if really pressed. “It’s all about the player experience.” “Design is law.” You can talk all day. But when the player starts getting frustrated at the lack of progress, or insufficient game cues, you might find yourself in a tough spot as a designer. How you get out of it, or if you even do, says a lot about your skill with design and production.- Quarter to Three
- Posted Oct 14, 2020
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What could have been a worthy and equally quirky follow-up to Reus and Renowned Explorers is instead a confused combination of soccer management, tax forms, and bad documentation lightly dusted with a flurry of religious words.- Quarter to Three
- Posted Oct 2, 2020
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All the blood and gore and screaming and gnashing of teeth turn into an aggravating set of puzzles. The chaos grinds to a halt, waiting for you to parse some this-then-that-next puzzle logic. Do you even know where to go next? This tunnel looks like every other tunnel. There’s nothing left to eat. The roiling protoplasm is restless and impatient. It’s tempted to grow a foot just so it can tap it peevishly, but that would be too cheeky. It’s beneath a shoggoth’s dignity. So it waits while you lead it around and try to figure out how to open that door. Such an amazing monster, trapped in such a middling game.- Quarter to Three
- Posted Aug 17, 2020
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Shadow Empire has tons of personality, playing with science fiction, apocalypses, resource management, RPGs, and card games. But everything in Secret Government feels like a dry imitation of a dry Paradox game. Shadow Empire also reveals things as you play. You learn clever systems that interact with each other in interesting ways. But playing Secret Government never goes beyond the feeling of tweaking values in a spreadsheet without any innovative interactions or even meaningful systems. Numbers, all the way down, lined up in rows and columns with all the expected interactions, in a game that lets you do a lot of little things that don’t matter much in the hopes that eventually something’s going to happen that might matter a little. All the while, make sure you keep Ramiro Vazquez’ secrecy topped off.- Quarter to Three
- Posted Aug 6, 2020
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Infused with the jovial DNA of Strange Brigade, Rebellion's canny combination of horror and absurdity is their best game yet and a grand example of how to add progression and scoring to a modern shooter.- Quarter to Three
- Posted Jul 20, 2020
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Valorant considers a standard match as best of thirteen rounds. Thirteen rounds! You don’t know which team is dominating in three rounds, Valorant? Because I sure do. It’s the team running rampant all over the map. Your Spike Rush mode is only slightly better at best of seven, but even that can drag. It’s all in service of the eSports focus. Anything quicker would be too fast for dramatic shows. Riot has made eSports their bread and butter, so it’s no surprise that Valorant is heavily skewed to that audience. Gone are the days of 1v1 arena fights in LAN tournaments with fullbright settings. One match. One result. One mistake and you were done. There were no upset wins or swings. You did a looping run from the railgun spawn and the keg of health and you didn’t dare deviate because it could all be over with one high-ping hit. Anyway, I’m old. Valorant has made me realize that I don’t recognize the landscape I grew up with. I’ll let the younger generation deal with Valorant’s sequel.- Quarter to Three
- Posted Jul 15, 2020
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In this situation, my diplomatic standing with a neighboring regime, the loyalty of some of my leaders, my regime’s profile, the units I can use in my army, the stratagem cards I’ll be able to draw, and global bonuses for diplomacy, food income, and combat are all connected. I hope it’s not a spoiler to tell you that a war with Tiefmark — an avoidable war — broke out a few turns later.- Quarter to Three
- Posted Jul 5, 2020
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It can be tedious and exhausting. Its faux angst and exuberance and hellstory can be grating. It’s probably a level or two too long. But in the end, there’s something so lovable about Doom Eternal, so endearingly goofy about the gory glory kills, so affectionate in the way a monster looks at me cross-eyed as I shove a blade up through its chin and out of the top of its skull. The conventional wisdom is that the monsters in this rebooted Doom gameplay are resources, and what I call shortage is just the necessary harvesting of a monster crop. But more to the point, they’re my playmates in this hopped-up jungle gym with its trampolines and swing bars and tunnels. We’re all in this together to make a colorful over-the-top playground with blaring metal music and blazing quick movement and splatter gunplay and chainsawyering. It’s enough to win over even the coldest critical heart.- Quarter to Three
- Posted Apr 1, 2020
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Failbetter finally balances smart gameplay and ingenious prose in this poignant saga of mortality, writ large.- Quarter to Three
- Posted Feb 21, 2020
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There’s never been a fighting game like this (One Finger Death Punch 1 excepted) and you’ll never be as Jackie Chan or John Wick as you are here.- Quarter to Three
- Posted Feb 10, 2020
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The thrill of the unpredictable was the driving force behind this charming and spirited rogue-like heister.- Quarter to Three
- Posted Feb 4, 2020
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Of course, this mix-and-match approach will only be as good as the imagination that goes into its parts. Paradox tried something similar with Stellaris, using a set of opposing attributes. But that game’s spreadsheet-dry sci-fi doesn’t have room for the kind of glee, personality, and interactivity that drives Planetfall. Stellaris is the rasp of pages turning in a ledger. Run your index finger across the paper, along the row and then down the column, find a number that supposedly suggests the high-concept sci-fi in one of those dull classics you felt obligated to read and even more obligated to pretend to like. But Planetfall is a shelf of old sci-fi dime store novels in the back of a tiny bookstore inexplicably still in business. Pick the lurid title that calls out to you best. Pull it out and delight at the splash of imaginative cover art. This is your story for today.- Quarter to Three
- Posted Feb 3, 2020
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Did I mention the unique gameplay touches designed into some of the nations? The excellent interface that makes it easy to jump to whatever information I need, whether it’s the size of the Carthaginian navy, the closest source of amber, if there’s a river crossing on the way to the next province, or how good that unit is at besieging fortifications? The scattered tidbits of historical flavor text, especially on each of the buildings? The post-release support, which includes a new diplomacy system currently available in a beta build? And did I mention that I haven’t played a strategy game this unique and absorbing since Victoria and Imperialism before it?- Quarter to Three
- Posted Jan 22, 2020
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