Slant Magazine's Scores

For 709 reviews, this publication has graded:
  • 24% higher than the average critic
  • 3% same as the average critic
  • 73% lower than the average critic
On average, this publication grades 9.3 points lower than other critics. (0-100 point scale)
Average Game review score: 65
Highest review score: 100 Guacamelee! 2
Lowest review score: 10 Troll and I
Score distribution:
710 game reviews
    • 81 Metascore
    • 60 Critic Score
    The game runs away from any grand moment of clarity, skipping over self-reflection and settling for the thrill of nostalgia.
    • 78 Metascore
    • 60 Critic Score
    For all of its sense of genuine, thrilling speed in its mechanics, Solar Ash fails to muster any sense of accompanying narrative momentum.
    • 76 Metascore
    • 80 Critic Score
    Few space shooters are as dedicated as Chorus is to making such an impact as an engrossing, thoughtful adventure.
    • 84 Metascore
    • 60 Critic Score
    There are excellent RPG ideas powering the game, but they’re left stranded in search of a worthwhile role to play.
    • 73 Metascore
    • 60 Critic Score
    Only by leaving WWII in the rear-view mirror does the game live up to the innovation promised by its subtitle.
    • 80 Metascore
    • 80 Critic Score
    Marvel’s Guardians of the Galaxy is blissfully freeing in a way that not many shooters are these days.
    • 77 Metascore
    • 60 Critic Score
    Riders Republic is a buffet of breathtaking sights and catchy sounds, but it’s bogged down by checklists and grinds.
    • 83 Metascore
    • 60 Critic Score
    Lost Judgment feels like a genuine alternative to the Yakuza games of yore, albeit one that’s still reluctant to leave its comfort zone.
    • 73 Metascore
    • 20 Critic Score
    Nonsensical characterization is the order of the day throughout House of Ashes.
    • 85 Metascore
    • 80 Critic Score
    The game is an unholy hybrid of a roguelike deck-builder and first-person escape-room experience that reveals itself to be a grand reflection of and meditation on lives lived within a bubble.
    • 88 Metascore
    • 80 Critic Score
    The game perfects the 2D trappings of Metroid’s mechanics and hands players so much freedom when it comes to exploration.
    • 78 Metascore
    • 60 Critic Score
    The game’s aesthetic is wondrous, but you may remember Eastward most for its disrespect for the player’s time.
    • 74 Metascore
    • 60 Critic Score
    Far Cry 6 is on firmer ground when it’s squarely focused on the revolution, even if that exposes how little the game seeks to shake up the series’s formula.
    • tbd Metascore
    • 90 Critic Score
    Remedy’s Alan Wake certainly feels its age, even with a new coat of paint, and that’s okay.
    • 68 Metascore
    • 50 Critic Score
    Beautiful and elegant though it may seem on the outside, the game too often lets its stylistic tics drag the experience into varying degrees of frustration.
    • 88 Metascore
    • 70 Critic Score
    Deathloop brings a considerable measure of liveliness to the by now moth-eaten concept of the time loop.
    • 76 Metascore
    • 80 Critic Score
    Managing constant chaos has always been a core tenet of the WarioWare experience, and in doubling down on the randomness of its microgames, the series has at last gotten its shtick together.
    • 80 Metascore
    • 60 Critic Score
    For better and worse, the game lacks for the trailblazing go-anywhere spirit of Breath of the Wild.
    • 76 Metascore
    • 60 Critic Score
    Because the atmosphere encompasses so much of Sable’s appeal, the technical issues can be absolutely ruinous.
    • 87 Metascore
    • 70 Critic Score
    The game’s incredibly refined, real-time combat is complemented by the social lessons and warnings imparted by the story. At least for half of its campaign.
    • 80 Metascore
    • 80 Critic Score
    <em>The Artful Escape</em> may lack depth of interactivity, but in the end, the game is more of a trippy coming-of-age story than it is a career mode in <em>Rock Band</em>.
    • 78 Metascore
    • 60 Critic Score
    The game’s inventive and jokey writing goes a long way toward mitigating the frustrating linearity that takes over the campaign.
    • 81 Metascore
    • 40 Critic Score
    True Colors doesn’t show the world in a new light so much as it slaps an Instagram filter over it.
    • 73 Metascore
    • 80 Critic Score
    KeyWe’s final act, Winter, expands on that camaraderie, and not just within the office. You’ll be baking cookies and decorating cards to send out during Hollyjostle (the game’s answer to Christmas), and when an ice storm hits, you’ll be glad that you mastered those transcription skills so that you can quickly get out overlapping emergency broadcasts and ship supplies to those in need. KeyWe succeeds at creating novel ways for players to carry out familiar tasks, but it also turns a game about operating a telepost into a noble calling.
    • 75 Metascore
    • 50 Critic Score
    No More Heroes III shows no respect for the artistry or cultural context of the pop culture that it pilfers from.
    • 74 Metascore
    • 40 Critic Score
    Twelve Minutes feels like Something Awful copypasta wearing the skin of an Ibsen play.
    • 89 Metascore
    • 80 Critic Score
    If so much of this game is a reiteration of what worked about its predecessor, it functions as a reminder for just how much of the medium is still catching up to Psychonauts.
    • 68 Metascore
    • 60 Critic Score
    The game runs smoothly and looks great, but it would be more entertaining with just a little more gatekeeping.
    • 72 Metascore
    • 50 Critic Score
    By himself, Greak feels like a dull carbon copy of so many protagonists from recent action-exploration games, namely Hollow Knight. Having Adara and Raydel eventually accompany him, so that you’re simultaneously controlling three characters, adds a superficially more creative, if awkward, layer to the game, a multi-character gimmick that Greak never fully utilizes. But the puzzles tend toward the rote, as in one character needing to hold down a pressure plate or crank open a door to facilitate the path forward for everyone in the group.
    • 81 Metascore
    • 70 Critic Score
    The game’s initial familiarity and rigidity belie a world of intricate and formidable imagination.

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