Rating One number for the whole game, not the first act Stop-here notes below

The rating scale

One number per game, out of ten, to one decimal place, written only after the completion screen. Because it describes a whole game rather than an opening, it usually sits below the launch consensus, and that gap is the entire reason this desk exists.

A rating here is a judgement about the full length of a game, including the parts most reviews never reach. It is not a prediction of your first ten hours, which are frequently excellent in games we rate in the sevens.

The bands

How the long tail is weighted

Roughly a third of a rating reflects the second half of the game. That is unusual and deliberate. A game which is superb for twenty hours and hollow for eighty is, in our accounting, a different proposition from one which is superb for twenty hours and ends at hour twenty-two, and the second deserves the higher number.

The corollary is that length is never itself a virtue here. Paper Alibi is thirty-one hours long and rated higher than everything else on the index, because nothing in it is filler. Hollow Crown is seven times longer and rated lower. We would rather state that weighting openly than let readers infer it from a pattern.

What the counts contribute

The tables in each report inform the rating but do not determine it arithmetically. A ratio of 341 objectives to 19 task types is a strong signal of padding, but the quality of those nineteen still matters enormously, and a game with fewer types executed brilliantly can rate above one with more executed adequately.

What the counts do is make the argument checkable. A reader who thinks we were harsh on Lantern Acre can look at the delivery table, decide that repetitive logistics are restful rather than tedious, and reach a different conclusion from the same figures. That is a productive disagreement, which is more than can be said for arguing about the word "repetitive".

Stop-here notes

The most-used part of this site. For every game where completion is not worthwhile, we publish the hour at which a reader should deliberately stop, chosen to land on a real resolution rather than merely at the point of decline. Stopping on purpose at a good moment produces a better experience than drifting away at a bad one.

GameTotal hoursStop atWhat you would miss
Hollow Crown214Hour 90One ending, 60% of objectives, no new mechanics
Lantern Acre118Hour 60An 11-minute closing festival, 300 deliveries
Star Ladder Isle5290 stars250 collectibles in already-solved levels
Paper Alibi31Do not stopThe best case in the game is the last one
Vault Of Nine74Do not stopEleven hours of entirely new material
Ledger Of Nations96Any timeNothing; the design has no end state

Revisions

A rating changes only when a counting error was large enough to alter the conclusion, or when a substantial patch changed the requirement we measured. Taste never revises a rating, and neither does the passage of time. Both revisions to date are listed here with the original figure intact.

GameOriginalRevisedReason
Star Ladder Isle7.46.9Recount found 38 collectibles misclassified as distinct
Vault Of Nine8.48.8Patch removed a grind gate before the optional dungeon

What we will not do with a rating

These numbers may not appear in advertising, on storefront pages or in any promotional material. A rating from this desk is inseparable from the hour count and the task table that produced it, and quoting the figure alone converts a specific finding into a meaningless endorsement.

Why our numbers are lower

Readers occasionally ask whether we are simply miserable. The honest answer is that completion is a hostile way to meet a game, and that most long games are not designed to survive it. A launch review describing hours one to fifteen and a completion report describing hours one to two hundred are answering different questions, and both answers are true.