OpenCritic
OpenCritic is a video game review aggregation website founded in 2015 that collects and displays scores from a select group of top critics affiliated with prominent gaming publications.[1][2] The platform aggregates these professional reviews to generate overall scores and applies a tiered classification system—"Mighty" for the top 10% of rated games, "Strong" for the next 30%, "Fair" for the 30th to 60th percentile, and "Weak" for the bottom 30%—modeled after rarity levels in video games to simplify consensus evaluation.[2] Unlike broader aggregators that incorporate user reviews or less stringent critic criteria, OpenCritic emphasizes vetted critics meeting minimum publication and output standards, aiming to deliver focused, high-quality professional insights for consumer decision-making.[3][4] Launched publicly on September 30, 2015, after initial development in 2014, it has become a reference for gamers seeking critic consensus on titles from 2013 onward.[3] In July 2024, OpenCritic was acquired by media company Valnet Inc., integrating it into their gaming portfolio alongside sites like GameRant and TheGamer, while maintaining its core aggregation focus without incorporating user ratings.[5]
Founding and Early History
Launch in 2015
OpenCritic, a video game review aggregation platform, was cofounded in 2014 by Matthew Enthoven, then at Riot Games, and engineer Charles Green, with the aim of creating a more transparent alternative to established aggregators like Metacritic.[6] The project addressed perceived shortcomings in Metacritic's opaque weighting of scores, which influenced industry decisions such as developer hiring, compensation, and game credits, by prioritizing clear methodologies and broader opinion inclusion.[6] The site publicly launched on September 30, 2015, as announced in contemporaneous coverage positioning it as a direct challenger to Metacritic.[7] At inception, OpenCritic aggregated reviews from select publications, incorporating both scored and unscored critiques alongside video content from YouTubers to expand beyond traditional text-based sources.[6] Users were immediately able to customize their experience by flagging preferred "trusted publications," enabling personalized aggregation feeds that emphasized transparency in score calculations over proprietary algorithms.[6] This launch occurred amid growing scrutiny of review aggregation's role in the gaming industry, with OpenCritic differentiating itself through explicit score derivation explanations and links to full reviews, fostering greater accessibility for consumers and developers alike.[8] Initial coverage highlighted its potential to democratize review visibility by surfacing diverse perspectives without the weighting mysteries of competitors.[7]Initial Development and Team
OpenCritic's initial development began in 2014 as a response to the opaque weighting systems used by existing review aggregators like Metacritic, with the goal of creating a transparent platform that displays all critic reviews without hidden adjustments.[6] The project was cofounded by Matthew Enthoven, then at Riot Games, who led the conceptual development, alongside engineer Charles Green, who focused on product implementation.[6] [8] The founding team consisted of four members: Enthoven, Green, designer Aaron Rutledge, and Richard Triggs.[9] Rutledge contributed to the site's user interface and visual design, emphasizing clarity in how reviews were presented to gamers.[10] Development emphasized features like personalized scoring based on user-trusted outlets and full visibility of individual critic opinions, distinguishing it from competitors reliant on proprietary algorithms.[3] The platform officially launched on September 30, 2015, initially operating independently with a small team focused on aggregating reviews from top gaming publications.[3] Early efforts prioritized building a database of approved critics and outlets, ensuring only verified professional reviews were included to maintain credibility.[8] By launch, the team had implemented core aggregation mechanics, setting the stage for expansion in critic approvals and game coverage.[6]Methodology and Review Aggregation
Critic Selection and Approval Process
OpenCritic maintains a selective process for approving publications whose reviews are aggregated, focusing on outlets that demonstrate consistent production of substantive, analytical content rather than promotional or cursory summaries. At its launch on September 30, 2015, the site initially incorporated reviews from 77 established publications, such as Eurogamer, Kotaku, and The Washington Post, selected for their prominence and coverage of major titles released after November 1, 2013, across platforms including Xbox One, PlayStation 4, Wii U, and PC.[3] This initial dataset encompassed over 15,000 reviews for more than 1,000 games, with data collection involving automated scraping from publication feeds checked approximately every 15 minutes, supplemented by manual verification to filter irrelevant content.[3] For new publications seeking inclusion, OpenCritic evaluates factors including the editorial team's demonstrated commitment to critically reviewing games, ensuring reviews are detailed and independent rather than formulaic endorsements.[11] This assessment prioritizes outlets that produce content with analytical depth, correct attribution of scores, and avoidance of undue influence from marketing pressures, though specific thresholds like minimum review volume or historical output are not publicly quantified beyond general standards of reliability.[11] Approved publications have their reviews automatically integrated once verified, with individual critics within those outlets tracked separately for metrics like recommendation rates and score consistency, enabling user customization of trusted reviewers.[11] Publications can submit individual reviews for potential aggregation via a dedicated form, where an OpenCritic administrator manually reviews the submission for compliance with site standards before approval and inclusion.[12] This manual oversight extends to ongoing monitoring, allowing for the exclusion of substandard reviews even from approved outlets, thereby preserving the platform's emphasis on verifiable critical consensus over sheer volume.[4] The process underscores OpenCritic's curation model, which relies on human judgment to uphold review quality amid varying standards across gaming media.[11]Scoring and Recommendation Metrics
OpenCritic's core scoring metric, the Top Critic Average, is determined by calculating the unweighted arithmetic mean of numeric review scores from a select group of designated top critics, whose outlets meet specific criteria for influence, consistency, and transparency in reviewing. Review scores from diverse scales, such as out of 10 or 5, are first normalized to a 0–100 range to ensure comparability before averaging. This approach treats each top critic's score equally, without algorithmic weighting by outlet size or reputation, distinguishing it from competitors like Metacritic.[8][13] The Critics Recommendation percentage, introduced as a prominent metric in January 2020, represents the proportion of top critic reviews that issue a positive verdict or explicit recommendation for the game, regardless of numeric score. This binary classification—recommend or not—focuses on overall endorsement rather than granular scoring, providing an indicator of broad critical approval. For reviews lacking numeric scores but containing qualitative verdicts, OpenCritic infers recommendations based on the review's tone and conclusion.[14][15] OpenCritic assigns categorical ratings—Mighty, Strong, Fair, or Weak—to games based on the percentile ranking of their Top Critic Average against the full historical dataset of reviewed titles on the platform. Mighty denotes the top 10% of games, signifying universal acclaim and genre-leading quality; Strong covers the subsequent 30%, indicating solid performance; Fair and Weak apply to the remaining lower tiers, with Weak encompassing bottom-quartile scores often below 70 out of 100. These labels offer a relative quality benchmark, emphasizing distribution over absolute thresholds.[2]Coverage Scope and Limitations
OpenCritic aggregates reviews exclusively for video games released on personal computers and console platforms, such as PlayStation, Xbox, Nintendo Switch, and PC, while excluding mobile titles. This focus aligns with its emphasis on reviews from established gaming publications targeting traditional desktop and home console experiences, rather than app-based or touch-centric mobile gaming.[2] The platform's coverage prioritizes titles that attract attention from its network of approved "top critics," typically major commercial releases from publishers like Nintendo, Sony, Microsoft, and third-party developers, spanning genres from action-adventure to RPGs. As evidenced by public datasets, it includes over 13,000 games across these platforms, with aggregation occurring for entries receiving multiple critic scores.[16] However, indie, experimental, or niche titles often receive limited or no aggregation if they lack sufficient reviews from vetted sources, leading to underrepresentation of less mainstream works.[17] Key limitations stem from its reliance on selective critic participation: only reviews from pre-approved outlets and individuals—deemed influential based on factors like audience reach and review consistency—are included, potentially overlooking diverse or emerging voices.[2] Games must be publicly released (with previews sometimes noted separately) and typically require a minimum threshold of reviews (e.g., around five for a displayed Top Critic Average) to generate aggregated metrics, excluding early access builds or demos without full critiques.[14] Additionally, while platform-specific scores are tracked, cross-platform averaging can obscure version-specific variances, and historical coverage favors post-2015 releases, with older titles aggregated retrospectively only if critics revisit them.[18] This methodology ensures transparency but constrains breadth compared to broader aggregators, as it does not incorporate unvetted or user-generated content in core critic scores.[19]Features and Functionality
Core Review Display and Personalization
OpenCritic displays reviews for individual games through an aggregated score, computed as the unweighted arithmetic mean of numerical ratings submitted by approved critics.[11] This score is accompanied by a binary recommendation metric, expressed as the percentage of critics who recommend the title—defined as those assigning a score of 75 or higher out of 100.[11] Individual reviews appear in a sortable list on the game's page, including each critic's score, outlet affiliation, publication date, a truncated excerpt (blurb), and hyperlink to the original full review.[2] Scores are categorized into qualitative tiers for quick reference, such as "Mighty" for 90+, "Strong" for 80-89, "Fair" for 70-79, "Weak" for 60-69, and lower designations for scores below 60.[11] Within the review list, OpenCritic prominently highlights contributions from "Top Critics," a designation reserved for the top 10% of critics based on proprietary accuracy and consistency evaluations derived from historical review alignments with peer consensus.[2] This emphasis aims to elevate reliable voices without algorithmic weighting of outlets, differing from competitors by treating all approved critics equally in aggregation while visually distinguishing elite performers.[11] Personalization features enable users to customize the review interface by selecting preferred outlets, which adjusts the display to prioritize and highlight reviews from those sources over others.[20] Users can further tailor recommendations by marking games as liked or disliked, refining the site's similarity-based algorithms to generate individualized "recommended" percentages for other titles, reflecting predicted alignment with the user's demonstrated preferences rather than global critic consensus.[20] These adjustments persist across sessions for logged-in accounts, fostering a user-specific aggregation without altering the underlying critic data.[20]Recent Updates Including User Input (2024)
In October 2024, OpenCritic introduced player ratings, enabling registered users to submit numerical scores for reviewed games, with an average player rating displayed only after accumulating at least 20 individual ratings to ensure statistical reliability.[21] This feature positions user scores adjacent to aggregated critic metrics on game pages, offering direct comparability between professional and audience evaluations. Complementing ratings, users gained the ability to submit textual reviews, which must exceed 30 words in length and undergo moderation prior to publication; this threshold and oversight process aim to filter low-effort submissions and mitigate coordinated manipulation attempts, such as review bombing observed on other platforms.[22] Users may also record playtime hours for each title, providing contextual data on engagement depth.[23] The rollout, reported across gaming communities without a formal press release from OpenCritic, reflects efforts under new ownership to enhance site interactivity and audience retention, as user-generated content had previously been absent from the aggregator's core functionality.[24] Future enhancements include user profiles to track personal rating histories and preferences.[25] Early adoption has been modest, with player ratings appearing selectively on high-profile titles, though the system prioritizes verified accounts to maintain integrity against inflated or depreciated scores.[26]Ownership and Business Developments
Independent Operations (2015–2023)
OpenCritic commenced operations as an independent entity on September 30, 2015, founded by a small team led by Matthew Enthoven, who had prior experience at Riot Games, along with other members from game development backgrounds.[5][3] The platform differentiated itself through manual approval processes for critics and outlets, requiring demonstrated expertise via consistent publication of thoughtful analyses, rather than automated inclusion, to prioritize review quality over volume.[3] From inception through 2023, OpenCritic maintained a lean operational structure with a core team handling curation, scoring algorithms, and site maintenance, funded primarily through undisclosed internal means without public venture capital rounds or major partnerships altering independence.[1] The service aggregated reviews exclusively from approved sources, computing metrics like Top Critic Average and Adjusted Scores that weighted recent critic performance and agreement levels, while enabling user personalization by weighting trusted outlets.[11] Coverage expanded to thousands of titles annually across PC, console, and select indie releases, emphasizing empirical transparency by linking directly to full reviews and avoiding selective embargo lifts.[27] Key initiatives during this period included 2017 efforts to integrate business model disclosures into game summaries, prompted by loot box controversies in titles like Middle-earth: Shadow of War, categorizing elements such as paywalls, progression impacts, and monetization prompts to inform consumer decisions beyond scores.[28] In April 2020, OpenCritic introduced Hall of Fame criteria for elite-rated games (90+ scores from sufficient critics), informed by the team's development insights to honor titles overcoming production hurdles, with retroactive eligibility for pre-2015 releases meeting standards.[29] These features solidified its role as a critic-focused aggregator, amassing reviews from over 100 outlets by the early 2020s while resisting user scores to preserve professional integrity amid industry review bombing attempts.[5]Acquisition by Valnet Inc. (2024)
On July 31, 2024, Valnet Inc., a digital media company specializing in gaming and entertainment content, announced its acquisition of OpenCritic, the video game review aggregation platform founded in 2015.[5][30] The deal positioned OpenCritic within Valnet's Odyssey Group, integrating it alongside established gaming outlets such as Game Rant, TheGamer, and Screen Rant, which collectively reach over 100 million monthly gamers according to ComScore data.[5][30] Valnet described the acquisition as a strategic expansion of its gaming portfolio, emphasizing OpenCritic's role in providing aggregated, unbiased reviews from manually approved critics to enhance overall content offerings.[5] OpenCritic co-founder Matthew Enthoven expressed enthusiasm for the partnership, stating it would leverage Valnet's resources to support the platform's growth while maintaining its core mission of delivering reliable gaming evaluations.[5] Financial terms of the acquisition were not disclosed publicly.[1] Following the acquisition, Valnet outlined initial plans to evolve OpenCritic beyond pure aggregation, including the addition of social networking features for gamers, a dedicated development team for site enhancements, and expanded API integrations with partners like GOG and the Epic Games Store.[5][30] These developments aimed to foster greater community engagement and syndication of gaming news, though operational continuity for review aggregation was affirmed in the immediate aftermath.[5]Reception and Criticisms
Positive Reception for Transparency
OpenCritic has been commended for its explicit commitment to methodological transparency, particularly in contrast to aggregators employing undisclosed weighting algorithms. Launched on September 30, 2015, as an alternative to Metacritic, the platform pledged "no hidden weightings" and "no black-box processes," making all standards for critic approval and score aggregation publicly available and verifiable.[7][31] This approach enables users to scrutinize how individual reviews contribute to overall metrics, such as the OpenCritic Score, which equally weights approved critics without proprietary adjustments.[32] Critics and industry analysts have highlighted this openness as a strength, noting that OpenCritic's criteria for outlet inclusion—requiring consistent, professional review practices—are clearly outlined, fostering accountability and reducing perceptions of favoritism toward major publications.[33] For example, the site's verification process for "Top Critics," based on factors like review volume and editorial independence, is documented transparently, allowing independent outlets to qualify based on merit rather than legacy status.[34] This has earned praise for demystifying aggregation, with one review aggregator analysis describing it as a "friendlier and more professional transparent" model that builds user trust through accessible explanations of score derivations.[35][36] The platform's transparency extends to displaying granular data, such as review breakdowns by category (e.g., gameplay, graphics) where available, and reconciling critic scores with emerging user ratings introduced in October 2024, without altering core methodologies post-acquisition by Valnet Inc.[5] Observers have attributed OpenCritic's enduring reputation as a reliable resource to this user-centric openness, which contrasts with less forthcoming competitors and supports informed consumer decisions amid varying review landscapes.[25]Criticisms of Equal Weighting and Reliability
OpenCritic's aggregation assigns equal weight to numerical scores from all approved critic outlets, regardless of the outlet's size, editorial rigor, or audience influence. This methodology has faced criticism for elevating the impact of lesser-known or potentially lower-quality reviews to the same level as those from prominent publications like IGN or GameSpot, which often employ structured review processes and fact-checking. For example, industry forum discussions highlight that while established sites may invest in detailed analysis, smaller blogs or individual critics might produce less substantive evaluations, yet contribute equally to the final average, potentially distorting overall reliability.[37][38] The equal-weighting approach contrasts with Metacritic's system, which applies undisclosed weights favoring larger outlets, a practice defended by some as reflecting real-world credibility hierarchies. Detractors argue OpenCritic's model undermines aggregate trustworthiness by not differentiating based on outlet reputation or track record, allowing niche or ideologically driven reviews to sway scores without proportional scrutiny. This has led to concerns over vulnerability to outliers, as evidenced in cases where aggregates appear inflated or deflated due to uneven critic distributions rather than consensus quality.[8][39] Further compounding reliability issues, OpenCritic categorizes average scores of 70–74 out of 100 as "Weak," a threshold that deviates from industry norms where 70 typically signifies average or decent performance. Critics contend this labeling imposes a harsher interpretive framework, misaligning with reviewers' intent and fostering undue negativity toward mid-tier games; for instance, a 72 average—historically viewed as passable—gets branded as substandard, eroding user trust in the metric's objectivity. In April 2020, OpenCritic addressed related aggregation flaws by prioritizing the "% Recommended" stat over sole reliance on numeric averages, acknowledging limitations in the prior equal-weighted formula's ability to capture nuanced endorsements.[40][14]Handling of Critic-User Discrepancies
OpenCritic maintains distinct aggregation processes for critic and user scores, ensuring that discrepancies between professional reviews and audience feedback are presented transparently without algorithmic reconciliation. The platform's top critic score derives exclusively from reviews by approved outlets meeting criteria such as editorial independence and consistent publication standards, calculated as a percentile-based ranking rather than a simple average. In contrast, the player rating, implemented on October 21, 2024, aggregates user-submitted numerical scores only after at least 20 valid entries, displayed alongside the critic score to enable direct comparison.[26][35] This separation prevents user input from influencing critic metrics, mitigating risks like review bombing while allowing observable divergences, as seen in titles such as Starfield where user scores on platforms like Steam fell markedly below critic aggregates.[41] User reviews, first introduced in moderated form on September 22, 2020, undergo manual vetting by OpenCritic's team to enforce standards including a minimum of 30 words, grammatical coherence, and topical relevance to the game's content.[19] Every submission and associated comment is reviewed prior to publication, aiming to filter out off-topic rants, spam, or coordinated campaigns that could skew perceptions disproportionately.[42] This moderation contrasts with unfiltered user systems on sites like Steam, where discrepancies often arise from post-launch issues or ideological motivations not captured in pre-release critic access; OpenCritic's approach prioritizes quality signals over volume, though it has drawn discussion on whether such gates adequately represent broader player sentiment.[43] By not weighting or normalizing scores to align critic and user views, OpenCritic facilitates consumer discernment of potential biases, such as critics' limited playtime versus users' long-term experiences. For instance, games exhibiting wide gaps—critics at 80+ percentiles but users below 60—prompt users to cross-reference individual reviews, with the platform's filters allowing exclusion of specific outlets for personalized aggregates.[44] This methodology underscores OpenCritic's emphasis on empirical review data over synthesized consensus, though forum analyses note persistent challenges in fully resolving perceptual divides without deeper causal factors like access privileges.[27]Comparisons to Other Aggregators
Differences from Metacritic
OpenCritic differs from Metacritic primarily in its narrower scope and aggregation methodology. Whereas Metacritic aggregates reviews across entertainment media including films, television, music, and video games since its launch in 2001, OpenCritic focuses exclusively on video games, having been established in 2015 to address perceived shortcomings in gaming-specific review compilation.[2] This specialization allows OpenCritic to prioritize contemporary titles and gaming industry dynamics, often limiting coverage to releases from the past decade, while Metacritic maintains extensive historical archives spanning decades.[45] A core distinction lies in score calculation. OpenCritic computes its aggregate score as a simple, unweighted average of normalized scores from approved critics, requiring a minimum of four to five eligible reviews for a score to be displayed, with each verified source contributing equally irrespective of outlet prominence.[17][38] In contrast, Metacritic employs a weighted average for its Metascore, assigning higher influence to reviews from publications deemed of greater quality and stature based on editorial judgment, though weights are closely clustered to minimize outsized impact—typically altering final scores by 1-2 points.[46][47][48] Critic inclusion processes also diverge. OpenCritic curates its pool through a verification system, where publications and individual critics must apply, demonstrate consistent review output (often requiring a track record of multiple games reviewed), and meet transparency standards to gain approval, aiming to filter for reliability without algorithmic opacity.[3][17] Metacritic, by comparison, draws from a wider array of sources with less stringent pre-approval, relying instead on post-inclusion weighting and editorial normalization of diverse scoring scales (e.g., converting letter grades or stars to a 0-100 scale).[46][49]| Aspect | OpenCritic | Metacritic |
|---|---|---|
| Score Weighting | Equal across approved critics | Weighted by publication quality and stature |
| Minimum Reviews | 4-5 eligible for aggregate score | Varies; no fixed minimum specified publicly |
| Verification Focus | Pre-approval and track record required | Broader inclusion with weighting adjustment |